SkinningTools.Maya.tools.mesh
¶
Module Contents¶
Functions¶
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use the component selection for pathfinding, to make sure that any skinnable mesh can be walked over |
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split the character into multiple meshes based on the skinning information |
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use 2 edgeloops to find the relation of the vertices on opposite sides |
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use the given components to create a new mesh with the same skinning information |
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convert the selection of vertices to face group selections |
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convert the current selected skeleton to a polygonal object |
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set a new vertex color to the given shape |
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get the shortest path walking over the edges between 2 selected points |
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get the shortest path walking over the edges between 2 selected control vertices |
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get the shortest path walking over the edges between 2 selected control vertices |
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get the shortest path walking over the edges between 2 selected vertices |
convert the soft selection in the scene to vertices and weights |
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toggle the display of the mesh beteen the output and the input shape of the skincluster. the input shape will receive default lamber + vertex colors to make sure there is a big distinction between the 2 |
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SkinningTools.Maya.tools.mesh.
componentPathFinding
(selection, useDistance, diagonal=False, weightWindow=None)¶ use the component selection for pathfinding, to make sure that any skinnable mesh can be walked over
- Parameters
selection (list) – 2 component objects that indicate the start and end of a possible path
useDistance (bool) – if True will use the lenght of the path to define the weight , if False will use the amount of points as weight
diagonal (bool) – if True the shortest path can cross cv’s diagonally, if False it can only go straight
weightWindow (fallofCurveUI) – the window that has control over a bezier curveto define the fallof of weight
- Returns
map of vertices in order and the weight applied to them
- Return type
list
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SkinningTools.Maya.tools.mesh.
cutCharacterFromSkin
(inObject, internal=False, maya2020=False, progressBar=None)¶ split the character into multiple meshes based on the skinning information
- Parameters
inObject (string) – object to seperate in multiple meshes
internal (bool) – if True will only convert the the inner selection, if False will grow the selection once to cover more ground
maya2020 (bool) – if True will use the offsetparent matrix to connect the mesh to joints , if False will use a decompose matrix to connect the meshes
progressBar (QProgressBar) – progress bar instance to be used for progress display, if None it will print the progress instead
- Returns
group object that holds all the meshes
- Return type
string
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SkinningTools.Maya.tools.mesh.
edgesToSmooth
(inEdges)¶ use 2 edgeloops to find the relation of the vertices on opposite sides
- Parameters
inEdges (list) – list of 2 edgeloops
- Returns
list of vertices that are closely connected together based on the edgeselection
- Return type
list
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SkinningTools.Maya.tools.mesh.
extractFacesByVertices
(vertices, internal=False)¶ use the given components to create a new mesh with the same skinning information
- Parameters
vertices (list) – the components to use as information to generate the new mesh
internal (bool) – if True will only convert the the inner selection, if False will grow the selection once to cover more ground
- Returns
new created mesh
- Return type
string
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SkinningTools.Maya.tools.mesh.
getRootPath
(path)¶
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SkinningTools.Maya.tools.mesh.
getShellFaces
(inMesh)¶ convert the selection of vertices to face group selections
- Parameters
inMesh (string) – object to evaluate
- Returns
list of grouped faces
- Return type
list
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SkinningTools.Maya.tools.mesh.
polySkeleton
(radius=5)¶ convert the current selected skeleton to a polygonal object this can be beneficial to show how the skeleton looks in other dcc tools, like zbrush
- Parameters
radius (float) – the radius to give each joint in the output
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SkinningTools.Maya.tools.mesh.
setOrigShapeColor
(inShape, inColor=0.8, 0.2, 0.2)¶ set a new vertex color to the given shape
- Parameters
inShape (string) – shape to add vertex colors to
inColor (tuple) – the color to give the object
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SkinningTools.Maya.tools.mesh.
shortestPathLattice
(start, end)¶ get the shortest path walking over the edges between 2 selected points
- Parameters
start (string) – points to start from
end (string) – points to end with
- Returns
list of points to walk in order
- Return type
list
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SkinningTools.Maya.tools.mesh.
shortestPathNurbsCurve
(start, end)¶ get the shortest path walking over the edges between 2 selected control vertices
- Parameters
start (string) – control vertex to start from
end (string) – control vertex to end with
- Returns
list of control vertices to walk in order
- Return type
list
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SkinningTools.Maya.tools.mesh.
shortestPathNurbsSurface
(start, end, diagonal=False)¶ get the shortest path walking over the edges between 2 selected control vertices
- Parameters
start (string) – control vertex to start from
end (string) – control vertex to end with
diagonal (bool) – if True the shortest path can cross cv’s diagonally, if False it can only go straight
- Returns
list of control vertices to walk in order
- Return type
list
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SkinningTools.Maya.tools.mesh.
shortestPathVertex
(start, end)¶ get the shortest path walking over the edges between 2 selected vertices
- Parameters
start (string) – vertex to start from
end (string) – vertex to end with
- Returns
list of vertices to walk in order
- Return type
list
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SkinningTools.Maya.tools.mesh.
softSelection
()¶ convert the soft selection in the scene to vertices and weights
- Returns
list of vertices in the soft selection range and the weight of that vertex
- Return type
list, list
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SkinningTools.Maya.tools.mesh.
toggleDisplayOrigShape
(inMesh, inColor=0.8, 0.2, 0.2, both=False, progressBar=None)¶ toggle the display of the mesh beteen the output and the input shape of the skincluster. the input shape will receive default lamber + vertex colors to make sure there is a big distinction between the 2 :todo: maybe instead of lambert shader we can use the original shader + red vertex color overlay to make sure the textures can still be viewed :todo: add an option that shows both shapes? so we can display 1 in movement and one in default pose
- Parameters
inMesh (string) – the object that has a skincluster attached which we want to toggle
inColor (tuple/list) – the color in RGB values from 0to1 used as color value
progressBar (QProgressBar) – progress bar instance to be used for progress display, if None it will print the progress instead
- Returns
True if the function is completed
- Return type
bool