[Maya-Python] Re: Get all child attributes of compound node when one sibling changes
Thanks again Remi, unfortunately yeah I went with API 2.0 to see the state of things... so far I have no complaints except that it makes implementing other people's code harder. Things are finally working after more fiddling and some pretty disgusting hacks which I'll eventually have to fix. I'm really not sure if this needed to be an API plugin at all but it was good practice. Here's a video! The Shape Editor was hidden somehow during capture https://imgur.com/a/X2chB0h import sys import os import re from collections import defaultdict import pymel.core as pm import maya.api.OpenMaya as om def maya_useNewAPI(): pass def pluginLoader(load): """ Load or Unload the plugin defined in this module. Parameters: load : bool : True to load the plugin, False to unload it. """ global __file__ if __file__.endswith('.pyc'): __file__ = __file__ [:-1] _, plugin = os.path.split(__file__) pluginName = plugin.split('.')[0] if load: if not pm.pluginInfo(plugin, query=True, loaded=True): pm.loadPlugin(__file__, quiet=True) else: if pm.pluginInfo(plugin, query=True, loaded=True): pm.flushUndo() pm.unloadPlugin(plugin, force=True) return pluginName def getBlendShapeMesh(): blendShapes = pm.ls( type = pm.nt.BlendShape ) for bs in blendShapes: blendShapeInputs = bs.getGeometry() return pm.PyNode( blendShapeInputs[0] ) def getBlendShapeAttrs(): blendShapes = pm.ls( type = pm.nt.BlendShape ) data = defaultdict(list) data[0] = blendShapes for bs in blendShapes: blendShapeInputs = bs.getGeometry() for bsi in blendShapeInputs: bsiNode = pm.PyNode(bsi) attrs = bsiNode.listAttr() for attr in attrs: foundColor = attr.find('_TC') > -1 foundIndex = attr.find('_TI') > -1 if foundColor or foundIndex: # regular string search fails on certain attributes attrAlias = attr.attrName().split('_')[0] data[attrAlias].append(attr) return data def connectBlendShapeNodes(): blendShapeAttrs = getBlendShapeAttrs() # load the plugin plugin = pluginLoader(True) pluginNode = pm.createNode(TensionMapBlender.nodeName) pluginAttrs = pluginNode.listAttr() blendShape = blendShapeAttrs.pop(0)[0] # TODO: support multiple blend shapes i = 0 for attrAlias, attrs in blendShapeAttrs.items(): for attr in attrs: if '_TC' in attr.attrName(): # >> is Pymel syntax to connect an attribute attr >> pluginNode.blendShapeMultiInput[i].tensionColor if '_TI' in attr.attrName(): attr >> pluginNode.blendShapeMultiInput[i].tensionIndex else: attr = pm.PyNode( blendShape + '.' + attrAlias ) attr >> pluginNode.blendShapeMultiInput[i].blendWeight i += 1 class TensionMapBlender(om.MPxNode): nodeName = 'tensionMapBlender' nodeId = om.MTypeId( 0xDAE1 ) attrIn_blendShapeMultiInput = om.MObject() attrIn_tensionColor_01 = om.MObject() attrIn_tensionIndex_01 = om.MObject() attrIn_blendWeight = om.MObject() """ attrOut_outputMesh = om.MObject() # Attribute hierarchy goes: colorPerVertex > vertexColor > vertexColorRGB >> vertexColorR,G,B attrOut_colorPerVertex = om.MObject() attrOut_vertexColor = om.MObject() attrOut_vertexColorRGB = om.MObject() attrOut_vertexAlpha = om.MObject() attrOut_colorPerFaceVertex = om.MObject() attrOut_vertexFaceColor = om.MObject() attrOut_vertexFaceColorRGB = om.MObject() attrOut_vertexFaceAlpha = om.MObject() """ def __init__(self): ''' constructor ''' om.MPxNode.__init__(self) def compute(self, plug, dataBlock): if plug == self.attrIn_blendWeight: multiInputArrayHandle = dataBlock.inputArrayValue( self.attrIn_blendShapeMultiInput ) mergedVertColors = {} while not multiInputArrayHandle.isDone(): multiInputHandle = multiInputArrayHandle.inputValue() tensionColorHandle = multiInputHandle.child( self.attrIn_tensionColor_01 ) tensionIndexHandle = multiInputHandle.child( self.attrIn_tensionIndex_01 ) blendWeightHandle = multiInputHandle.child( self.attrIn_blendWeight ) tensionColorData = tensionColorHandle.data() tensionIndexData = tensionIndexHandle.data() tensionColor = om.MFnDoubleArrayData( tensionColorData ).array() try: tensionIndex = om.MFnIntArrayData( tensionIndexData ).array() except: multiInputArrayHandle.next() continue blendWeight = blendWeightHandle.asFloat() #print tensionColor #print tensionIndex #print blendWeight try: mergedVertColors = self.mergeVertColors( mergedVertColors, tensionColor, tensionIndex ) #print "Done", mergedVertColors except: multiInputArrayHandle.next() continue # next! multiInputArrayHandle.next() # this is ultra hacky mesh = getBlendShapeMesh() for index, color in mergedVertColors.items(): #print index #print color blendedValues = [] for i in color: blendedValues.append( i * blendWeight ) blendedColor = om.MColor( blendedValues, model=om.MColor.kRGB, dataType=om. MColor.kFloat ) mesh.setVertexColor(blendedColor.getColor(), index) # for some reason setVertexColor works but setVertexColors doesn't, arg #mesh.setVertexColors( mergedVertColors.values(), mergedVertColors.keys() ) # is this plug actually dirty though? guess it can't hurt dataBlock.setClean(plug) def mergeVertColors(self,
[Maya-Python] Re: Get all child attributes of compound node when one sibling changes
I gave you an example in API 1.0. There are differences between the two APIs. I have never worked with API 2.0. Your attributeAffects is not valid. The first argument must be an inputAttribute ans second must be outputAttribute. cls.attributeAffects( cls.attrIn_blendWeight, cls.attrIn_blendShapeMultiInput ) In your code you have two inputAttribute and with this error your imputeAttribute never affect outputAttribute. cls.attributeAffects(cls.attrIn_blendShapeMultiInput, cls. attrOut_colorPerVertex) In compute you must clean attribute. add this code at the end of compute data.setClean(plug) -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to python_inside_maya+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/023ea9fc-9a1b-444c-a753-a2b5c81cc280%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
[Maya-Python] Re: Get all child attributes of compound node when one sibling changes
Thanks for the help Remi! Your method didn't work for me right away but was a big help. Knowing that I can get any attribute I want inside the compute() without relying on the datablock being passed in was pivotal along with some of your other examples, like getting the children of the compound attribute. I had to use direct references to the MObjects themselves instead of indices, however. In the end I used this and it mostly works, except that sometimes the IntArray attribute doesn't have any data in it, not sure why yet. def compute(self, plug, dataBlock): if plug.attribute() == self.attrIn_blendWeight: inputAttrs = [self.attrIn_tensionColor_01, self.attrIn_tensionIndex_01, self .attrIn_blendWeight] multiInputArrayHandle = dataBlock.inputArrayValue( self.attrIn_blendShapeMultiInput ) while not multiInputArrayHandle.isDone(): multiInputHandle = multiInputArrayHandle.inputValue() tensionColorHandle = multiInputHandle.child( inputAttrs[0] ) tensionIndexHandle = multiInputHandle.child( inputAttrs[1] ) blendWeightHandle = multiInputHandle.child( inputAttrs[2] ) tensionColorData = tensionColorHandle.data() tensionIndexData = tensionIndexHandle.data() tensionColor = om.MFnDoubleArrayData( tensionColorData ).array() try: tensionIndex = om.MFnIntArrayData( tensionIndexData ).array() except: multiInputArrayHandle.next() continue blendWeight = blendWeightHandle.asFloat() print tensionColor print tensionIndex print blendWeight try: rgbValues = self.sortRGB( tensionIndex, tensionColor ) print "Done", rgbValues except: print "Bad stuff" # next! multiInputArrayHandle.next() On Wednesday, August 29, 2018 at 6:32:45 PM UTC-7, Michael Kato wrote: > > Hi all, > > I've having a load of trouble with this. I've managed to get some complex > (for me anyway) compound attributes set up and connected to objects in my > scene, but right now I'm unable to get the "Blend Shape Multi Input" > attribute to arrive as a plug to the compute() method in my scripted node. > > So I resorted to some trickery by looking for the "blendWeight" attribute > instead when it changes, then getting om.MDataPlug.parent() which is the > compound node, then re-getting the children of that compound node and their > data. > > My attributes look like this > > [image: node.PNG] > > > All of this works except for one crucial thing, calling asMDataHandle() > childData = childPlug.asMDataHandle().data() > > This seems to force the recompute of some things and sends my plugin into > an infinite loop. Is there a better way to do this? > > Code attached, it should work in maya 2018 (possibly earlier) in a scene > with some blendshapes in it if you call connectBlendShapeNodes() > > Thanks for any help! > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to python_inside_maya+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/a2978a97-b7d9-498f-be1a-af14ec6c7065%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
[Maya-Python] Re: Get all child attributes of compound node when one sibling changes
Thanks for the help Remi! Your method didn't work for me right away but was a big help. Knowing that I can get any attribute I want inside the plug without relying on the datablock being passed into compute was pivotal along with some of your other examples, like getting the children of the compound node. I had to use direct references to the MObjects themselves instead of indices, however. In the end I used this and it mostly works, except that sometimes the IntArray attribute doesn't have any data in it, not sure why yet. def compute(self, plug, dataBlock): if plug.attribute() == self.attrIn_blendWeight: inputAttrs = [self.attrIn_tensionColor_01, self.attrIn_tensionIndex_01, self .attrIn_blendWeight] multiInputArrayHandle = dataBlock.inputArrayValue( self.attrIn_blendShapeMultiInput ) while not multiInputArrayHandle.isDone(): multiInputHandle = multiInputArrayHandle.inputValue() tensionColorHandle = multiInputHandle.child( inputAttrs[0] ) tensionIndexHandle = multiInputHandle.child( inputAttrs[1] ) blendWeightHandle = multiInputHandle.child( inputAttrs[2] ) tensionColorData = tensionColorHandle.data() tensionIndexData = tensionIndexHandle.data() tensionColor = om.MFnDoubleArrayData( tensionColorData ).array() try: tensionIndex = om.MFnIntArrayData( tensionIndexData ).array() except: multiInputArrayHandle.next() continue blendWeight = blendWeightHandle.asFloat() print tensionColor print tensionIndex print blendWeight try: rgbValues = self.sortRGB( tensionIndex, tensionColor ) print "Done", rgbValues except: print "Bad stuff" # next! multiInputArrayHandle.next() On Wednesday, August 29, 2018 at 6:32:45 PM UTC-7, Michael Kato wrote: > > Hi all, > > I've having a load of trouble with this. I've managed to get some complex > (for me anyway) compound attributes set up and connected to objects in my > scene, but right now I'm unable to get the "Blend Shape Multi Input" > attribute to arrive as a plug to the compute() method in my scripted node. > > So I resorted to some trickery by looking for the "blendWeight" attribute > instead when it changes, then getting om.MDataPlug.parent() which is the > compound node, then re-getting the children of that compound node and their > data. > > My attributes look like this > > [image: node.PNG] > > > All of this works except for one crucial thing, calling asMDataHandle() > childData = childPlug.asMDataHandle().data() > > This seems to force the recompute of some things and sends my plugin into > an infinite loop. Is there a better way to do this? > > Code attached, it should work in maya 2018 (possibly earlier) in a scene > with some blendshapes in it if you call connectBlendShapeNodes() > > Thanks for any help! > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to python_inside_maya+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/78a5e6e2-ca1b-43e1-b2cc-a87fc0087b65%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
[Maya-Python] Re: Get all child attributes of compound node when one sibling changes
Hi Michael, You can get compound attribute like this. def compute(self, plug, dataBlock): # Compute only on input compound attribute a_valid_attr = [self.attrIn_tensionColor_01, self.attrIn_tensionIndex_01, self.attrIn_blendWeight] if plug not in a_valid_attr: return # Get CompoundAttribute array handle ah_bs_multi_input = data.inputArrayValue(self.attrIn_blendShapeMultiInput) i_input_count = ah_bs_multi_input.elementCount() # Iter on element count for i in xrange(i_input_count): # Get compound handle ah_bs_multi_input.jumpToElement(i) h_bs_multi_input = ah_bs_multi_input.inputValue() # Get compound children handle h_tension_color = h_bs_multi_input.child(0) # cls.attrIn_tensionColor_01 h_tension_index = h_bs_multi_input.child(0) # cls.attrIn_tensionIndex_01 h_blend_weight = h_bs_multi_input.child(0) # cls.attrIn_blendWeight -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to python_inside_maya+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/eee1b335-d7ca-4e2f-acfc-2cd33d64fad8%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.