我应该首先让你知道我试图从maya重新创建aimconstraint UI。这是我第一次使用python,所以我只是做一个小项目来包围它。
问题儿童是维持偏移bool和世界向上矢量枚举。我无法弄清楚如何调用他们的结果来驱动目标约束的变量。
确定。所以我在使用if / else语句工作时遇到了一些麻烦。每次我尝试使用它们(维护偏移行,World Up Type Row)时,我会得到“无效语法”或“意外缩进”或者在使用Csharp时我从未得到的其他错误。最重要的是,我无法解决如何通过另一个定义一个定义。
(我已经删除了许多不那么重要的项目,以方便查看。)
#AimConstrain.py
import maya.cmds as cmds
import functools
#main
maintainOffsetBool = False
OffsetX = 0.0
OffsetY = 0.0
OffsetZ = 0.0
aimVectorX = 1.0
aimVectorY = 0.0
aimVectorZ = 0.0
upVectorX = 0.0
upVectorY = 1.0
upVectorZ = 0.0
worldUpTypeField = ''
worldUpVectorX = 0.0
worldUpVectorY = 1.0
worldUpVectorZ = 0.0
weightFloat = 1.0
def createUI( pWindowTitle, pApplyCallback ):
windowID = 'CustomAimConstraint'
if cmds.window( windowID, exists=True ):
cmds.deleteUI( windowID )
cmds.window( windowID, title=pWindowTitle, sizeable=False, resizeToFitChildren=True )
cmds.rowColumnLayout( numberOfColumns=6, columnWidth=[ (1,60), (2,90), (3,75), (4,75), (5,75), (6,60) ], columnOffset=[ (1, 'right',3) ] )
# Maintain Offset Row
cmds.separator( h=10, style='none' )
cmds.text( label='Maintain Offset: ')
maintainOffsetCB = cmds.checkBox( value = False, label='' ):
if(maintainOffsetCB):
maintainOffsetBool = True
else():
maintainOffsetBool = False
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
# The XYZ of the Offset
cmds.separator( h=10, style='none' )
cmds.text( label='Offset:' )
OffsetX = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
OffsetY = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
OffsetZ = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
cmds.separator( h=10, style='none' )
# The XYZ of the Aim Vector
cmds.separator( h=10, style='none' )
cmds.text( label='Aim Vector:' )
aimVectorX = cmds.floatField( value=1, maxValue=1.0, minValue=0.0 )
aimVectorY = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
aimVectorZ = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
cmds.separator( h=10, style='none' )
# The XYZ of the Up Vector
cmds.separator( h=10, style='none' )
cmds.text( label='Up Vector:' )
upVectorX = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
upVectorY = cmds.floatField( value=1, maxValue=1.0, minValue=0.0 )
upVectorZ = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
cmds.separator( h=10, style='none' )
# World Up Type Row
cmds.separator( h=10, style='none' )
cmds.text( label='World Up Type:' )
cmds.optionMenu("worldUpTypeMenu", width=2 )
cmds.menuItem( label = 'Vector' )
cmds.menuItem( label = 'World' )
cmds.menuItem( label = 'None' )
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
# World Up XYZ
cmds.separator( h=10, style='none' )
cmds.text( label='World Up Vector:' )
worldUpVectorX = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
worldUpVectorY = cmds.floatField( value=1, maxValue=1.0, minValue=0.0 )
worldUpVectorZ = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
cmds.separator( h=10, style='none' )
# Weight Setting
cmds.separator( h=10, style='none' )
cmds.text( label='Weight: ' )
weightFloat = cmds.floatField( value=1 )
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
# Bottom Row / Buttons and shit
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
cmds.button( label='Add', command=addCallBack )
cmds.button( label='Apply', command=applyCallBack )
cmds.button( label='Cancel', command=cancelCallBack )
cmds.showWindow()
# this is for the enum, go to World Up Type row.
def worldUpTypeDef():
currentValue = cmds.optionMenu("worldUpTypeMenu", query=True, value=True):
if currentValue == 'Vector':
worldUpTypeField = 'Vector'
elif currentValue == 'World':
worldUpTypeField = 'World'
elif currentValue == 'None':
worldUpTypeField = 'None'
def cancelCallBack():
if cmds.window( windowID, exists=True ):
cmds.deleteUI( windowID )
def applyCallBack(applyConstraint, worldUpTypeDef):
def addCallBack(applyConstraint, worldUpTypeDef):
if cmds.window( windowID, exists=True ):
cmds.deleteUI( windowID )
createUI( 'Custom Aim Constraint', applyCallBack )
# Defines the Aim Constraint itself.
def applyConstraint():
selectionList = cmds.ls( orderedSelection=True )
if len( selectionList ) >= 2:
print 'Selected items: %s' % ( selectionList )
targetName = selectionList[0]
selectionList.remove( targetName )
for objectName in selectionList:
print 'Constraining %s towards %s' % ( objectName, targetName )
cmds.aimConstraint( targetName, objectName, aimVector = [aimVectorX, aimVectorY, aimVectorZ], maintainOffset = maintainOffestBool, offset = [OffsetX, OffsetY, OffsetZ], upVector = [upVectorX, upVectorY, upVectorZ], weight = weightFloat, worldUpType = worldUpTypeField, worldUpVector = [worldUpVectorX, worldUpVectorY, worldUpVectorZ] )
#aimConstraint( [target...] object , [aimVector=[float, float, float]], [maintainOffset=boolean], [name=string], [offset=[float, float, float]], [remove=boolean], [skip=string], [targetList=boolean], [upVector=[float, float, float]], [weight=float], [weightAliasList=boolean], [worldUpObject=name], [worldUpType=string], [worldUpVector=[float, float, float]])
else:
print 'Please select two or more objects.'
任何人都可以帮我解决这些混乱的代码吗?
答案 0 :(得分:1)
新错误得到了很好的解释:
# Error: addCallBack() takes exactly 2 arguments (1 given) #
你定义了:
def addCallBack(applyConstraint, worldUpTypeDef):
所以你必须在这里使用partial来提供你的def:
第131行:cmds.button( label='Add', command=addCallBack )
[...etc]
cmds.button( label='Add', command=partial(addCallBack, "First Arg", "Scnd Arg") )
[...etc]
def addCallBack(applyConstraint, worldUpTypeDef, *args):
请注意,maya ui使用命令标志返回除了你的值之外的值True,这就是为什么我们添加" * args"到def
---编辑---
有关partial:Maya Python - Using data from UI
的更多说明请注意,我写道:" First Arg"但它可以是任何类型的数据:字符串,列表,值,参数,字典,def,类......等等
答案 1 :(得分:0)
我修复了所有语法错误,但我没有安装maya模块,我不知道你的代码是做什么的,所以如果出现任何问题我无法告诉你。如果有任何问题,请告诉我
#AimConstrain.py
import maya.cmds as cmds
import functools
#main
maintainOffsetBool = False
OffsetX = 0.0
OffsetY = 0.0
OffsetZ = 0.0
aimVectorX = 1.0
aimVectorY = 0.0
aimVectorZ = 0.0
upVectorX = 0.0
upVectorY = 1.0
upVectorZ = 0.0
worldUpTypeField = ''
worldUpVectorX = 0.0
worldUpVectorY = 1.0
worldUpVectorZ = 0.0
weightFloat = 1.0
def createUI( pWindowTitle, pApplyCallback ):
windowID = 'CustomAimConstraint'
if cmds.window( windowID, exists=True ):
cmds.deleteUI( windowID )
cmds.window( windowID, title=pWindowTitle, sizeable=False, resizeToFitChildren=True )
cmds.rowColumnLayout( numberOfColumns=6, columnWidth=[ (1,60), (2,90), (3,75), (4,75), (5,75), (6,60) ], columnOffset=[ (1, 'right',3) ] )
# Maintain Offset Row
cmds.separator( h=10, style='none' )
cmds.text( label='Maintain Offset: ')
maintainOffsetCB = cmds.checkBox( value = False, label='' )
if(maintainOffsetCB):
maintainOffsetBool = True
else:
maintainOffsetBool = False
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
# The XYZ of the Offset
cmds.separator( h=10, style='none' )
cmds.text( label='Offset:' )
OffsetX = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
OffsetY = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
OffsetZ = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
cmds.separator( h=10, style='none' )
# The XYZ of the Aim Vector
cmds.separator( h=10, style='none' )
cmds.text( label='Aim Vector:' )
aimVectorX = cmds.floatField( value=1, maxValue=1.0, minValue=0.0 )
aimVectorY = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
aimVectorZ = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
cmds.separator( h=10, style='none' )
# The XYZ of the Up Vector
cmds.separator( h=10, style='none' )
cmds.text( label='Up Vector:' )
upVectorX = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
upVectorY = cmds.floatField( value=1, maxValue=1.0, minValue=0.0 )
upVectorZ = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
cmds.separator( h=10, style='none' )
# World Up Type Row
cmds.separator( h=10, style='none' )
cmds.text( label='World Up Type:' )
cmds.optionMenu("worldUpTypeMenu", width=2 )
cmds.menuItem( label = 'Vector' )
cmds.menuItem( label = 'World' )
cmds.menuItem( label = 'None' )
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
# World Up XYZ
cmds.separator( h=10, style='none' )
cmds.text( label='World Up Vector:' )
worldUpVectorX = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
worldUpVectorY = cmds.floatField( value=1, maxValue=1.0, minValue=0.0 )
worldUpVectorZ = cmds.floatField( value=0, maxValue=1.0, minValue=0.0 )
cmds.separator( h=10, style='none' )
# Weight Setting
cmds.separator( h=10, style='none' )
cmds.text( label='Weight: ' )
weightFloat = cmds.floatField( value=1 )
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
# Bottom Row / Buttons and shit
cmds.separator( h=10, style='none' )
cmds.separator( h=10, style='none' )
cmds.button( label='Add', command=addCallBack )
cmds.button( label='Apply', command=applyCallBack )
cmds.button( label='Cancel', command=cancelCallBack )
cmds.showWindow()
# this is for the enum, go to World Up Type row.
def worldUpTypeDef():
currentValue = cmds.optionMenu("worldUpTypeMenu", query=True, value=True)
if currentValue == 'Vector':
worldUpTypeField = 'Vector'
elif currentValue == 'World':
worldUpTypeField = 'World'
elif currentValue == 'None':
worldUpTypeField = 'None'
def cancelCallBack():
if cmds.window( windowID, exists=True ):
cmds.deleteUI( windowID )
def applyCallBack(applyConstraint, worldUpTypeDef):
print()
def addCallBack(applyConstraint, worldUpTypeDef):
if cmds.window( windowID, exists=True ):
cmds.deleteUI( windowID )
createUI( 'Custom Aim Constraint', applyCallBack )
# Defines the Aim Constraint itself.
def applyConstraint():
selectionList = cmds.ls( orderedSelection=True )
if len( selectionList ) >= 2:
print ('Selected items: %s' % ( selectionList ))
targetName = selectionList[0]
selectionList.remove( targetName )
for objectName in selectionList:
print ('Constraining %s towards %s' % ( objectName, targetName ))
cmds.aimConstraint( targetName, objectName, aimVector = [aimVectorX, aimVectorY, aimVectorZ], maintainOffset = maintainOffestBool, offset = [OffsetX, OffsetY, OffsetZ], upVector = [upVectorX, upVectorY, upVectorZ], weight = weightFloat, worldUpType = worldUpTypeField, worldUpVector = [worldUpVectorX, worldUpVectorY, worldUpVectorZ] )
#aimConstraint( [target...] object , [aimVector=[float, float, float]], [maintainOffset=boolean], [name=string], [offset=[float, float, float]], [remove=boolean], [skip=string], [targetList=boolean], [upVector=[float, float, float]], [weight=float], [weightAliasList=boolean], [worldUpObject=name], [worldUpType=string], [worldUpVector=[float, float, float]])
else:
print ('Please select two or more objects.')