[maya][mel] mesh から SkinCluster を取得する

get SkinCluster from mesh

string $SkinSkinCluster = `findRelatedSkinCluster $mesh`;

応用例

        print(">>>>>>>>>>>>>SkinWeightCheck Start>>>>>>>>>>\n");
        select "|parts_low";
        string $selected[] = `ls -sl -long -absoluteName`;
        string $selectedStr = stringArrayToString($selected, ",");   // ","を区切り文字として結合する
        print("SkinWeightCheckの 選択したもの $selected= "+$selectedStr+"\n");
        
        string $mesh[];
        for ($sel in $selected) {
          string $allMesh[] = `listRelatives -ni -pa -ad -typ "mesh" $sel`;
          for ($am in $allMesh) {
            string $trans[] = `listRelatives -ni -pa -p $am`;
            $mesh[size($mesh)] = $trans[0];
          }
        }
        
        $mesh = stringArrayRemoveDuplicates($mesh);
        string $meshStr = stringArrayToString($mesh, ",");   // ","を区切り文字として結合する
        print("SkinWeightCheckの メッシュのみ選別したもの $mesh= "+$meshStr+"\n");
       
       for ($mesh_i in $mesh){
           //print("$mesh_i= "+$mesh_i+"\n");
           string $SkinCluster = `findRelatedSkinCluster $mesh_i`;
           print("メッシュ : "+$mesh_i+"   SkinCluster : "+$SkinCluster+" \n");
           //string $influenceJoint[] = `skinCluster -q -influence $mesh_i`;
           string $influenceJoint[];
           int $inflenceJointBool=0;
           if ( catch ($influenceJoint=`skinCluster -q -influence $mesh_i`)) {
               print("B ------------------------------------------------------------------------------->>>>>メッシュ : "+$mesh_i+" のインフルエンスジョイントがありません!!NG \n");
               $inflenceJointBool=1;
               $AllWeightMeshBool=1;
           }else{
               print("A OK \n");
               $inflenceJointBool=0;
           }
           int $WeightMeshBool=0;
           if($inflenceJointBool==0){
               print("メッシュ : "+$mesh_i+"   influenceJoint : "+$influenceJoint[0]+" \n");
               //vtx[100] の joint1 の weight を取得
               //skinPercent( 'skinCluster1', 'pPlane1.vtx[100]', t='joint1', query=True, value=True)
               //string $weight[] = `skinPercent -query -value -t $influence[0] $SkinCluster $mesh `;
               string $vertex = $mesh_i+".vtx[0]" ;
               //string $weight[] = `skinPercent -query -value $vertex $SkinCluster`;
               float $weightFloatArr[] = `skinPercent -query -value $SkinCluster $vertex`;
               print("$weightFloatArr= "+floatArrayToString($weightFloatArr, ", ")+"\n");
               //skinPercent -query -value skinCluster1 pPlane1.vtx[100];
               float $weightAll=0;
               for ($val in $weightFloatArr){
                  $weightAll=$weightAll + $val;
               }
               print("$weightAll= "+$weightAll+"\n");
               
               if($weightAll>0){
                   print("SkinWeight OK !!! $mesh_i= "+$mesh_i+" OK!!!!!\n");
               }else{
                   $WeightMeshBool=1;
                   print("SkinWeight -----------------------------------------------------------スキンウェイトがありません--Attention !!! $mesh_i= "+$mesh_i+" NG!!!!!\n");
               }
               $AllWeightMeshBool=$AllWeightMeshBool+$WeightMeshBool;
           }

       }//for

参考

[maya][python] findRelatedskinCLuster

https://discourse.techart.online/t/maya-python-findrelatedskincluster/2673

[Maya]特殊な複製 duplicate -upstreamNodes でスキンウェイトごと複製する。

あるようで知らない特殊な複製。

//	選択したノードに至る上流ノード (およびその接続) も複製されます。
//  スキンウェイトなどもコピーされます。
duplicate -upstreamNodes;

上記の場合

duplicate -returnRootsOnly -upstreamNodes; 
group root1 parts_low1;

カスタムした例

global proc skinWeightCopy_JointMeshGroup(){
    //選択
    select root parts_low;
    //スキンウェイトモデルのスキンウェイトごとコピー
    duplicate -returnRootsOnly -upstreamNodes; 
    //グループ化
    group -name "group_dup" root1 parts_low1;
    //元の名前にリネーム
    rename "group_dup|root1" "root";
    rename "group_dup|parts_low1" "parts_low";
}
skinWeightCopy_JointMeshGroup();

combine しながらエクスポート

global proc skinWeightCopy_JointMeshGroup(){
    //選択
    select "|root" "|parts_low";
    //スキンウェイトモデルのスキンウェイトごとコピー
    duplicate -returnRootsOnly -upstreamNodes; 
    //グループ化
    group -name "group_dup" root1 parts_low1;
    //元の名前にリネーム
    rename "group_dup|root1" "root";
    rename "group_dup|parts_low1" "parts_low";
}

global proc group_dup_parts_low_combine(){
    
    
    string $selected[] = `ls -sl -long -absoluteName`;
    //string $selectedStr = stringArrayToString($selected, ",");   // ","を区切り文字として結合する
    //print("選択したもの $selected= "+$selectedStr+"\n");
    string $mesh[];
    for ($sel in $selected) {
      string $allMesh[] = `listRelatives -ni -pa -ad -typ "mesh" $sel`;
      for ($am in $allMesh) {
        string $trans[] = `listRelatives -ni -pa -p $am`;
        $mesh[size($mesh)] = $trans[0];
      }
    }
    
    $mesh = stringArrayRemoveDuplicates($mesh);
    string $meshStr = stringArrayToString($mesh, ",");   // ","を区切り文字として結合する
    print(" メッシュのみ選別したもの $mesh= "+$meshStr+"\n");
    
    

    select -r $mesh; // <メッシュのみ選択
    // Combine実行
      
    // Skeletalだった場合
    string $combine[] = `polyUniteSkinned -ch 0 -muv 1`;
    rename $combine[0] "MeshGP";

    //よけておくグループ化
    select "|root" "parts_low";
    string $group_root;
    $group_root =`group -world -name "group_root"`;
        
    //MeshGPをparts_lowへ入れる
    select "MeshGP";
    string $group_parts_low;
    $group_parts_low =`group -world -name "parts_low"`;
       
    //worldへ移動 
    parent -world "group_dup|root";
    
    //出力用選択
    select "|root" "|parts_low";
    
    // Export
    // --------------------------------------------------------------------------
    simple_model_common_Export(2, "D:/MOSADesign/WorkData/Avatar/008/001/PL_008_001_001/Game/SK_PL_008_001_001_Body.fbx", 0);
    
    //おかたずけ partslow|MeshGP rootを削除
    delete "|parts_low" "|root" "|group_dup";
    
    //worldへ移動 
    parent -world "group_root|root";
    //worldへ移動 
    parent -world "group_root|parts_low"; 
    //group_root 削除
    delete "|group_root";
}



// Export
//--------------------------------------------------------------------------
global proc simple_model_common_Export(int $type, string $expName, int $modelType) {
  showHidden -a;
  // if($type == 2) {
  if ($type == 1) {
    FBXExportSmoothMesh -v 0;
  } else {
    FBXExportSmoothMesh -v 1;
  }
  FBXExportAnimationOnly -v 0;
  FBXExportInAscii -v 0 ;
  FBXExportConvertUnitString cm;
  FBXExportTriangulate -v 0;
  FBXExportSmoothingGroups -v 1;
  FBXExportConstraints -v 0;
  FBXExport -f $expName -s;
}

参考URL

https://help.autodesk.com/cloudhelp/2025/ENU/Maya-Tech-Docs/Commands/duplicate.html

http://me.autodesk.jp/wam/maya/docs/Maya2010/Commands/duplicate.html

maya python 検索用の 正規表現 を作成したテキストフィールドから入力するには?

maya python How can I enter a regular expression for search from the created text field?

import maya.cmds as cmds
import re

def search_objects_by_regex(*args):
    # テキストフィールドから正規表現を取得
    regex_pattern = cmds.textField("regexField", query=True, text=True)

    # シーン内のすべてのオブジェクトを取得
    all_objects = cmds.ls()

    # 正規表現パターンをコンパイル
    try:
        regex = re.compile(regex_pattern)
    except re.error as e:
        cmds.warning(f"Invalid regex pattern: {e}")
        return

    # 正規表現に一致するオブジェクトをフィルタリング
    matching_objects = [obj for obj in all_objects if regex.search(obj)]

    # 結果を表示
    if matching_objects:
        cmds.confirmDialog(title='Search Results', message='\n'.join(matching_objects))
    else:
        cmds.confirmDialog(title='Search Results', message='No matching objects found.')

# UIの作成
if cmds.window("regexSearchWindow", exists=True):
    cmds.deleteUI("regexSearchWindow")

cmds.window("regexSearchWindow", title="Regex Search", widthHeight=(300, 100))
cmds.columnLayout(adjustableColumn=True)
cmds.text(label="Enter Regex Pattern:")
cmds.textField("regexField")
cmds.button(label="Search", command=search_objects_by_regex)
cmds.showWindow("regexSearchWindow")

検索置換の場合

import maya.cmds as cmds
import re

def replace_objects_by_regex(*args):
    # テキストフィールドから正規表現と置換文字列を取得
    regex_pattern = cmds.textField("regexField", query=True, text=True)
    replace_text = cmds.textField("replaceField", query=True, text=True)

    # シーン内のすべてのオブジェクトを取得
    all_objects = cmds.ls()

    # 正規表現パターンをコンパイル
    try:
        regex = re.compile(regex_pattern)
    except re.error as e:
        cmds.warning(f"Invalid regex pattern: {e}")
        return

    # 正規表現に一致するオブジェクトを置換
    replaced_objects = [regex.sub(replace_text, obj) for obj in all_objects]

    # 結果を表示
    if replaced_objects:
        cmds.confirmDialog(title='Replace Results', message='\n'.join(replaced_objects))
    else:
        cmds.confirmDialog(title='Replace Results', message='No objects replaced.')

# UIの作成
if cmds.window("regexReplaceWindow", exists=True):
    cmds.deleteUI("regexReplaceWindow")

cmds.window("regexReplaceWindow", title="Regex Replace", widthHeight=(300, 150))
cmds.columnLayout(adjustableColumn=True)
cmds.text(label="Enter Regex Pattern:")
cmds.textField("regexField")
cmds.text(label="Enter Replace Text:")
cmds.textField("replaceField")
cmds.button(label="Replace", command=replace_objects_by_regex)
cmds.showWindow("regexReplaceWindow")

[UE5]Pythonからダイアログメッセージを表示 unreal.EditorDialog.show_message

import unreal
class hoge:
    def show_messageDialog(self):
        title="タイトル"
        message="メッセージ"
        message_type=unreal.AppMsgType.OK_CANCEL
        
        unreal.EditorDialog.show_message(title,message,message_type, default_value=unreal.AppReturnType.NO, message_category=unreal.AppMsgCategory.WARNING)

class_Ins=hoge()
hoge.show_messageDialog()

参考URL

https://docs.unrealengine.com/5.3/en-US/PythonAPI/class/EditorDialog.html#unreal.EditorDialog

TexturePath Replace Python Script for Maya

Select HyperShade Textures And Do Script
import maya.cmds as cmds
import pymel.core as pm
import os

def remap_selected_texture(z_path):
    
    # figure out what's selected
    selected = pm.ls(sl=True)
    workspace_path = cmds.workspace(query=True, rootDirectory=True)
    print("workspace_path= "+workspace_path)
    for item in selected:
        test_path = pm.getAttr(item+".ftn")
        fileName = test_path.split('/')[-1]
        fileName = fileName.replace('//', '')
        fileName = fileName.replace('/', '')
        print("fileName2= "+fileName)
        #if ':' not in test_path:
        if(fileName=="GraceYong_ArmsColorD1001.jpg"):
            fileName="GraceYong_ArmsColorD_1001.jpg"
        if (1==1):   
            
            #print("fileName1= "+fileName)
            
            
            #new_path = os.path.join(z_path, 'cartoon_room', second)
            new_path = os.path.join(workspace_path,z_path, fileName)
            new_path = new_path.replace('\\', '/')
            new_path = new_path.replace('//', '/')
            relative_path = os.path.join(z_path, fileName)
            relative_path = relative_path.replace('\\', '/')
            new_path = new_path.replace('//', '/')
            if os.path.exists(new_path):
                if(fileName==""):
                    print("item= "+str(item)+" is No fileName= "+ fileName)
                    cmds.select( str(item), r=True )
                    cmds.delete( str(item) )
                else:
                    print("new_path= "+new_path+' is exists! OK')
                    pm.setAttr(item+'.ftn', new_path)
                #pm.setAttr(item+'.ftn', relative_path)
            else:
                print("new_path= "+new_path+ ' not exists NG' )
        if os.path.exists(test_path):
            pass
        else:
            PersonalIndex=test_path.find("Personal")
            if(PersonalIndex==-1):
                pass
            else:
                print("test_path= "+test_path+ ' not exists NG' )
                pm.setAttr(item+'.ftn', "")
                cmds.select( str(item), r=True )
                cmds.delete( str(item) )
         
    cmds.select(selected)
    print("--------------remap_selected_texture----------END")
    
remap_selected_texture("GraceYong.images")

モデルフォルダの自動認識と出力フォルダ引数のパターン

#remap_selected_filenode_texture_path
import maya.cmds as cmds
import pymel.core as pm
import os

def remap_selected_texture(z_path):
    
    # figure out what's selected
    selected = pm.ls(sl=True)
    # workspace_project_path
    workspace_path = cmds.workspace(query=True, rootDirectory=True)
    print("workspace_path= "+workspace_path)
    # ma_file_path
    ma_file_path=cmds.file(q=True, sn=True)
    print("ma_file_path= "+ma_file_path)
    ma_file_path_arr = ma_file_path.split('/')
    ma_Folder=ma_file_path_arr[-2]
    
    print("ma_Folder= "+ma_Folder)
    for item in selected:
        item_path = pm.getAttr(item+".ftn")
        print("item_path= "+item_path)
        item_path_arr = item_path.split('/')
        texFolderName = item_path_arr[-2]
        print("texFolderName= "+texFolderName)
        fileName = item_path_arr[-1]
        print("fileName= "+fileName)
        fileName = fileName.replace('//', '')
        fileName = fileName.replace('/', '')
        print("fileName2= "+fileName)
        
        
        
        #if ':' not in test_path:

        if (1==1):   
            
            #print("fileName1= "+fileName)
            
            
            #new_path = os.path.join(z_path, 'cartoon_room', second)
            new_path = os.path.join(workspace_path,z_path, fileName)
            new_path = new_path.replace('\\', '/')
            new_path = new_path.replace('//', '/')
            #relative_path = os.path.join(z_path, fileName)
            #====================================================
            relative_path = ma_Folder+"/"+z_path+"/"+fileName
            #====================================================
            print("relative_path= "+relative_path)
            #relative_path = relative_path.replace('\\', '/')
            abs_path = os.path.abspath(workspace_path+"/"+relative_path)
            abs_path = abs_path.replace('//', '/')
            print(" abs_path= "+abs_path)
            new_path= abs_path
            print(" new_path= "+new_path)
            print("----------------------------end--------------------------")
            
            if os.path.exists(new_path):
                if(fileName==""):
                    print("item= "+str(item)+" is No fileName= "+ fileName)
                    cmds.select( str(item), r=True )
                    cmds.delete( str(item) )
                else:
                    print("new_path= "+new_path+' is exists! OK')
                    pm.setAttr(item+'.ftn', new_path)
                
            else:
                print("new_path= "+new_path+ ' not exists NG' )

    cmds.select(selected)
    print("--------------remap_selected_texture----------END")
    
remap_selected_texture("texture")

Scene押してシーンディレクトリ取得、押してWalkでテクスチャファイルをwalkで自動検索

#remap_selected_filenode_texture_path
import maya.cmds as cmds
import pymel.core as pm
import os
   
def dir_walk(walkDir,TextureFileName):
    resultPath=""
    for curDir, dirs, files in os.walk(walkDir):
        print('===================')
        print("現在のディレクトリ: " + curDir)
        curDir=curDir.replace("\\","/")
        curDir_arr=curDir.split("/")
        
        curDir_endDirName = curDir_arr[-1]
        print("curDir_endDirName= "+curDir_endDirName)
        if(curDir_endDirName==".mayaSwatches"):
            print("処理をスキップします。。。")
            pass
        else:
            
            print("内包するディレクトリ:" + str(dirs))
            print("内包するファイル: " + str(files))
            for fileName in files: 
                if(fileName==TextureFileName):
                    print("Hit : fileName= "+fileName+ "== TextureFileName= "+TextureFileName)
                    resultPath=curDir+"/"+fileName
        print('===================')
    return resultPath
     
def remap_selected_texture2(sceme_path):
    
    # figure out what's selected
    selected = cmds.ls(sl=True)
    # workspace_project_path
    workspace_path = cmds.workspace(query=True, rootDirectory=True)
    print("workspace_path= "+workspace_path)
    # ma_file_path
    ma_file_path=cmds.file(q=True, sn=True)
    print("ma_file_path= "+ma_file_path)
    ma_file_path_arr = ma_file_path.split('/')
    ma_Folder=ma_file_path_arr[-2]
    
    print("ma_Folder= "+ma_Folder)
    for item in selected:
        item_path = cmds.getAttr(item+".ftn")
        print("item_path= "+item_path)
        item_path_arr = item_path.split('/')
        texFolderName = item_path_arr[-2]
        print("texFolderName= "+texFolderName)
        fileName = item_path_arr[-1]
        print("fileName= "+fileName)
        fileName = fileName.replace('//', '')
        fileName = fileName.replace('/', '')
        print("fileName2= "+fileName)
        
        fixTexturePath=dir_walk(sceme_path,fileName)
        print("fixTexturePath= "+fixTexturePath)
        #if ':' not in test_path:

        if (1==1):   
            
            #print("fileName1= "+fileName)
            
            
            #new_path = os.path.join(z_path, 'cartoon_room', second)
            #new_path = os.path.join(workspace_path,z_path, fileName)
            new_path = fixTexturePath
            new_path = new_path.replace('\\', '/')
            new_path = new_path.replace('//', '/')
            #relative_path = os.path.join(z_path, fileName)
            #====================================================
            #relative_path = ma_Folder+"/"+z_path+"/"+fileName
            #====================================================
            #print("relative_path= "+relative_path)
            #relative_path = relative_path.replace('\\', '/')
            #abs_path = os.path.abspath(workspace_path+"/"+relative_path)
            #abs_path = abs_path.replace('//', '/')
            #print(" abs_path= "+abs_path)
            #new_path= abs_path
            print(" new_path= "+new_path)
            print("----------------------------end--------------------------")
            
            if os.path.exists(new_path):
                if(fileName==""):
                    print("item= "+str(item)+" is No fileName= "+ fileName)
                    cmds.select( str(item), r=True )
                    cmds.delete( str(item) )
                else:
                    print("new_path= "+new_path+' is exists! OK')
                    #cmds.setAttr(item+'.ftn', new_path)
                    cmds.setAttr(item+'.fileTextureName', new_path,type='string')
            else:
                print("new_path= "+new_path+ ' not exists NG' )

    cmds.select(selected)
    print("--------------remap_selected_texture----------END")
    

def remap_fileNode_texture(self):
    text_Field_id="remap_selected_filenode_texture_path_Window|USD_layout|pathTxtFld"
    textField_outputFolder = cmds.textField(text_Field_id, q=True, text=True)
    remap_selected_texture2(textField_outputFolder)

def get_scenePath():
    scenefilePath = cmds.file(q=1, sceneName=1)
    mayaPath,mayaFile = os.path.split(scenefilePath)
    #mayaPath = mayaPath + "/Usd/"
    #mayaPath = mayaPath + "/"
    mayaPath=os.path.abspath(mayaPath)
    mayaPath=mayaPath.replace('\\', '/')
    print("mayaPath= "+mayaPath)
    mayaPath_len=len(mayaPath)
    last_str=mayaPath[mayaPath_len-1:]
    print("mayaPath= "+mayaPath+ " last_str= "+last_str)
    if(last_str=="/"):
        pass
    else:
        mayaPath=mayaPath+"/"
    
    return mayaPath

def btn_scene(self):
    scenePath = get_scenePath()
    
    #textureFolder= cmds.textField('textField_outputFolder', q=True, text=True)
    
    
    
    #lastExportDirPath=scenePath+textureFolder+"/"
    
    
    
    set_lastExportDirPath(scenePath)


def set_lastExportDirPath(lastExportDirPath):
    
    selectList=cmds.ls(sl=True)
    if(str(selectList)== "[]"):
        print("なにも選択されていません。0 set_lastExportDirPath")

            
    text_Field_id="remap_selected_filenode_texture_path_Window|USD_layout|pathTxtFld"
    cmds.textField(text_Field_id, edit=True, text=lastExportDirPath)
    cmds.select(selectList)



def createWindow():
    scenefilePath = cmds.file(q=1, sceneName=1)

    USD_window = cmds.window("remap_selected_filenode_texture_path_Window", widthHeight=(400, 200))
    USD_layout = cmds.columnLayout("USD_layout",adjustableColumn=True, parent=USD_window)
    cmds.text (label="選択したハイパーシェードのテクスチャのパスを置換するツールです。", align='left', parent=USD_layout)
    cmds.text (label="シーンのパス以下のフォルダーから検索して自動的に置換します。", align='left', parent=USD_layout)
    cmds.separator(parent=USD_layout)
    cmds.text (label="", align='left', parent=USD_layout)
    
    cmds.text (label="1、Sceneを押してください。", align='left', parent=USD_layout)
    cmds.button(label="Scene", command=btn_scene, parent=USD_layout)
    text_field = cmds.textField("pathTxtFld", parent="USD_layout",text="")
    #cmds.text (label="2、テクスチャフォルダ名を指定してください。", align='left', parent=USD_layout)
    #text_field = cmds.textField("textField_outputFolder", parent="USD_layout",text="texture")
    cmds.separator(parent=USD_layout)
    cmds.text (label="", align='left', parent=USD_layout)

    
    
    
    cmds.text (label="2、HyperShadeのテクスチャTabで(例:file1,file2,複数可)を選択して、ボタンを押してください。", align='left', parent=USD_layout)
    #CheckBox_Absolute_Path_Bool = cmds.checkBox('CheckBox_Absolute_Path', q=True, value=True)
    cmds.button(label="Remap FileNode Texture ", command=remap_fileNode_texture, parent=USD_layout)
    
    #cmds.separator(parent=USD_layout)

    #cmds.button(label="Add USD Referernce/Payload... ", command=add_prim_xform_for_stage_layer, parent=USD_layout)

    cmds.showWindow(USD_window)
    return None

    
def remap_selected_filenode_texture_path():
    if cmds.window("remap_selected_filenode_texture_path_Window",exists=True):
        cmds.deleteUI("remap_selected_filenode_texture_path_Window")
    createWindow()



remap_selected_filenode_texture_path()

選択したMeshグループAからBへスキンウェイトを全部コピーMEL

Meshグループに無数にMeshがはいっててスキンウェイトをコピーするのがめんどくさくなったから書いたよ

Aのメッシュグループから
Bのメッシュグループにコピーしていく

動作はちょっと逆で
Bのグループのメッシュ名をループして
Aのグループのメッシュ名にあるか探す
あったらスキンウェイトコピー
なかったらrejectedリストに入れてます。
最後にrejectedListを表示するのでスキンウェイトしなかったメッシュのリストが出ます。

// SkinWeightCopy First Select MeshGroup to Second Select MeshGroup 
string $selectedArrFUllPath[] = `ls -long -sl`;
print($selectedArrFUllPath);

string $FirstSelect=$selectedArrFUllPath[0];

string $SecondSelect=$selectedArrFUllPath[1];

string $rejectArr[];

string $inputNodes[] = `ls -type transform -long -dag $FirstSelect`;
string $destNodes[] = `ls -type transform -long -dag $SecondSelect`;

$inputNodeslong=size($inputNodes);
$destNodeslong=size($destNodes);

string $buffer[];
string $buffer_i[];
$finded = 0;
for($d = 0; $d <$destNodeslong;$d++){
    string $destNode_name=$destNodes[$d];
    
    if($destNode_name==$SecondSelect){
            
    }else{
        print("$destNode_name= "+$destNode_name+"\n");
        
        $numTokens = `tokenize $destNode_name "|" $buffer`;
        $bufferlong=size($buffer);
        string $destNode_name_Short = $buffer[$bufferlong-1]+"";
        print("$destNode_name_Short= "+$destNode_name_Short+"\n");
        $finded = 0;
        for($i = 0; $i <$inputNodeslong;$i++){
            string $inputNode_name=$inputNodes[$i];
            $numTokens_i = `tokenize $inputNode_name "|" $buffer_i`;
            $bufferlong_i=size($buffer_i);
            string $inputNode_name_Short = $buffer_i[$bufferlong_i-1]+"";
            print("$inputNode_name_Short= "+$inputNode_name_Short+"\n");
                
            //$index=`gmatch $inputNode_name $destNode_name_Short`;
            //if($index > 0){
            if($inputNode_name_Short==$destNode_name_Short){
                //$blendShapeName = $blendshapeRet_name;
                print("$destNode_name= "+$destNode_name+" isHit!! "+"\n");
                select -r $inputNode_name;
                select -add $destNode_name;
                copySkinWeights  -noMirror -surfaceAssociation closestPoint -influenceAssociation closestJoint;
                //copySkinWeights -noMirror -surfaceAssociation closestPoint -influenceAssociation closestJoint -sourceSkin $inputNode_name -destinationSkin $destNode_name;
                $finded = 1;
            }
        }
        if($finded==0){
            $rejectArr[size($rejectArr)] = $destNode_name;
        }
    }
}
print("----rejected_list---start"+"\n");
print($rejectArr);
print("----rejected_list---end"+"\n");
select -r $FirstSelect ;
select -add $SecondSelect ;

メッシュグループ内のグループを無視できるように、MeshのTransformだけをフィルターした。

// SkinWeightCopy First Select MeshGroup to Second Select MeshGroup 
string $selectedArrFUllPath[] = `ls -long -sl`;
print($selectedArrFUllPath);

string $FirstSelect=$selectedArrFUllPath[0];

string $SecondSelect=$selectedArrFUllPath[1];

string $rejectArr[];

//string $inputNodes[] = `ls -type transform -long -dag $FirstSelect`;
//string $destNodes[] = `ls -type transform -long -dag $SecondSelect`;

string $inputNodes_mesh[] = `ls -type mesh -long -dag $FirstSelect`;
string $destNodes_mesh[] = `ls -type mesh -long -dag $SecondSelect`;

$inputNodes_meshlong=size($inputNodes_mesh);
$destNodes_meshlong=size($destNodes_mesh);

string $inputNodes[];
string $destNodes[];
clear $inputNodes;
clear $destNodes;
string $mesh;
string $parent;
for($d0 = 0; $d0 <$inputNodes_meshlong;$d0++){
    $mesh=$inputNodes_mesh[$d0];
    string $parentS[] = `listRelatives -parent -path -type transform $mesh`;
    $parent=$parentS[0];
    $inputNodes[size($inputNodes)] = $parent;
}
for($d0 = 0; $d0 <$destNodes_meshlong;$d0++){
    $mesh=$destNodes_mesh[$d0];
    string $parentS[] = `listRelatives -parent -path -type transform $mesh`;
    $parent=$parentS[0];
    $destNodes[size($destNodes)] = $parent;
}

print("$inputNodes= ------------------------------------------------ \n");
print($inputNodes);

print("$destNodes= ------------------------------------------------ \n");
print($destNodes);



$inputNodeslong=size($inputNodes);
$destNodeslong=size($destNodes);

string $buffer[];
string $buffer_i[];
$finded = 0;
for($d = 0; $d <$destNodeslong;$d++){
    string $destNode_name=$destNodes[$d];
    
    if($destNode_name==$SecondSelect){
            
    }else{
        print("$destNode_name= "+$destNode_name+"\n");
        
        $numTokens = `tokenize $destNode_name "|" $buffer`;
        $bufferlong=size($buffer);
        string $destNode_name_Short = $buffer[$bufferlong-1]+"";
        print("$destNode_name_Short= "+$destNode_name_Short+"\n");
        $finded = 0;
        for($i = 0; $i <$inputNodeslong;$i++){
            string $inputNode_name=$inputNodes[$i];
            $numTokens_i = `tokenize $inputNode_name "|" $buffer_i`;
            $bufferlong_i=size($buffer_i);
            string $inputNode_name_Short = $buffer_i[$bufferlong_i-1]+"";
            print("$inputNode_name_Short= "+$inputNode_name_Short+"\n");
                
            //$index=`gmatch $inputNode_name $destNode_name_Short`;
            //if($index > 0){
            if($inputNode_name_Short==$destNode_name_Short){
                //$blendShapeName = $blendshapeRet_name;
                print("$destNode_name= "+$destNode_name+" isHit!! "+"\n");
                select -r $inputNode_name;
                select -add $destNode_name;
                copySkinWeights  -noMirror -surfaceAssociation closestPoint -influenceAssociation closestJoint;
                //copySkinWeights -noMirror -surfaceAssociation closestPoint -influenceAssociation closestJoint -sourceSkin $inputNode_name -destinationSkin $destNode_name;
                $finded = 1;
            }//if
        }//for
        if($finded==0){
            $rejectArr[size($rejectArr)] = $destNode_name;
        }//if
    }//if
}//for
print("----rejected_list---start"+"\n");
print($rejectArr);
print("----rejected_list---end"+"\n");
select -r $FirstSelect ;
select -add $SecondSelect ;

[Maya][Python]round protrusion sphere Thorns sphere 3d model 丸い突起のついた球。

round protrusion sphere Thorns sphere 3d model

つぶつぶのついた球を探したけどなくてpythonで作ったよ

#sphire_vertex_position_shpire.py
BaseSphere=cmds.polySphere(sx=25, sy=12, r=6,axis=[0,0,0])
BaseSphere=BaseSphere[0]
print("BaseSphere= "+str(BaseSphere))

import maya.cmds as cmds

def get_vertex_positions(obj_name):
    vertex_positions = []
    vertices = cmds.ls(obj_name + '.vtx[*]', fl=True)
    for vertex in vertices:
        pos = cmds.xform(vertex, q=True, ws=True, t=True)
        vertex_positions.append(pos)
    return vertex_positions

vertex_positions = get_vertex_positions(BaseSphere)
print(vertex_positions)

for v_pos in vertex_positions:
    mySphere=cmds.polySphere(sx=15, sy=10, r=1)
    cmds.xform(mySphere, translation=(v_pos[0],v_pos[1],v_pos[2]) ,absolute=1,worldSpace=1)

[maya][PySide2][QtWidgets]PySide2.QtWidgets.QApplication’ object has no attribute ‘close’

QApplicationをコードで自動で閉じようとするときに出たエラーの解決方法です。

PySide2.QtWidgets.QApplication’ object has no attribute ‘close’

Question : QMainWindow

class DF_TalkUI(QMainWindow):


    def __init__(self, parent = None):

Answer : QWidget

class DF_TalkUI(QWidget):


    def __init__(self, parent = None):

Fix Code


#------------------------------------------------------------------------------------------------------------------------------------------


# -*- coding: utf-8 -*-
import os
from functools import partial
import time
import imp

"""
PySide2モジュールを探し、ある場合はそちらをインポートします。
"""
try:
    imp.find_module('PySide2')
    from PySide2.QtWidgets import *
    from PySide2.QtGui import *
    from PySide2.QtCore import *

except ImportError:
    from PySide.QtGui import *
    from PySide.QtCore import *


LOGO_IMAGE = r"画像のパスをここに入れてください。"


def get_maya_pointer():
    """
    Mayaのメインウィンドウを取得する関数
    """
    try:
        import maya.cmds as cmds
        from maya import OpenMayaUI

    except ImportError:
        return None

    """
    実は2017ではshibokenも2になっているので、あればshiboken2をインポートします。
    """
    try:
        imp.find_module("shiboken2")
        import shiboken2
        return shiboken2.wrapInstance(int(OpenMayaUI.MQtUtil.mainWindow()), QWidget)

    except ImportError:
        import shiboken
        return shiboken.wrapInstance(int(OpenMayaUI.MQtUtil.mainWindow()), QWidget)






class DF_TalkUI(QWidget):


    def __init__(self, parent = None):
        super(DF_TalkUI, self).__init__(parent)
        self.setObjectName("DF_Talk_Window")
        self.setWindowTitle("DF Talk Window")
        #self._initUI()
        self.errorDialog = QErrorMessage(self) # QErrorMessageインスタンスの保持
        self.Window = self

    def myInit(self,qApp,refPath):
        self.qApp=qApp
        self.wrapper=wrapper = QWidget()
        #self.setCentralWidget(wrapper)

        mainLayout = QVBoxLayout()
        self.mainLayout= mainLayout
        wrapper.setLayout(mainLayout)

        #-----------------------------------------------------------------------
        # sixth row
        #-----------------------------------------------------------------------
        sixthHorizontalArea = QHBoxLayout()
        sixthHorizontalArea.setSpacing(20)
        mainLayout.addLayout(sixthHorizontalArea)


        """
        progressDialogBtn = QPushButton("Progress Dialog")
        sixthHorizontalArea.addWidget(progressDialogBtn)
        progressDialogBtn.clicked.connect(self.havyfunc)
        """
        #---------------------------
        self.havyfunc(refPath)
        #-----------------------------

        #-----------------------------------------------------------------------
        # seventh row
        #-----------------------------------------------------------------------
        #self.havyfunc()

    def _showProgressDialog(self):
        print("---------------------ProgressBar Starting--------------------------")

        self.max = 100
        self.progressDialog = QProgressDialog("Progress...", "Cancel", 0, self.max, self)
        self.progressDialog.setWindowTitle("Progress Dialog")
        self.progressDialog.show()
    
    def setProgress(self,count):
        print("---------------------setProgress ( "+str(count)+"/100 )--------------------------")
        self.qApp.processEvents()
        if self.progressDialog.wasCanceled():
            self.progressDialog.setValue(100)
        self.progressDialog.setValue(count)
        self.progressDialog.setLabelText("Progress... %d %%" % count)


    def havyfunc(self,refPath):
        
        #--------------------------------------------------
        self._showProgressDialog()
        self.setProgress(1)
        #--------------------------------------------------
        duplicatedMesh_vtx_arr=[1,2,3,4,5]
        duplicatedMesh_vtx_arr_len=len(duplicatedMesh_vtx_arr)
        
        cmds.file(refPath, ignoreVersion=1, type="mayaAscii", namespace=":", r=1, gl=1, mergeNamespacesOnClash=False, options="v=0;")
        """
        for i in range(0,duplicatedMesh_vtx_arr_len):
            
            
            #---------------------------------------------------
            parcent=(100*i/duplicatedMesh_vtx_arr_len) /2
            self.setProgress(parcent)
            print("setProgress("+str(parcent)+")")
            time.sleep(0.1)
            #---------------------------------------------------
            
            #重たい処理1
        
        for i in range(0,duplicatedMesh_vtx_arr_len):
            
            #---------------------------------------------------
            parcent=(100*i/duplicatedMesh_vtx_arr_len) /2 +50
            
            self.setProgress(parcent)
            
            print("setProgress("+str(parcent)+")")
            time.sleep(0.1)
            #---------------------------------------------------
            #重たい処理2
        """      
        #--------------------------------------
        self.setProgress(100)
        print("setProgress("+str(100)+")")

        self.MyHide()
        #self.closeEvent(QCloseEvent)
        #--------------------------------------
    def MyHide(self):
        self.resize(2, 1)  # 幅800、高さ600
        self.Window.move(10000, 10000) #X 10000 Y 10000


        """
        #self.mainLayout.close()
        self.wrapper.hide()
        self.wrapper.close()
        self.Window.hide()
        self.Window.close()
        self.close()
        """


    def _makeHorizontalLine(self):
        hline = QFrame()
        hline.setFrameShape(QFrame.HLine)
        hline.setFrameShadow(QFrame.Sunken)
        return hline






def start(app,refPath):
    maya_win = get_maya_pointer()
    ui = DF_TalkUI(parent = maya_win)
    ui.myInit(app,refPath)
    ui.show()
    return ui


def starter(refPath):
    app = QApplication.instance()
    if app is None:
        app = QApplication([])
    ui = start(app,refPath)
    app.exec_()
    
#=----------------------------------------------------------------------------------------------
# -*- coding: utf-8 -*- 
from maya import cmds 
import pymel.core as pm 

def mosa_anim_func10_2to10_3_reference(RigIDNum):
	
	reference_path="D:/MOSADesign/WorkData/Avatar/" + RigIDNum + "/Motion/Rig/PL_" + RigIDNum + "_rig.ma"
	#cmds.file(reference_path, ignoreVersion=1, type="mayaAscii", namespace=":", r=1, gl=1, mergeNamespacesOnClash=False, options="v=0;")
	starter(reference_path)
print("__name__  = "+__name__ )
if __name__ == '__main__':
    mosa_anim_func10_2to10_3_reference("005")

参考

https://forum.freecad.org/viewtopic.php?t=43989

maya mel python 環境変数 一覧 path MAYA_SCRIPT_PATH

maya mel python environment variables list path MAYA_SCRIPT_PATH

MEL

//getenv "MAYA_SCRIPT_PATH";//パスを確認

$sPath=`getenv "PATH"`;
print("$sPath= "+$sPath+"\n");
$sMAYA_SCRIPT_PATH=`getenv "MAYA_SCRIPT_PATH"`;
print("$sMAYA_SCRIPT_PATH= "+$sMAYA_SCRIPT_PATH+"\n");

$array = stringToStringArray($sMAYA_SCRIPT_PATH, ";");

for ($MSP in $array) {
    print($MSP+"\n");
}

Python

import os
print("------------------------PATH---------------------------")
ePath = os.environ["PATH"]
ePath_List=ePath.split(";")
for ePath_line in ePath_List:
    #for ev in environ:
    print(ePath_line)

print("------------------------MAYA_SCRIPT_PATH-----------------------------")

mayaScriptPath = os.environ["MAYA_SCRIPT_PATH"]
mayaScriptPath_List=mayaScriptPath.split(";")
for mayaScriptPath_line in mayaScriptPath_List:
    #for ev in environ:
    print(mayaScriptPath_line)

[maya] scriptJob は実行中には中断できません。のエラーを回避する方法

scriptJob でMayaの状態を監視することができるが、その監視を終わらせる際にエラーが出る
日本語のエラー:scriptJob は実行中には中断できません。 #
英語のエラー:scriptJob cannot be killed while it is running. #

実行中のそれを回避するために、evalDeferredでコマンドを囲って遅延させて実行させる。

mel

global int $jobNum;
global proc myScriptJobFunctionName(){
      global int $jobNum;
      print("func $jobNum="+$jobNum+"\n");
      //scriptJob -kill $jobNum;  
      evalDeferred("myDeferredFunctionName();");  
}
global proc myDeferredFunctionName(){
      global int $jobNum;
      print("func Deferred  $jobNum="+$jobNum+"\n");
      scriptJob -kill $jobNum;  
}
$jobNum = `scriptJob -event "SceneOpened" "myScriptJobFunctionName();"`;
print("$jobNum="+$jobNum+"\n");
//scriptJob -kill $jobNum;


file -f -options "v=0;"  -ignoreVersion  -typ "mayaAscii" -o "D:/MOSADesign/WorkData/Avatar/005/Motion/Rig/PL_005_Reference_Model.ma";

python

import maya.cmds as cmds

class ScriptJobber():
    def starter(self):
    
        #scriptJoblistEvents=cmds.scriptJob(listEvents=True)
        #print(scriptJoblistEvents)
    
        #for EventName in scriptJoblistEvents:
        #    print(EventName)
        
        
        
        #self.jobNum = cmds.scriptJob(event=("idle", 'Class_ins.idleTimeFunc()'))
        self.jobNum = cmds.scriptJob(event=("SceneOpened", 'Class_ins.SceneOpenedTimeFunc()'))
        #self.jobNum = cmds.scriptJob(event=("SceneOpened", 'Class_ins.SceneOpenedTimeFunc()'),runOnce = True, killWithScene = True)
        print("self.jobNum= "+str(self.jobNum))
    
    
    def SceneOpenedTimeFunc(self):
        print("SceneOpenedTimeFunc")
        print("SceneOpenedTimeFunc self.jobNum= "+str(self.jobNum))
        #cmds.scriptJob( kill=Class_ins.jobNum, force=True)
        cmds.evalDeferred("cmds.scriptJob( kill=Class_ins.jobNum, force=True)")
    
    def idleTimeFunc(self):
        print("idleTimeFunc")
        print("idleTimeFunc self.jobNum= "+str(self.jobNum))
        #cmds.scriptJob( kill=self.jobNum, force=True)
        cmds.evalDeferred("cmds.scriptJob( kill=Class_ins.jobNum, force=True)")
        
Class_ins=ScriptJobber()
Class_ins.starter()


"""
linearUnitChanged
timeUnitChanged
angularUnitChanged
Undo
undoSupressed
Redo
customEvaluatorChanged
serialExecutorFallback
timeChanged
currentContainerChange
quitApplication
idleHigh
idle
idleVeryLow
RecentCommandChanged
ToolChanged
PostToolChanged
ToolDirtyChanged
ToolSettingsChanged
tabletModeChanged
DisplayRGBColorChanged
animLayerRebuild
animLayerRefresh
animLayerAnimationChanged
animLayerLockChanged
animLayerBaseLockChanged
animLayerGhostChanged
cteEventKeyingTargetForClipChanged
cteEventKeyingTargetForLayerChanged
cteEventKeyingTargetForInvalidChanged
teClipAdded
teClipModified
teClipRemoved
teCompositionAdded
teCompositionRemoved
teCompositionActiveChanged
teCompositionNameChanged
teMuteChanged
cameraChange
cameraDisplayAttributesChange
SelectionChanged
PreSelectionChangedTriggered
LiveListChanged
ActiveViewChanged
SelectModeChanged
SelectTypeChanged
SelectPreferenceChanged
DisplayPreferenceChanged
DagObjectCreated
transformLockChange
renderLayerManagerChange
renderLayerChange
displayLayerManagerChange
displayLayerAdded
displayLayerDeleted
displayLayerVisibilityChanged
displayLayerChange
renderPassChange
renderPassSetChange
renderPassSetMembershipChange
passContributionMapChange
DisplayColorChanged
lightLinkingChanged
lightLinkingChangedNonSG
UvTileProxyDirtyChangeTrigger
preferredRendererChanged
polyTopoSymmetryValidChanged
SceneSegmentChanged
PostSceneSegmentChanged
SequencerActiveShotChanged
ColorIndexChanged
deleteAll
NameChanged
symmetricModellingOptionsChanged
softSelectOptionsChanged
SetModified
xformConstraintOptionsChanged
metadataVisualStatusChanged
undoXformCmd
redoXformCmd
freezeOptionsChanged
linearToleranceChanged
angularToleranceChanged
nurbsToPolygonsPrefsChanged
nurbsCurveRebuildPrefsChanged
constructionHistoryChanged
threadCountChanged
SceneSaved
NewSceneOpened
SceneOpened
SceneImported
PreFileNewOrOpened
PreFileNew
PreFileOpened
PostSceneRead
workspaceChanged
nurbsToSubdivPrefsChanged
PolyUVSetChanged
PolyUVSetDeleted
selectionConstraintsChanged
startColorPerVertexTool
stopColorPerVertexTool
start3dPaintTool
stop3dPaintTool
DragRelease
ModelPanelSetFocus
modelEditorChanged
MenuModeChanged
gridDisplayChanged
interactionStyleChanged
axisAtOriginChanged
CurveRGBColorChanged
SelectPriorityChanged
snapModeChanged
activeHandleChanged
ChannelBoxLabelSelected
texWindowEditorImageBaseColorChanged
texWindowEditorCheckerDensityChanged
texWindowEditorCheckerDisplayChanged
texWindowEditorDisplaySolidMapChanged
texWindowEditorShowup
texWindowEditorClose
colorMgtOCIORulesEnabledChanged
colorMgtUserPrefsChanged
RenderSetupSelectionChanged
colorMgtEnabledChanged
colorMgtConfigFileEnableChanged
colorMgtConfigFilePathChanged
colorMgtConfigChanged
colorMgtWorkingSpaceChanged
colorMgtPrefsViewTransformChanged
colorMgtPrefsReloaded
colorMgtOutputChanged
colorMgtPlayblastOutputChanged
colorMgtRefreshed
selectionPipelineChanged
playbackRangeChanged
playbackSpeedChanged
playbackModeChanged
playbackRangeSliderChanged
glFrameTrigger
currentSoundNodeChanged
graphEditorChanged
graphEditorParamCurveSelected
graphEditorOutlinerHighlightChanged
graphEditorOutlinerListChanged
EditModeChanged
RenderViewCameraChanged
texScaleContextOptionsChanged
texRotateContextOptionsChanged
texMoveContextOptionsChanged
polyCutUVSteadyStrokeChanged
polyCutUVEventTexEditorCheckerDisplayChanged
polyCutUVShowTextureBordersChanged
polyCutUVShowUVShellColoringChanged
shapeEditorTreeviewSelectionChanged
poseEditorTreeviewSelectionChanged
sculptMeshCacheBlendShapeListChanged
sculptMeshCacheCloneSourceChanged
RebuildUIValues
cteEventClipEditModeChanged
teEditorPrefsChanged

"""

URL
https://forums.cgsociety.org/t/scriptjob-problems/942387