Thanks Marcus,

The problem I'm facing currently is that I need to write data to a json file that can be read in and interperated by both Softimage and Maya. So I have to store object names consistently when exporting from Softimage or Maya. I'm probably more in favor of mimicking the Maya format at this point since, well you know why.

Thanks,
Eric T.

On Wednesday, March 19, 2014 1:12:25 PM, Marcus Ottosson wrote:
In Maya, the hierarchy is included in a node's path but gets discarded
most of the time and instead the artist is trusted to keep his names
unique. The reason this is the case is because in Maya, there is no
"hierarchy". Maya is inherently node-based; Softimage on the other
hand does have the notion of a hierarchy.

Thus, a full path of a pCube1 may be resolve
into'|a_group|another_group|pCube1', the | being the separator.

You can ask for full paths via cmds.ls <http://cmds.ls>(long=True),
other commands have similar flags, such as
cmds.listRelatives(fullPath=True) that ultimately do the same thing;
concatenate the depth-first path of a node within a graph.

Additionally, Maya has the notion of namespaces, which encapsulates
nodes similar to how Models encapsulates nodes in Softimage, however I
would suggest sticking with hungarian notation at first as namespaces
are tricky to understand at first.

Best,
Marcus


On 19 March 2014 15:00, Eric Thivierge <[email protected]
<mailto:[email protected]>> wrote:

    Hah. Well, yeah...  thanks.

    On Wednesday, March 19, 2014 10:59:10 AM, damon shelton wrote:

        cmds.ls <http://cmds.ls> <http://cmds.ls> ('*pCube1', long=True)


        On Mar 19, 2014 7:54 AM, "Eric Thivierge"
        <[email protected] <mailto:[email protected]>
        <mailto:[email protected]
        <mailto:[email protected]>__>> wrote:

            Hello all,

            This may seem like a simple question but my Googling
        didn't return
            any useful results.

            I have a name of an object 'pCube1'. I need to find it in
        the Maya
            scene. Problem is, I may have multiple objects in the
        scene that
            are named the same thing. Even in the same hierarchy
        (Crazy that
            Maya lets you do this btw). Is there a way to get a list
        of all
            objects that are named 'pCube1'? Once I get that list I
        need to
            find the top most parent in the scene. From there I can
        find the
            one I need.

            When I try to listRelatives, it throws an error saying
        there is
            more than one node int he scene that is name 'pCube1'.

            # PyMel
            print pm.objExists('pCube1')

            parents = pm.listRelatives('pCube1', allParents=True)
            for eachItem in parents:
                print eachItem.name()

            Thanks,
            Eric T.

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