Day 17 of the stream, A.K.A. Season Finale, and also where we show a use of Maya Assets (Containers) to encapsulate and establish a publishing front for rig components
This wraps up the pilot season of the stream. Thanks everybody for following.
This episode is about an often overlooked feature of Maya, at least in rigging, assets.
Also, courtesy of a viewer there is an answer to my ramblings about proxy attributes that takes place towards the end, and while for now it’s a commands only thing, and it will alter your graph in potentially circular ways, it seems serviceable already.
The flag I show in the API also has a related command flag to establish an attribute as a proxy, and it’s pretty simple to use.
Day 16 of the stream, this is where we wrap callbacks for good and show how to automatically deploy one on the rig at scene load time through a Script Node
Closing the callback saga we finally wrap it all together, make the callback work with the UI when an attribute is slid and not just changed, and finally make sure it auto deploys on the rig whenever the scene is opened through the use of a Script Node.
As usual with scripting heavy sessions at the end of this post you will find the transcriptions of the final result, in this case the script to add to the Script Node that will deploy the callback on scene load events.
from maya.apiimport OpenMaya as om2
from maya import cmds
importmathdef removeCallbacksFromNode(node_mob):
"""
:param node_mob: [MObject] the node to remove all node callbacks from
:return: [int] number of callbacks removed
"""
cbs = om2.MMessage.nodeCallbacks(node_mob)
cbCount =len(cbs)for eachCB in cbs:
om2.MMessage.removeCallback(eachCB)return cbCount
def cb(msg, plug1, plug2, payload):
fkik_attrName ='FKIK_switch'if msg !=2056: # check most common case first and return unless it'sreturn# an attribute edit type of callbackifnot plug1.partialName(includeNodeName=False, useAlias=False)== fkik_attrName:
# We ensure if the attribute being changed is uninteresting we do nothingreturn
isFK = plug1.asBool()==False# Switched To FK
isIK =not isFK # Switched to IK
settingsAttrs ={# all interesting attribute names in keys, respective plugs in values'fkRotation': None,'ikRotation': None,'fk_ctrl_rotx': None,'ik_ctrl_translate': None,'ikPedalOffset': None,'dirtyTracker': None,}
mfn_dep = om2.MFnDependencyNode(plug1.node())# We populate the dictionary of interesting attributes with their plugsfor eachPName in settingsAttrs.iterkeys():
plug = mfn_dep.findPlug(eachPName,False)
settingsAttrs[eachPName]= plug
for p in settingsAttrs.itervalues():
# We will exit early and do nothing if a plug couldn't be initialised, the object# is malformed, or we installed the callback on an object that is only# conformant by accident and can't operate as we expect it to.if p isNone:
return
dirtyTrackerPlug = settingsAttrs.get('dirtyTracker')
isDirty = dirtyTrackerPlug.asBool()!= plug1.asBool()if isDirty:
dirtyTrackerPlug.setBool(plug1.asBool())else:
return
angle =None# empty initif isFK:
# Simplest case, if we switched to FK we copy the roation from IK# to the FK control's X rotation value
angle = -settingsAttrs.get("ikRotation").source().asDouble()
fkSourcePlug = settingsAttrs.get("fk_ctrl_rotx").source()
fkSourcePlug.setDouble(angle)elif isIK:
# If instead we switched to IK we need to# derive the translation of the IK control that produces the result# of an equivalent rotation to the one coming from the FK control
angle = settingsAttrs.get("fkRotation").source().asDouble()
projectedLen = settingsAttrs.get("ikPedalOffset").source().asDouble()
y =(math.cos(angle) * projectedLen) - projectedLen
z =math.sin(angle) * projectedLen
ikSourcePlug = settingsAttrs.get("ik_ctrl_translate").source()for i inxrange(ikSourcePlug.numChildren()):
realName = ikSourcePlug.child(i).partialName(includeNodeName=False, useAlias=False)if realName =='ty':
ikSourcePlug.child(i).setDouble(y)elif realName =='tz':
ikSourcePlug.child(i).setDouble(z)# full scene DAG path to the object we're looking for, our settings panel
settingsStrPath ="unicycle|pedals_M_cmpnt|control|pedals_M_settings_ctrl"# check for its existence
found = cmds.objExists(settingsStrPath)if found: # act only if found# the following is A way to get an MObject from a name in OM2
sel = om2.MSelectionList();
sel.add(settingsStrPath)
settingsMob = sel.getDependNode(0)# first we need to ensure the node isn't dirty by default# by aligning the value of the switch the rig was save with# into the dirty tracker
mfn_dep = om2.MFnDependencyNode(settingsMob)
fkikPlug = mfn_dep.findPlug('FKIK_switch',False)
dirtyTracker = mfn_dep.findPlug('dirtyTracker',False)
dirtyTracker.setBool(fkikPlug.asBool())# as this is on scene open only the following callback removal# shouldn't be necessary since callbacks don't persist on scene save,# but why not?
removeCallbacksFromNode(settingsMob)# and we finally add the callback implementation to the settings node
om2.MNodeMessage.addAttributeChangedCallback(settingsMob, cb)
from maya.api import OpenMaya as om2
from maya import cmds
import math
def removeCallbacksFromNode(node_mob):
"""
:param node_mob: [MObject] the node to remove all node callbacks from
:return: [int] number of callbacks removed
"""
cbs = om2.MMessage.nodeCallbacks(node_mob)
cbCount = len(cbs)
for eachCB in cbs:
om2.MMessage.removeCallback(eachCB)
return cbCount
def cb(msg, plug1, plug2, payload):
fkik_attrName = 'FKIK_switch'
if msg != 2056: # check most common case first and return unless it's
return # an attribute edit type of callback
if not plug1.partialName(includeNodeName=False, useAlias=False) == fkik_attrName:
# We ensure if the attribute being changed is uninteresting we do nothing
return
isFK = plug1.asBool() == False # Switched To FK
isIK = not isFK # Switched to IK
settingsAttrs = { # all interesting attribute names in keys, respective plugs in values
'fkRotation': None,
'ikRotation': None,
'fk_ctrl_rotx': None,
'ik_ctrl_translate': None,
'ikPedalOffset': None,
'dirtyTracker': None,
}
mfn_dep = om2.MFnDependencyNode(plug1.node())
# We populate the dictionary of interesting attributes with their plugs
for eachPName in settingsAttrs.iterkeys():
plug = mfn_dep.findPlug(eachPName, False)
settingsAttrs[eachPName] = plug
for p in settingsAttrs.itervalues():
# We will exit early and do nothing if a plug couldn't be initialised, the object
# is malformed, or we installed the callback on an object that is only
# conformant by accident and can't operate as we expect it to.
if p is None:
return
dirtyTrackerPlug = settingsAttrs.get('dirtyTracker')
isDirty = dirtyTrackerPlug.asBool() != plug1.asBool()
if isDirty:
dirtyTrackerPlug.setBool(plug1.asBool())
else:
return
angle = None # empty init
if isFK:
# Simplest case, if we switched to FK we copy the roation from IK
# to the FK control's X rotation value
angle = -settingsAttrs.get("ikRotation").source().asDouble()
fkSourcePlug = settingsAttrs.get("fk_ctrl_rotx").source()
fkSourcePlug.setDouble(angle)
elif isIK:
# If instead we switched to IK we need to
# derive the translation of the IK control that produces the result
# of an equivalent rotation to the one coming from the FK control
angle = settingsAttrs.get("fkRotation").source().asDouble()
projectedLen = settingsAttrs.get("ikPedalOffset").source().asDouble()
y = (math.cos(angle) * projectedLen) - projectedLen
z = math.sin(angle) * projectedLen
ikSourcePlug = settingsAttrs.get("ik_ctrl_translate").source()
for i in xrange(ikSourcePlug.numChildren()):
realName = ikSourcePlug.child(i).partialName(includeNodeName=False, useAlias=False)
if realName == 'ty':
ikSourcePlug.child(i).setDouble(y)
elif realName == 'tz':
ikSourcePlug.child(i).setDouble(z)
# full scene DAG path to the object we're looking for, our settings panel
settingsStrPath = "unicycle|pedals_M_cmpnt|control|pedals_M_settings_ctrl"
# check for its existence
found = cmds.objExists(settingsStrPath)
if found: # act only if found
# the following is A way to get an MObject from a name in OM2
sel = om2.MSelectionList();
sel.add(settingsStrPath)
settingsMob = sel.getDependNode(0)
# first we need to ensure the node isn't dirty by default
# by aligning the value of the switch the rig was save with
# into the dirty tracker
mfn_dep = om2.MFnDependencyNode(settingsMob)
fkikPlug = mfn_dep.findPlug('FKIK_switch', False)
dirtyTracker = mfn_dep.findPlug('dirtyTracker', False)
dirtyTracker.setBool(fkikPlug.asBool())
# as this is on scene open only the following callback removal
# shouldn't be necessary since callbacks don't persist on scene save,
# but why not?
removeCallbacksFromNode(settingsMob)
# and we finally add the callback implementation to the settings node
om2.MNodeMessage.addAttributeChangedCallback(settingsMob, cb)
Day 15 of the stream, An introduction to Events and Application loops
We got blackboard heavy today, but understanding the basics of how interactive software works is important.
We spend a good hour going over how software simulates interactivity, how it tracks change, and at what points in those cycles you can insert your own operations.
Day 14 of the stream, we finally install a fully working callback for the FK <-> IK switch on the pedals.
Finishing the Maya Callbacks and OpenMaya stretch of the stream we finally have a fully working FK <-> IK switch for the pedals.
We only have the virtual slider case to fix, which is more a matter of finding a good stepped signal to work off of than anything else, and then maybe ensuring callbacks are installed every time the scene is opened.
Exercise for home, if you’re inclined:
Look into making the callback work with virtual sliders.
Hint 1: not unlike the reciprocal behaviour added as a demo to the end of the Day 11 Stream it’s about comparing the result we get, with something that changes reliably and not depending on UI interaction
Hint 2: the angles we get from the separate IK and FK feed could be compared against the angle coming from the blend, which is graph dependent and not UI dependent, and comparison should provide the clean state switch we’re after.
As with all previous script heavy days you will find the commented transcription at the end of the page.
Enjoy:
fkik_attrName ='FKIK_switch'from maya.apiimport _OpenMaya_py2 as om2
from maya import cmds
importmathdef iterSelection():
"""
generator style iterator over current Maya active selection
:return: [MObject) an MObject for each item in the selection
"""
sel = om2.MGlobal.getActiveSelectionList()for i inxrange(sel.length()):
yield sel.getDependNode(i)def removeCallbacksFromNode(node_mob):
"""
:param node_mob: [MObject] the node to remove all node callbacks from
:return: [int] number of callbacks removed
"""
cbs = om2.MMessage.nodeCallbacks(node_mob)
cbCount =len(cbs)for eachCB in cbs:
om2.MMessage.removeCallback(eachCB)return cbCount
def removeCallbacksFromSel():
"""
Will remove all callbacks from each node in the current selection
:return: [(int, int)] total number of objects that had callbacks removed,
and total count of all callbacks removed across them
"""
cbCount =0
mobCount =0for eachMob in iterSelection():
mobCount +=1
cbCount += removeCallbacksFromNode(eachMob)return mobCount, cbCount
def cb(msg, plug1, plug2, payload):
if msg !=2056: #check most common case first and return unless it'sreturn# an attribute edit type of callbackifnot plug1.partialName(includeNodeName=False, useAlias=False)== fkik_attrName:
# We ensure if the attribute being changed is uninteresting we do nothingreturn
isFK = plug1.asBool()==False# Switched To FK
isIK =not isFK # Switched to IK
settingsAttrs ={# all interesting attribute names in keys, respective plugs in values'fkRotation': None,'ikRotation': None,'fk_ctrl_rotx': None,'ik_ctrl_translate': None,'ikPedalOffset': None,}
mfn_dep = om2.MFnDependencyNode(plug1.node())# We populate the dictionary of interesting attributes with their plugsfor eachPName in settingsAttrs.iterkeys():
plug = mfn_dep.findPlug(eachPName,False)
settingsAttrs[eachPName]= plug
for p in settingsAttrs.itervalues():
# We will exit early and do nothing if a plug couldn't be initialised, the object# is malformed, or we installed the callback on an object that is only# conformant by accident and can't operate as we expect it to.if p isNone:
return
angle =None# empty initif isFK:
# Simplest case, if we switched to FK we copy the roation from IK# to the FK control's X rotation value
angle = -settingsAttrs.get("ikRotation").source().asDouble()
fkSourcePlug = settingsAttrs.get("fk_ctrl_rotx").source()
fkSourcePlug.setDouble(angle)elif isIK:
# If instead we switched to IK we need to# derive the translation of the IK control that produces the result# of an equivalent rotation to the one coming from the FK control
angle = settingsAttrs.get("fkRotation").source().asDouble()
projectedLen = settingsAttrs.get("ikPedalOffset").source().asDouble()
y =(math.cos(angle) * projectedLen ) - projectedLen
z =math.sin(angle) * projectedLen
ikSourcePlug = settingsAttrs.get("ik_ctrl_translate").source()for i inxrange(ikSourcePlug.numChildren()):
realName = ikSourcePlug.child(i).partialName(includeNodeName =False, useAlias =False)if realName =='ty':
ikSourcePlug.child(i).setDouble(y)elif realName =='tz':
ikSourcePlug.child(i).setDouble(z)
removeCallbacksFromSel()for eachMob in iterSelection():
om2.MNodeMessage.addAttributeChangedCallback(eachMob, cb)
fkik_attrName = 'FKIK_switch'
from maya.api import _OpenMaya_py2 as om2
from maya import cmds
import math
def iterSelection():
"""
generator style iterator over current Maya active selection
:return: [MObject) an MObject for each item in the selection
"""
sel = om2.MGlobal.getActiveSelectionList()
for i in xrange(sel.length()):
yield sel.getDependNode(i)
def removeCallbacksFromNode(node_mob):
"""
:param node_mob: [MObject] the node to remove all node callbacks from
:return: [int] number of callbacks removed
"""
cbs = om2.MMessage.nodeCallbacks(node_mob)
cbCount = len(cbs)
for eachCB in cbs:
om2.MMessage.removeCallback(eachCB)
return cbCount
def removeCallbacksFromSel():
"""
Will remove all callbacks from each node in the current selection
:return: [(int, int)] total number of objects that had callbacks removed,
and total count of all callbacks removed across them
"""
cbCount = 0
mobCount = 0
for eachMob in iterSelection():
mobCount += 1
cbCount += removeCallbacksFromNode(eachMob)
return mobCount, cbCount
def cb(msg, plug1, plug2, payload):
if msg != 2056: #check most common case first and return unless it's
return # an attribute edit type of callback
if not plug1.partialName(includeNodeName=False, useAlias=False) == fkik_attrName:
# We ensure if the attribute being changed is uninteresting we do nothing
return
isFK = plug1.asBool() == False # Switched To FK
isIK = not isFK # Switched to IK
settingsAttrs = { # all interesting attribute names in keys, respective plugs in values
'fkRotation': None,
'ikRotation': None,
'fk_ctrl_rotx': None,
'ik_ctrl_translate': None,
'ikPedalOffset': None,
}
mfn_dep = om2.MFnDependencyNode(plug1.node())
# We populate the dictionary of interesting attributes with their plugs
for eachPName in settingsAttrs.iterkeys():
plug = mfn_dep.findPlug(eachPName, False)
settingsAttrs[eachPName] = plug
for p in settingsAttrs.itervalues():
# We will exit early and do nothing if a plug couldn't be initialised, the object
# is malformed, or we installed the callback on an object that is only
# conformant by accident and can't operate as we expect it to.
if p is None:
return
angle = None # empty init
if isFK:
# Simplest case, if we switched to FK we copy the roation from IK
# to the FK control's X rotation value
angle = -settingsAttrs.get("ikRotation").source().asDouble()
fkSourcePlug = settingsAttrs.get("fk_ctrl_rotx").source()
fkSourcePlug.setDouble(angle)
elif isIK:
# If instead we switched to IK we need to
# derive the translation of the IK control that produces the result
# of an equivalent rotation to the one coming from the FK control
angle = settingsAttrs.get("fkRotation").source().asDouble()
projectedLen = settingsAttrs.get("ikPedalOffset").source().asDouble()
y = ( math.cos(angle) * projectedLen ) - projectedLen
z = math.sin(angle) * projectedLen
ikSourcePlug = settingsAttrs.get("ik_ctrl_translate").source()
for i in xrange(ikSourcePlug.numChildren()):
realName = ikSourcePlug.child(i).partialName(includeNodeName = False, useAlias = False)
if realName == 'ty':
ikSourcePlug.child(i).setDouble(y)
elif realName == 'tz':
ikSourcePlug.child(i).setDouble(z)
removeCallbacksFromSel()
for eachMob in iterSelection():
om2.MNodeMessage.addAttributeChangedCallback(eachMob, cb)
Day 13 of the stream, we keep keeping on with scripting until we obtain the right numbers and get ourselves ready to implement the dynamic, callback driven version
We conclude the scripting tangent required to deploy an actual dynamic FK to IK switch.
With OpenMaya2 introduced in the Day 12 stream, the design of the callback done and some attributes at hand, we finally get onto writing the actual code necessary for the callback to retrieve and transform the value until we obtain the right numbers.
As in previous scripting posts and videos the transcription of the code to the point we left it at the end of the episode is available at the end of this post.
Next stream all we’ll have to will be converting it to an actual callback and possibly ensuring it’s re-installed at scene open, but for now enjoy the scripting part taken from snippets to useful numbers:
from maya.apiimport _OpenMaya_py2 as om2
from maya import cmds
importmathdef iterSelection():
"""
generator style iterator over current Maya active selection
:return: [MObject) an MObject for each item in the selection
"""
sel = om2.MGlobal.getActiveSelectionList()for i inxrange(sel.length()):
yield sel.getDependNode(i)
_MAYA_MATRIX_ATTRIBUTE_NAME ='worldMatrix'def wMtxFromMob(node_mob):
"""
finds the world matrix attribute and returns its value in matrix form
:param node_mob: [MObject] the node to get the world matrix from
:return: [MMatrix] the matrix value of the world transform on the argument node
"""ifnot node_mob.hasFn(om2.MFn.kDagNode):
returnNone
mfn_dag = om2.MFnDagNode(node_mob)
wMtxPlug = mfn_dag.findPlug(_MAYA_MATRIX_ATTRIBUTE_NAME,False)
elPlug = wMtxPlug.elementByLogicalIndex(0)
node_mob_attr = elPlug.asMObject()
mfn_mtxData = om2.MFnMatrixData(node_mob_attr)return mfn_mtxData.matrix()def mtxFromPlugSource(plug):
"""
takes a plug and retrieves the plug's source plug
then will try to initialise matrix data from it and return it
if valid
:param plug: [MPlug] a plug connected to a matrix type source
:return: [MMatrix | None]
"""if plug.isDestination:
mtxPlug = plug.source()
node_mob_attr = mtxPlug.asMObject()if node_mob_attr.hasFn(om2.MFn.kMatrixAttribute):
mfn_mtxData = om2.MFnMatrixData(node_mob_attr)return mfn_mtxData.matrix()returnNonedef mPointFromPlugSource(plug):
"""
similar to mtxFromPlugSource but will retrieve a translate compound source
:param plug: [MPlug] a plug connected to a translate compound triplet source
:return: [MPoing | None]
"""if plug.isDestination:
sourcePlug = plug.source()ifnot sourcePlug.isCompoundornot sourcePlug.numChildren()==3:
returnNone
mp = om2.MPoint()
returnPoint =[False,False,False]for i inxrange(sourcePlug.numChildren()):
realName = sourcePlug.child(i).partialName(includeNodeName =False, useAlias =False)if realName =='tx':
mp.x= sourcePlug.child(i).asFloat()
returnPoint[0]=Trueelif realName =='ty':
mp.y= sourcePlug.child(i).asFloat()
returnPoint[1]=Trueelif realName =='tz':
mp.z= sourcePlug.child(i).asFloat()
returnPoint[2]=Trueifall(returnPoint):
return mp
returnNone
_MAYA_OUTPUT_ATTRIBUTE_NAME ='output'def getMRotFromNodeOutput(node_mob, rotOrder = om2.MEulerRotation.kXYZ):
"""
finds the angular output of the argument node and returns it
as a Euler rotation where that angle is the X element
:param node_mob: [MObject] the node to get the output port from
:param rotOrder: [int] the factory constant for the desired rotation order
the returned Euler rotation should be set to
:return: [MEulerRotation] the Euler rotation composition where the
angular output on the argument node is the X value
"""
mfn_dep = om2.MFnDependencyNode(node_mob)
angle = om2.MAngle(0.0)if node_mob.hasFn(om2.MFn.kAnimBlend)and mfn_dep.hasAttribute(_MAYA_OUTPUT_ATTRIBUTE_NAME):
plug = mfn_dep.findPlug(_MAYA_OUTPUT_ATTRIBUTE_NAME,False)
angle = plug.asMAngle()
rot = om2.MEulerRotation(angle.asRadians(),0.0,0.0, rotOrder)return rot
# A dictionary of all attributes we're interested in by name, ready# to accept values for each.
attribs ={'blendedRotation': None,'fk_bfr_mtx': None,'ik_bfr_mtx': None,'ikPedalOffset': None,}
mobTuple =tuple(iterSelection())if mobTuple:
mfn_dep = om2.MFnDependencyNode(mobTuple[0])
plug = om2.MPlug()if mfn_dep.hasAttribute("FKIK_switch"):
plug = mfn_dep.findPlug("FKIK_switch",False)if plug.isNull:
print("invalid selection, no FKIK_switch attribute found on first selected item")else:
for eachPName in attribs.iterkeys():
plug = mfn_dep.findPlug(eachPName,False)
attribs[eachPName]= plug
isValid =Truefor p in attribs.itervalues():
if p isNone:
isValid =Falsebreakif isValid:
blendedRot = fk_bfr_mtx = ik_bfr_mtx = ikPedalOffset =None
blendedRot = attribs.get("blendedRotation").source().asMAngle().asRadians()
fk_bfr_mtx = mtxFromPlugSource(attribs.get("fk_bfr_mtx"))
ik_bfr_mtx = mtxFromPlugSource(attribs.get("ik_bfr_mtx"))
ikPedalOffset = mPointFromPlugSource(attribs.get("ikPedalOffset"))
projectedLen = ikPedalOffset.y
z =math.sin(blendedRot) * projectedLen
y =(1.0-math.cos(blendedRot)) * -projectedLen
else:
print("invalid selection count, nothing found selected from iterator")
from maya.api import _OpenMaya_py2 as om2
from maya import cmds
import math
def iterSelection():
"""
generator style iterator over current Maya active selection
:return: [MObject) an MObject for each item in the selection
"""
sel = om2.MGlobal.getActiveSelectionList()
for i in xrange(sel.length()):
yield sel.getDependNode(i)
_MAYA_MATRIX_ATTRIBUTE_NAME = 'worldMatrix'
def wMtxFromMob(node_mob):
"""
finds the world matrix attribute and returns its value in matrix form
:param node_mob: [MObject] the node to get the world matrix from
:return: [MMatrix] the matrix value of the world transform on the argument node
"""
if not node_mob.hasFn(om2.MFn.kDagNode):
return None
mfn_dag = om2.MFnDagNode(node_mob)
wMtxPlug = mfn_dag.findPlug(_MAYA_MATRIX_ATTRIBUTE_NAME, False)
elPlug = wMtxPlug.elementByLogicalIndex(0)
node_mob_attr = elPlug.asMObject()
mfn_mtxData = om2.MFnMatrixData(node_mob_attr)
return mfn_mtxData.matrix()
def mtxFromPlugSource(plug):
"""
takes a plug and retrieves the plug's source plug
then will try to initialise matrix data from it and return it
if valid
:param plug: [MPlug] a plug connected to a matrix type source
:return: [MMatrix | None]
"""
if plug.isDestination:
mtxPlug = plug.source()
node_mob_attr = mtxPlug.asMObject()
if node_mob_attr.hasFn(om2.MFn.kMatrixAttribute):
mfn_mtxData = om2.MFnMatrixData(node_mob_attr)
return mfn_mtxData.matrix()
return None
def mPointFromPlugSource(plug):
"""
similar to mtxFromPlugSource but will retrieve a translate compound source
:param plug: [MPlug] a plug connected to a translate compound triplet source
:return: [MPoing | None]
"""
if plug.isDestination:
sourcePlug = plug.source()
if not sourcePlug.isCompound or not sourcePlug.numChildren() == 3:
return None
mp = om2.MPoint()
returnPoint = [False,False,False]
for i in xrange(sourcePlug.numChildren()):
realName = sourcePlug.child(i).partialName(includeNodeName = False, useAlias = False)
if realName == 'tx':
mp.x = sourcePlug.child(i).asFloat()
returnPoint[0] = True
elif realName == 'ty':
mp.y = sourcePlug.child(i).asFloat()
returnPoint[1] = True
elif realName == 'tz':
mp.z = sourcePlug.child(i).asFloat()
returnPoint[2] = True
if all(returnPoint):
return mp
return None
_MAYA_OUTPUT_ATTRIBUTE_NAME = 'output'
def getMRotFromNodeOutput(node_mob, rotOrder = om2.MEulerRotation.kXYZ):
"""
finds the angular output of the argument node and returns it
as a Euler rotation where that angle is the X element
:param node_mob: [MObject] the node to get the output port from
:param rotOrder: [int] the factory constant for the desired rotation order
the returned Euler rotation should be set to
:return: [MEulerRotation] the Euler rotation composition where the
angular output on the argument node is the X value
"""
mfn_dep = om2.MFnDependencyNode(node_mob)
angle = om2.MAngle(0.0)
if node_mob.hasFn(om2.MFn.kAnimBlend) and mfn_dep.hasAttribute(_MAYA_OUTPUT_ATTRIBUTE_NAME):
plug = mfn_dep.findPlug(_MAYA_OUTPUT_ATTRIBUTE_NAME, False)
angle = plug.asMAngle()
rot = om2.MEulerRotation(angle.asRadians(), 0.0, 0.0, rotOrder)
return rot
# A dictionary of all attributes we're interested in by name, ready
# to accept values for each.
attribs = {
'blendedRotation': None,
'fk_bfr_mtx': None,
'ik_bfr_mtx': None,
'ikPedalOffset': None,
}
mobTuple = tuple(iterSelection())
if mobTuple:
mfn_dep = om2.MFnDependencyNode(mobTuple[0])
plug = om2.MPlug()
if mfn_dep.hasAttribute("FKIK_switch"):
plug = mfn_dep.findPlug("FKIK_switch", False)
if plug.isNull:
print("invalid selection, no FKIK_switch attribute found on first selected item")
else:
for eachPName in attribs.iterkeys():
plug = mfn_dep.findPlug(eachPName, False)
attribs[eachPName] = plug
isValid = True
for p in attribs.itervalues():
if p is None:
isValid = False
break
if isValid:
blendedRot = fk_bfr_mtx = ik_bfr_mtx = ikPedalOffset = None
blendedRot = attribs.get("blendedRotation").source().asMAngle().asRadians()
fk_bfr_mtx = mtxFromPlugSource(attribs.get("fk_bfr_mtx"))
ik_bfr_mtx = mtxFromPlugSource(attribs.get("ik_bfr_mtx"))
ikPedalOffset = mPointFromPlugSource(attribs.get("ikPedalOffset"))
projectedLen = ikPedalOffset.y
z = math.sin(blendedRot) * projectedLen
y = (1.0-math.cos(blendedRot)) * -projectedLen
else:
print("invalid selection count, nothing found selected from iterator")