Agreed. The problem is, in Softimage there is not "Full Path". You can
get the ".FullName()" which only gives you the model space plus object
name "myRig.pCube1" for example instead of
"myRig.geometry.lowres.pCube1". It was quick enough to roll my own
though.
Eric T.
On Wednesday, March 19, 2014 1:56:58 PM, Marcus Ottosson wrote:
I see. It's generally a good approach to work with full-paths
throughout, and if you do, you should encounter little difficulty in
paths across packages. Even duplicate names across hierarchies are
unique given a full path.
On 19 March 2014 17:44, Eric Thivierge <[email protected]
<mailto:[email protected]>> wrote:
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>
<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]>
<mailto:[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> <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]>__>
<mailto:[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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