Aaah, right. I suppose you would need to recursively head up the hierarchy
for that then. Glad to hear you got it working.


On 19 March 2014 17:59, Eric Thivierge <[email protected]> wrote:

> 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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>
>


-- 
*Marcus Ottosson*
[email protected]

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