Ooh, I like it. Thanks! I'll check it out tomorrow in my script :)
On 7/23/2013 11:00 AM, Ted Charlton wrote:
cmds.dgdirty(a=True)
On Tue, Jul 23, 2013 at 1:24 AM, Joe Weidenbach <[email protected]
<mailto:[email protected]>> wrote:
Ok, figured it out :). It looks like the wonderful Maya not
updating itself bug struck again :). I just had to force a scene
update. On that note, the best option I've found to achieve this
that I've found is as follows:
import maya.cmds as cmds
cmds.setToolTo("moveSuperContext")
nodes = cmds.ls <http://cmds.ls>()
for node in nodes:
cmds.select(node, replace=True)
cmds.select(clear=True)
cmds.setToolTo("selectSuperContext")
Does anyone know a better way to approach this?
On 7/22/2013 8:44 PM, Joe Weidenbach wrote:
Hello All,
I'm trying to get a character loader functional, that will
load separate rigs (control rig and envelope rig) into the
scene and connect them. So far, everything in my tool is
working except the actual referencing. Somehow, when I do it
through code, the IK chains and who knows what else (I really
haven't tested beyond the IK Chains--Spline IK works fine,
just not regular IK. I assume that if I can get this first
part fixed, the rest will work as well).
The weird part is this. If I load both files manually
(through the file menu->create reference) everything works
flawlessly. My rigs come in and everything connects up if I
run that part of my script. If, however, I do it through
code, no more IK on my control rig. Through code, if I load
just one rig, everything works as well, and I can then
manually load the envelope rig, followed by connecting with
code, which again works. It seems to be the moment that I
tell the code to load both rigs that it breaks. Here's the
relevant code:
charName =
self.availableCharacters[cmds.optionMenu(self.UIElements["charSelect"],
query=True, select=True) - 1]["characterName"]
cRigPath =
self.availableCRigs[cmds.optionMenu(self.UIElements["crSelect"],
query=True, select=True) - 1]["rigPath"]
eRigPath =
self.availableERigs[cmds.optionMenu(self.UIElements["erSelect"],
query=True, select=True) - 1]["rigPath"]
# Create the base node and namespace
cmds.namespace(set=":")
if not cmds.namespace(exists=":{0}".format(charName)):
cmds.namespace(add=charName)
cmds.namespace(set=charName)
masterNode = cmds.group(empty=True, name="Master")
# Reference in the control rig and place it under the
master node
cmds.file("{0}/{1}".format(self.projectData.characterPath,
cRigPath), loadReferenceDepth="all", reference=True,
namespace="{0}_CR".format(charName))
crNode = cmds.ls
<http://cmds.ls>("{0}:{0}_CR:*".format(charName),
assemblies=True)[0]
crNode = cmds.parent(crNode, masterNode)[0]
crNodeShortName = crNode.rpartition(":")[2]
crScaleAllNode =
"{0}|{1}:{1}_CR:scaleAllGRP".format(crNode, charName)
## Reference in the envelope rig and place it under
the master node
cmds.file("{0}/{1}".format(self.projectData.characterPath,
eRigPath), loadReferenceDepth="all", reference=True,
namespace="{0}_ER".format(charName))
erNode = cmds.ls
<http://cmds.ls>("{0}:{0}_ER:*".format(charName),
assemblies=True)[0]
erNode = cmds.parent(erNode, masterNode)[0]
erScaleAllNode =
"{0}|{1}:{1}_ER:scaleAllGRP".format(erNode, charName)
(keep in mind that I've got several external vars from another
class--setting the path directly should work fine)
I even tried putting a 5 second sleep between loads, and no
dice. The behavior seems to hold when I use the MEL equivalent
commands as well. I'm a bit stumped on this one. I'm not
sure if it's something in my rig or not, but that possibility
would seem to be eliminated by the fact that it works as
intended when I load it manually. I guess I'm just wondering
if I'm missing something.
Thanks in advance,
Joe
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