It's stored in internal data structures. So the only way to access/change
it is via the referenceQuery command, the file command or MFnReference.
On Wednesday, August 12, 2015 at 9:45:22 AM UTC-7, Marcus Ottosson wrote:
>
> Oh, that's an interesting note, thanks for sharing Sivanny.
>
> So, how w
Oh, that's an interesting note, thanks for sharing Sivanny.
So, how would one access the path from a reference node? Is the information
not stored in the node at all? Where is it stored?
On 12 August 2015 at 17:27, Sivanny Selvakumar wrote:
> Hi Marcus,
>
> Just a quick note about the fileNames
Hi Marcus,
Just a quick note about the fileNames attribute. It's actually obsolete and
hasn't been used since Maya 6.0. It was only kept around for backwards
compatibility. After Maya 6.5, reference paths are only accessible via the
referenceQuery and the file command. Other attributes that are
You could end up 'reading' custom attributes made by the user which you
might not want to change/validate (eg. metadata/pipeline data or even
unrelated data).
Setting up a dictionary/set of attributes for those missing is a better and
more lightweight solution.
Also note that you could still re
Yes, I used to parse .ma too. So that could be one way of dealing with it.
I don't believe there is such a thing called a relative path inside of the
.ma though. If I remember correctly, all paths are always absolute when you
peak inside an .ma file.
Some old notes which may or may not be complete
validate all filepaths before publishing.
You’re absolutely right.
As I’m not alone in solving it, here’s some more research.
I’ve found that if I temporarily export an .ma of nodes, excluding those
that I know won’t have one and may be heavy to export (such as mesh), I can
parse the resulting A
Typing on the iPad really sucks... And with the line breaks bug in Google
Inbox it's just... bad.
ons 12 aug 2015 kl. 12:23 skrev Fredrik Averpil :
> Hehe, it seems to me that you are trying to achieve something we do here;
> validate all filepaths before publishing.
> Am I right? ;)
> We want all
Hehe, it seems to me that you are trying to achieve something we do here;
validate all filepaths before publishing.
Am I right? ;)
We want all our filepaths to be relative to the Maya project at all times
and there's no silver bullet for this, I'm afraid. You're going to have to
combine several met
And sorry for the spamming, but it seems that V-Ray 3.0 actually does
register the types for its file attributes.
In Maya 2015 it doesn't list the Alembic attributes, but I assume it will
with coming version (maybe even Maya 2016)?
Autodesk will likely push developers to register it for their cus
cmds.file(query=True, list=True, unresolvedName=True)
I think that’s it!
On 12 August 2015 at 09:07, Roy Nieterau wrote:
> For completeness sake. This is how to list unresolved filenames with the
> file command:
>
> files = cmds.file(query=True, list=True, unresolvedName=True)
>
>
> On Wednes
For completeness sake. This is how to list unresolved filenames with the
file command:
files = cmds.file(query=True, list=True, unresolvedName=True)
On Wednesday, August 12, 2015 at 9:12:17 AM UTC+2, Marcus Ottosson wrote:
>
> Thanks everyone for your replies!
>
> It certainly looks more challe
Thanks everyone for your replies!
It certainly looks more challenging than I would have thought, the
cmds.file(query=True,
list=True) is close, and the listFiles of filePathEditor almost got it, and
though it looks to work with file nodes, it doesn’t seem to work with
reference nodes, and I wonder
Ok, so the filePathEditor command does allow you to retrieve the attribute
belonging to a certain file. So I assume it would also allow you to query
the unresolved path?
from maya import cmds
def grouper(iterable, n, fillvalue=None):
"Collect data into fixed-length chunks or blocks"
# g
there used to be a script on creative crash called "File Path Manager" that
did this with textures
On Tue, Aug 11, 2015 at 9:59 PM, Geordie Martinez wrote:
> pymel is super useful for this
>
> import pymel.core as pm
> # GET A LIST OF REFERENCES
> refs = pm.listReferences()
> # LOOP THROUGH AND
pymel is super useful for this
import pymel.core as pm
# GET A LIST OF REFERENCES
refs = pm.listReferences()
# LOOP THROUGH AND PRINT THE PATH# for ref in refs:
# PATH
print("path: %s"% ref.path)
# NAMESPACE
print("namespace: %s" % ref.namespace)
On Tue, Aug 11, 2015 at 1:34
`file -q -list` will return all the file reference paths and string
attributes marked as usedAsFilename. So it saves you from having to iterate
over the nodes in the scene yourself. This is how Maya gets a list of files
for the File > Archive Scene feature. You can also access this
functionalit
Also, you can use listAttr to list attrs that are usedAsFilename. Command
only returns attribute name but then you can loop through getting all
objects with attribute name and querying it and checking the path. you can
also list string attributes if you want to take it further, you would have
to tu
So if you want the texture file nodes in the scene, you can get them from
pymel with:
import pymel.core as pm
file_nodes = pm.ls(type=pm.nt.File)
file_paths = [fyle.fileTextureName.get() for fyle in file_nodes]
with cmds:
import maya.cmds as cmds
file_nodes = cmds.ls(type='file')
file_paths = [c
Thanks guys for a quick reply.
@Arvid and Fredrik: Would it possible to share this dictionary?
On 11 August 2015 at 20:23, Robert White wrote:
> So if you want the texture file nodes in the scene, you can get them from
> pymel with:
>
> import pymel.core as pm
> file_nodes = pm.ls(type=pm.nt.Fi
> Oh, you're just talking about Maya references?
Sorry, getting tired :) re-read your initial question and I still don't
think you can do what you want to achieve without parsing all nodes and all
their attributes and then filter the value manually in order to determine
whether the value is a fold
Oh, you're just talking about Maya references?
I thought you wanted to find e.g. ies files or vrmesh files etc and other
files which are "referenced" (without being a "Maya reference").
tis 11 aug 2015 kl. 19:18 skrev Fredrik Averpil :
> I ended up making a dictionary of nodes and attributes and
I ended up making a dictionary of nodes and attributes and query these
"manually" since there is (to my understanding) no way to really just find
all filepaths existing in some shape or form in the scene.
Just think about plugins. You can never know if the developer properly
registered the attribu
I would look at the referenceQuery cmd. this will let you query the
unresolved path as well as use this command to tell if a particular node is
referenced or not. I think this command is exactly what you need.
On Tue, Aug 11, 2015 at 10:11 AM, Arvid Schneider
wrote:
> I did a similiar thing..but
I did a similiar thing..but it wasnt a one function solution.
Its tool which catches all paths ( files ) and copies them to a given
directory and remaps all the paths to the new set directory.
To get it to work though, I created a dictionary with nodeType and path
attribute eg. file:filepath etc. A
Also, importantly, I’d like their unresolved entry, no the resolve one. The
command above only returns resolved paths.
# Right$ROOT/parent/file.mb
# Wrong
/server/projects/myproject/parent/file.mb
On 11 August 2015 at 16:59, Marcus Ottosson wrote:
> I’m looking for a way to list all nodes th
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