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---
title: Maya插件笔记
date: 2022-08-09 13:55:15
tags: Maya
rating: ⭐️⭐️
---
# Maya2022文档地址
[Maya2022 C++ 文档](https://help.autodesk.com/view/MAYAUL/2022/ENU/?guid=Maya_SDK_cpp_ref_index_html)
[Maya2022 Python1.0文档](https://help.autodesk.com/view/MAYAUL/2022/ENU/?guid=Maya_SDK_Maya_Python_API_Maya_Python_API_1_0_html)
[Maya2022 Python2.0文档](https://help.autodesk.com/view/MAYAUL/2022/ENU/?guid=Maya_SDK_py_ref_index_html)
# 设置开发环境
这里我比较推荐官方文档的设置方法:[Maya2022Devkit设置](https://help.autodesk.com/view/MAYAUL/2022/ENU/?guid=Maya_SDK_Setting_up_your_build_Windows_environment_64_bit_html)
主要的步骤是将各个版本的Devkit放到User文件夹中并且在各个版本的Maya中添加Maya.env文件以及3个路径信息
> `MAYA_PLUG_IN_PATH=C:\Users\<Username>\devkitBase\plug-ins\plug-ins`
`MAYA_SCRIPT_PATH=C:\Users\<Username>\devkitBase\plug-ins\scripts`
`XBMLANGPATH=C:\Users\<Username>\devkitBase\plug-ins\icons`
之后设置CMake将生成MLL与PDB放到`MAYA_PLUG_IN_PATH` 路径中即可。这样不会出现UAV导致的生成失败问题以方便Maya插件的开发。
# 调试方法
## 参考方法1
1. 在Visual Studio中以debug模式生成目标mll
2. 在Maya中加载此mll
3. ctrl+alt+p打开附加到进程然后附加到Maya进程中
4. 建立断点(任何时候都可以)
5. 执行mll中的命令或节点当遇到断点时会自动停下切换到VS中
或者在你的项目上右键点击PropertiesConfiguration Properties->Debugging里设置之后按F5即可
- Command为Maya路径比如`D:\Program Files\Autodesk\Maya2022\bin\maya.exe`
- Attach为true
## 测试方法2
使用bat查看Log
```cd /d D:/Program Files/Autodesk/Maya2020/bin/
mayabatch.exe -script D:/Work/MUTools/MUToolsUE/Plugins/MUTools/Mel/MayaDriverStartupScript.mel 127.0.0.1 8000
pause
```
# Maya
## MFnPlugin
在MStatus initializePlugin(MObject obj)中使用**MFnPlugin**对象对命令与节点进行注册initializePlugin()会在插件加载后立即调用;在MStatus uninitializePlugin ( MObject obj )进行卸载插件卸载时会调用uninitializePlugin()。
所有插件都必须实现initializePlugin()与uninitializePlugin()。
## MPxCommand
自定义的命令需继承自该类,并且实现:
- void* creator()
- virtual [MStatus](https://help.autodesk.com/cloudhelp/2015/ENU/Maya-SDK/cpp_ref/class_m_status.html) [doIt](https://help.autodesk.com/cloudhelp/2015/ENU/Maya-SDK/cpp_ref/class_m_px_command.html#ade7d0a873cbe811d6eab464e695390a9) (const [MArgList](https://help.autodesk.com/cloudhelp/2015/ENU/Maya-SDK/cpp_ref/class_m_arg_list.html) &args)
其他可选虚函数:
- virtual [MStatus](https://help.autodesk.com/cloudhelp/2015/ENU/Maya-SDK/cpp_ref/class_m_status.html) [undoIt](https://help.autodesk.com/cloudhelp/2015/ENU/Maya-SDK/cpp_ref/class_m_px_command.html#a0789a8d51244cad0495abb2b811c39db) ()
- virtual MStatus [redoIt](https://help.autodesk.com/cloudhelp/2015/ENU/Maya-SDK/cpp_ref/class_m_px_command.html#a3b583cbc082553f11853db459b2f7795) ()
- virtual bool [isUndoable](https://help.autodesk.com/cloudhelp/2015/ENU/Maya-SDK/cpp_ref/class_m_px_command.html#a2f6c567cc02d575ab14006d9c5e37761) () const
- virtual bool [hasSyntax](https://help.autodesk.com/cloudhelp/2015/ENU/Maya-SDK/cpp_ref/class_m_px_command.html#a8121b9d1e18f95acf1f634e29e3b3d54) () const
返回结果则需要使用appendToResult()与setResult();实现完Command之后就可以在MEL中调用命令了。
## DAG
DAG名为有向非循环图(directed acyclic graph)。
- **DG** **node**
- 基本上可以认为maya当中所有的node都是DG node包括DAG node
- **DAG** **node**
- 只有两种DAG nodetransform 和shape
- shape永远是transform的child
- 组transform+shape组成一组DAG 结构
在窗口->常规编辑器->Hypergraph:Connect中,选择选项->显示->形状节点就可以完整DAG。
**注意一个DAG节点可以有多个DAG路径。** 因为DAG是图而不是树所以会出现一个子节点拥有一个父节点的情况。在Maya中就是实例化的情况比如实例化复制某个模型即多个transform节点将一个特定Node进行了多次形变。
以下代码将生成案例场景:
```ptrhon
import maya.cmds as cmds;
sphere1 = cmds.polySphere(r=1);
sphere2 = cmds.polySphere(r=0.5);
cmds.xform(sphere2[0], t=[0,1,0]);
cmds.parent(sphere2[0],sphere1[0])
sphere3 = cmds.instance(sphere1[0]);
cmds.xform(sphere3, t=[2,0,0], ro=[45,0,0]);
cmds.xform(sphere2[0],t=[0,2,0]);
```
显示sphere2的DAG路径
```python
import maya.OpenMaya as om;
sel = om.MSelectionList();
sel.add(cmds.listRelatives(sphere2[0])[0]);
shapeNode=om.MObject();
sel.getDependNode(0,shapeNode);
paths=om.MDagPathArray();
om.MDagPath.getAllPathsTo(shapeNode,paths);
for i in range(paths.length()):
    print(paths[i].fullPathName());
```
- [MFnDagNode](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_fn_dag_node.html)— 具有取得父节与父节点数量的方法。
- [MObject](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_object.html) dagRoot([MStatus](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_status.html) * _ReturnStatus_ = `NULL`)
- bool [hasParent](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_fn_dag_node.html#ae44174b85fc62850f863823a9f9f418f) (const [MObject](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_object.html) &node, [MStatus](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_status.html) *ReturnStatus=NULL) const
- bool [hasChild](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_fn_dag_node.html#a59dfb5113547bc4cb73fb1c030d3c6b9) (const [MObject](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_object.html) &node, [MStatus](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_status.html) *ReturnStatus=NULL) const
- bool [isChildOf](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_fn_dag_node.html#ab1ed8580ddc4046557612745812564a7) (const [MObject](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_object.html) &node, [MStatus](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_status.html) *ReturnStatus=NULL) const
- bool [isParentOf](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_fn_dag_node.html#afcdebae60da551fd16379fd296ffa1e3) (const [MObject](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_object.html) &node, [MStatus](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_status.html) *ReturnStatus=NULL) const
- unsigned int [childCount](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_fn_dag_node.html#a7c6cdc0f5380b205fcf6e524e307b47f) ([MStatus](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_status.html) *ReturnStatus=NULL) const
- bool [isInstanced](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_fn_dag_node.html#a6a7ad65572dca3e5cbeab283ffc9c90b) (bool indirect=true, [MStatus](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_status.html) *ReturnStatus=NULL) const
- [MFnTransform](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_fn_transform.html)— 具有对节点进行形变操作的函数集(源自[MFnDagNode](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_fn_dag_node.html)),并具有获取和设置变换的方法,例如旋转、平移或缩放。
- [MFnNurbsSurface](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_fn_nurbs_surface.html)— 具有操作多种类型形状节点的函数集(也派生自[MFnDagNode](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_fn_dag_node.html),但不派生自[MFnTransform](https://help.autodesk.com/cloudhelp/2020/ENU/Maya-SDK-MERGED/cpp_ref/class_m_fn_transform.html)),并具有获取和设置曲面 CV 等的方法。
- MItDag为DAG迭代器遍历方式有深度与广度。
- MItDependencyGraph为DG迭代器。从指定的根节点或插头开始对依赖图DG节点或插头进行迭代。
- MItDependencyNodes为依赖性节点迭代器。使用依赖性节点迭代器来遍历Maya的依赖性图中的所有节点。
- MDagPathDag路径存储。
- pop():取得上一层级路径。

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---
title: 编写CMake实现构建多版本工程
date: 2022-08-09 13:55:15
tags: Maya CMake
rating: ⭐️⭐️
---
# 编写CMake实现构建多版本工程
1. 点击Configure与Generate根据当前年份与起始年份生成对应的子项目CMakeList.txt。
2. 填入所要生成版本的Devkit路径。
3. 再次点击Configure与Generate即可生成项目。
## 知识点
### 变量共享
在set中增加**CACHE**关键字就可以到主模块与子模块变量共享的目的。比如:
> set("Maya${CURRENT_YEAR}_DEVKIT_LOCATION" "" CACHE PATH "")
### 子模块
调用**add_subdirectory**添加含有CMakeList.txt的文件夹即可。
### CMake生成文件
使用**file(GENERATE OUTPUT Path CONTENT Code)** 就可以生成文本文件了。这样就做到让CMake生成子CMakeList.txt的功能。代码如下xxx为文本内容
```cmake
file(GENERATE OUTPUT "${CMAKE_CURRENT_BINARY_DIR}/Maya${CURRENT_YEAR}/CMakeLists.txt" CONTENT XXXX)
```
需要注意代码中的${},需要将他们拆开放置它转义。
### winsock库报错问题
>在cmake里加上一行**link_libraries(ws2_32)**
或者在VisualStudio的Linker->Input->AdditionalDependencies中添加 Ws2_32.lib即可。
## 具体代码
具体代码如下:
```cmake
cmake_minimum_required(VERSION 3.24)
project(DrivenByUE4)
# 取得现在是XX年,之后计算Maya最新版本
string(TIMESTAMP COMPILE_TIME %Y)
math(EXPR THIS_YEAR "${COMPILE_TIME} + 1")
set(START_YEAR 2018)
set(CURRENT_YEAR "${START_YEAR}")
# 生成设置变量
while(CURRENT_YEAR LESS_EQUAL THIS_YEAR)
set("Maya${CURRENT_YEAR}_DEVKIT_LOCATION" "" CACHE PATH "")
set("Maya${CURRENT_YEAR}_LOCATION" "" CACHE PATH "")
math(EXPR CURRENT_YEAR "${CURRENT_YEAR} + 1")
# message(STATUS "result:${CURRENT_YEAR}")
endwhile()
# 不存在子项目则生成
if(NOT EXISTS "${CMAKE_CURRENT_BINARY_DIR}/Maya${CURRENT_YEAR}/CMakeLists.txt")
set(CURRENT_YEAR "${START_YEAR}")
while(CURRENT_YEAR LESS_EQUAL THIS_YEAR)
# 防止生成文件把${}进行转义
set(ENV_String "$")
string(APPEND ENV_String "ENV{PATH}")
string(APPEND ENV_String "\$ENV")
string(APPEND ENV_String "{MAYA_LOCATION}/bin;")
set(ENV_String2 "$")
string(APPEND ENV_String2 "ENV{DEVKIT_LOCATION}")
set(ENV_String3 "$")
string(APPEND ENV_String3 "{PROJECT_NAME}")
# 因为生成文件会在Generate按钮按下后执行所以需要执行2遍Configure与Generate
file(GENERATE OUTPUT "${CMAKE_CURRENT_BINARY_DIR}/Maya${CURRENT_YEAR}/CMakeLists.txt" CONTENT
"project(\"DrivenByUE4_Maya${CURRENT_YEAR}\")
set(ENV{DEVKIT_LOCATION} \"${Maya${CURRENT_YEAR}_DEVKIT_LOCATION}\")
set(ENV{MAYA_LOCATION} \"${Maya${CURRENT_YEAR}_LOCATION}\")
set(ENV{PATH} \"${ENV_String}\")
include(${ENV_String2}/cmake/pluginEntry.cmake)
set(SOURCE_FILES
../DBU_AddMesh.cpp
../DBU_AddMesh.h
../DBU_ScenePrimitiveCollector.cpp
../DBU_ScenePrimitiveCollector.h
../DBU_ControlCmd.cpp
../DBU_ControlCmd.h
../DBU_TCPSocket.cpp
../DBU_TCPSocket.h
../PluginRegister.cpp)
set(LIBRARIES OpenMaya Foundation)
set(PDB_OUTPUT_DIRECTORY ${Maya${CURRENT_YEAR}_DEVKIT_LOCATION}/plug-ins/plug-ins/DrivenByUE4.pdb)
link_libraries(ws2_32)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${Maya${CURRENT_YEAR}_DEVKIT_LOCATION}/plug-ins/plug-ins)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG ${Maya${CURRENT_YEAR}_DEVKIT_LOCATION}/plug-ins/plug-ins)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${Maya${CURRENT_YEAR}_DEVKIT_LOCATION}/plug-ins/plug-ins)
set(VS_DEBUGGER_COMMAND ${Maya${CURRENT_YEAR}_LOCATION}/bin/mayabatch.exe)
set(INCLUDE_DIRS \"\")
set(DEVKIT_BASE_DIR \"${Maya${CURRENT_YEAR}_DEVKIT_LOCATION}\")
set(LIBRARY_DIRS \"${Maya${CURRENT_YEAR}_DEVKIT_LOCATION}/lib\")
set(Foundation_PATH \"${Maya${CURRENT_YEAR}_DEVKIT_LOCATION}/lib/Foundation.lib\")
set(OpenMaya_PATH \"${Maya${CURRENT_YEAR}_DEVKIT_LOCATION}/lib/OpenMaya.lib\")
build_plugin()
set_target_properties(${ENV_String3} PROPERTIES OUTPUT_NAME \"DrivenByUE4\")")
math(EXPR CURRENT_YEAR "${CURRENT_YEAR} + 1")
endwhile()
endif()
set(CURRENT_YEAR "${START_YEAR}")
while(CURRENT_YEAR LESS_EQUAL THIS_YEAR)
if(NOT "${Maya${CURRENT_YEAR}_DEVKIT_LOCATION}" STREQUAL "" AND EXISTS "${CMAKE_CURRENT_BINARY_DIR}/Maya${CURRENT_YEAR}/CMakeLists.txt")
add_subdirectory("Maya${CURRENT_YEAR}" "Maya${CURRENT_YEAR}")
endif()
math(EXPR CURRENT_YEAR "${CURRENT_YEAR} + 1")
endwhile()
```

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---
title: Maya Python笔记
date: 2022-08-09 13:55:15
tags: Maya
rating: ⭐️⭐️
---
# 前言
# 前期准备
开发环境搭建https://www.jianshu.com/p/813b2cc71ca2
《Maya Python游戏与影视编程指南》这个书还是挺不错的。
# VSCode插件
除了必须的Python打开一个Py文件就会提示安装我使用的是MayaPy与MayaCode。
# Maya开启端口
在Maya中开启端口这样就可以在VSCode中将代码直接发送到Maya中执行。
## Mel
commandPort -name "localhost:7001" -sourceType "mel" -echoOutput;
## Python
```python
import maya.cmds as cmds
cmds.commandPort(name=":7001", sourceType="mel",echoOutput=True)
```
建议建一个脚本文件这样就不用每次启动都手动开启端口了。以Python为例把上面Python代码复制到新建的.py文件中放到下面目录
```s
Windows: <drive>:\Documents and Settings\<你的windows用户名>\My Documents\maya\<maya的版本号>\scripts
(其实就是我的文档下面maya文件夹
MacOSX: ~/Library/Preferences/Autodesk/maya/<maya的版本号>/scripts.
Linux: ~/maya/<maya的版本号>/scripts.
```
# Maya Python路径设置及代码自动补全
VS Code中按Ctrl+Shift+P输入Settings打开settings.json配置文件在大括号里加入下面代码
```
//python.pythonPath是指定Python命令路径请根据你maya的安装路径来做修改
"python.pythonPath": "C:/Program Files/Autodesk/Maya2019/bin/mayapy.exe",
//python.autoComplete.extraPaths是代码自动补全路径同样根据你自己的maya安装路径来写
"python.autoComplete.extraPaths": "C:/Program Files/Autodesk/Maya2019/devkit/other/pymel/extras/completion/py"
```
注意:settings.json文件中每一项设置用","隔开,最后一项设置后面没有",",如果报错,检查一下是不是这里出现了问题。
# Flag参数
```
-e -edit
-q -query
-ax. -axis Length Length Length
-cch -caching onloff
-ch -constructionHistory onloff
-cuv -createUVs Int
-d -depth Length
-h -height Length
-n - name String
- nds - nodeState Int
-0 -object onlof f
-sd -subdivisionsDepth Int
-sh - subdivisionsHeight Int
-sw -subdivis ionsWidth Int
-SX -subdivisionsX Int
-sy -subdivisionsY Int
-sz - subdivisionsZ Int
-tx -texture Int
-W -width Length
```
## 查询参数
使用以下命令可以查询具体函数的flag例如polyCube
```
print(cmds.help('polyCube'));
```
结果为:
```
Synopsis: polyCube [flags] [String...]
Flags:
-e -edit
-q -query
-ax -axis Length Length Length
-cch -caching on|off
-ch -constructionHistory on|off
-cuv -createUVs Int
-d -depth Length
-fzn -frozen on|off
-h -height Length
-n -name String
-nds -nodeState Int
-o -object on|off
-sd -subdivisionsDepth Int
-sh -subdivisionsHeight Int
-sw -subdivisionsWidth Int
-sx -subdivisionsX Int
-sy -subdivisionsY Int
-sz -subdivisionsZ Int
-tx -texture Int
-w -width Length
```
# 【10】Select Objects
选择在Maya里要分为两部分作用一个是从选择里获取一个是把数据设置给当前选择的东西。
要想从外界传数据进脚本方法之一就是从maya的选择列表里拿物体数据
```python
import maya.cmds as cmd
selectObjectList = cmd.ls(orderedSelection = True)
print selectObjectList
```
把属性设置给选择的物体这时我们需要手动调用select命令因为有写操作是只能对选择物体生效的所以在执行这些操作之前需要在代码里先选中这个物体。如果场景里面有个pSphere1物体
```python
import maya.cmds as cmd
cmd.select('pSphere1')
清除空选择列表
import maya.cmds as cmd
cmd.select(clear = True)
加选
import maya.cmds as cmd
cmd.select('pSphere1')
cmd.select('pSphere2', add = True)
```
从列表中获取所有节点
```python
nodes=cmds.ls();
print(nodes)
```
添加类型限制
```python
nodes=cmds.ls(type='transform');
print(nodes)
```
字符串配合通配符*
```python
nodes = cmds.ls('joint*');
print(nodes);
```
选中指定的物体
```python
cmds.select('side*','top*');
```
select指令与ls指令可以结合使用例如
```python
cmds.ls(sl=True);
cmds.select(cmds.ls('joint*'));
```
# getAttr与setAttr
通过字符串获取属性,不容易报错。
```python
loc=cmds.spaceLocator()[0]
sx=cmds.getAttr(loc+'.scaleX')
print(sx)
```
但注意,因为不确定类型,所以请注意数据格式
# 对应的容器
有数组、map与set
## 序列操作符
```
x in s 如在在序列中则返回true
x not in s 如果不在序列中则返回true
s+t 串联
s[i] s序列中的第i项
s[i:j] 取得指定范围的成员
s[i:j:k] 取得指定范围的成员,k为步长
len(s) 长度
min(s) 最小项
max(s) 最大项
s.index(x) 第一次出现的index
s.count(x) 出现次数
```
# 可变参数的函数
```python
def function1(*args):
print(args[0],args[1:]);
```
两个**则代表Map
# cmds.file
可以用于保存、新建、打开新场景。
# 模块
查看全局与本地队友对象globals()与locals()
```
__main__ #为当前MayaPython编辑器模块。
__file__ #文件绝对路径
__package__ #所在包名
```
在一个文件夹中放入一个__init__.py与其他*.py文件之后就可以
```python
import 文件夹名;
文件夹名.py名.function()
```
调用函数
# 路径
```python
import sys;
for p in sys.path:
print(p)
```
# 类
```python
class NewClass(object):
pass;
```
实例化
```python
instance1=NewClass();
instance2=NewClass();
```
构造函数
```python
class Human(object):
def __init__(self):
self.first_name='aaaa';
self.last_name='bbbb';
```
# PyMel
PyMel与maya.cmds不同在于它返回的不是字符串而是一个PyNode对象。它可以直接修改节点属性值无需调用getAttr与setAttr。更加适合于习惯了OOP语言人士使用。同时PyMel可以简化GUI的构建。
# GUI
开发包里有一些案例文件可以参考:
- devkit\pythonScripts\widgetHierarchy.py
推荐使用Maya安装目录下的designer.exe
安装 PySide2安装 python 后,在安装目录下有 /script 文件夹,里面有 pip.exe cmd执行pip install PySidepip install PySide2注意 python2.x 对应 PySidepython3.x 对应PySide2pyside-uic.exe 位于Python的安装目录下
## python HumanIK
无效 https://forums.autodesk.com/t5/maya-programming/python-hik/td-p/4262564
https://forums.autodesk.com/t5/maya-animation-and-rigging/pythonic-mel-way-to-retarget-hik/td-p/7609798
## 文档
- http://help.autodesk.com/view/MAYAUL/2018/ENU/?guid=GUID-CEC1D76B-7568-4DCA-B80B-1DE49362492C&pl=CHS
- http://help.autodesk.com/cloudhelp/2018/JPN/Maya-Tech-Docs/PyMel/generated/pymel.core.animation.html
## Pyside2文档
百度的时候请搜索PyQt5
https://doc.qt.io/qtforpython/modules.html
## 信号槽与解决生命周期问题
其中SIGNAL需要先导入
```python
from PySide2.QtCore import SIGNAL, QObject
class MainWindow(QWidget, Ui_Form):
def slotBtnClicked(self):
msgBox = QMessageBox(self)
msgBox.setText(u"The document has been modified.")
msgBox.setInformativeText(u"Do you want to save your changes?")
msgBox.setStandardButtons(QMessageBox.Save)
msgBox.setDefaultButton(QMessageBox.Save)
msgBox.show()
def __init__(self, parent=None):
self.pushButton_stop.clicked.connect(self.slotBtnClicked)
QObject.connect(self.pushButton_targetSkin,SIGNAL('clicked()'), self.slotBtnClicked)
```
# FBX Mel文档
https://knowledge.autodesk.com/zh-hans/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2019/CHS/Maya-DataExchange/files/GUID-335F2172-DD4D-4D79-B969-55238C08F2EF-htm.html
# FBX导出
```
# FBX Exporter options. Set as required.
# You can find a reference guide here: http://download.autodesk.com/us/fbx/20112/Maya/_index.html
# Just add/change what you need.
# Geometry
mm.eval("FBXExportSmoothingGroups -v true")
mm.eval("FBXExportHardEdges -v false")
mm.eval("FBXExportTangents -v false")
mm.eval("FBXExportSmoothMesh -v true")
mm.eval("FBXExportInstances -v false")
mm.eval("FBXExportReferencedContainersContent -v false")
# Animation
mm.eval("FBXExportBakeComplexAnimation -v true")
mm.eval("FBXExportBakeComplexStart -v "+str(exportStartFrame[x]))
mm.eval("FBXExportBakeComplexEnd -v "+str(exportEndFrame[x]))
mm.eval("FBXExportBakeComplexStep -v 1")
# mm.eval("FBXExportBakeResampleAll -v true")
mm.eval("FBXExportUseSceneName -v false")
mm.eval("FBXExportQuaternion -v euler")
mm.eval("FBXExportShapes -v true")
mm.eval("FBXExportSkins -v true")
# Constraints
mm.eval("FBXExportConstraints -v false")
# Cameras
mm.eval("FBXExportCameras -v false")
# Lights
mm.eval("FBXExportLights -v false")
# Embed Media
mm.eval("FBXExportEmbeddedTextures -v false")
# Connections
mm.eval("FBXExportInputConnections -v false")
# Axis Conversion
mm.eval("FBXExportUpAxis y")
# Export!
mm.eval("FBXExport -f "+exportNames[x]+".fbx -s")
```

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---
title: Maya Python调试方法
date: 2022-08-09 13:55:15
tags: Maya
rating: ⭐️⭐️
---
- PyCharm 调试MayaPython方法https://www.youtube.com/watch?v=A_mjrCNtxlY
- 国内大神开发的Maya Pyhton Debug插件https://www.bilibili.com/read/cv16051640