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lightManager2016Below.py
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lightManager2016Below.py
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"""
This is the same as the lightManager code but for Maya 2016 and Below which use the dockControl instead of the workspaceControl.
The main changes are in the __init__ method of the LightManager class, the getDock function and the deleteDock function
Fair Warning: This will be the most complex example in the course using more advanced maya features alongside
more advanced python features than previous examples.
"""
# First of all let me grab the Qt module because it has somethings I want that I don't need to use often
import json
import os
import Qt
# I will use the following modules more often, so let me import them directly
import time
from Qt import QtWidgets, QtCore, QtGui
# This is the logging module
# It is a much better way of logging output instead of using print statements
import logging
# We'll do a basic configuration of the loggers
logging.basicConfig()
# We want a logger specifically for this tool, so lets grab one so that we can control it on its own
logger = logging.getLogger('LightingManager')
# Loggers have different levels we can log to.
# We can configure the current level to make it disable certain logs when we don't want it.
logger.setLevel(logging.DEBUG)
# Okay, so this is kind of messy but necessary at the moment.
# While Qt.py lets us abstract the actual Qt library, there are a few things it cannot do yet and a few support libraries we need that we have to import ourtselves
# So I need to check the correct binding we're using under Qt.py
# If you're specifically using a Qt binding, then just use the import that makes sense for you. I'll elaborate below
if Qt.__binding__.startswith('PyQt'):
# If we're using PyQt4 or PyQt5 we need to import sip
logger.debug('Using sip')
# So we import wrapInstance from sip and alias it to wrapInstance so that it's the same as the others
from sip import wrapinstance as wrapInstance
# Also PyQt uses pyqtSignal instead of Signal so we will import it and alias it to Signal
from Qt.QtCore import pyqtSignal as Signal
elif Qt.__binding__ == 'PySide':
# If we're using PySide (Maya 2016 and earlier), we'll use shiboken instead
logger.debug('Using shiboken')
# Shiboken already uses the correct names for both wrapInstance and Signal so we just need to import them without aliasing them
from shiboken import wrapInstance
from Qt.QtCore import Signal
else:
# Finally, the only option left is PySide2(Maya 2017 and higher) which uses shiboken2
logger.debug('Using shiboken2')
# Again, this uses the correct naming so we just import without aliasing
from shiboken2 import wrapInstance
from Qt.QtCore import Signal
# For the import statemnets above, if you feel like simplifying the process, then just use the part that is relevant to the Maya version you're using
# This is the Maya API library for dealing with UIs
# This is the extent of the internal Maya API that we will be using directly for this course.
from maya import OpenMayaUI as omui
# Then we plan to use pyMel instead of maya.cmds for this project
# PyMel is like a layer above maya.cmds and the Maya API that bridges them together to make a more python like API
# This is nicer than using cmds which was originally made for MEL and the API which was designed for C++
# That said, it has its shortcomings that I will cover in a video which is why I haven't covered it till now
import pymel.core as pm
# Finally from the functional tools library we import partial that will be useful for craeting temporary functions
from functools import partial
class LightWidget(QtWidgets.QWidget):
"""
Now on to the good stuff
This is our Basic controller for controlling lights
to display it, give it the name of a light like so
ui = LightWidget('directionalLight1')
ui.show()
"""
# This is our solo signal
# We are creating our own signal for other Qt objects to connect to
# Qt demands that we make the signal here so it knows what the class looks like
onSolo = Signal(bool)
def __init__(self, light):
# Our init function takes the name of a light
# We then call the init from QWidget to make sure that our object is initialized properly
super(LightWidget, self).__init__()
# If the light is a string, we want to convert it to a PyMel object to deal with it easier
# The isInstance checks if it is of type basestring (which includes all the various string types)
if isinstance(light, basestring):
logger.debug('Converting node to a PyNode')
light = pm.PyNode(light)
# We might also get passed the transform instead of the light shape, either as a PyNode or a name.
# So we'll check if it's a transform node and then get the shape
if isinstance(light, pm.nodetypes.Transform):
light = light.getShape()
# Then we store the pyMel node on this class
self.light = light
# Finally we call the buildUI method
self.buildUI()
def buildUI(self):
# We create a GridLayout
# GridLayouts are very flexible and allow us to quickly position widgets in a grid
layout = QtWidgets.QGridLayout(self)
# We make a checkbox with the label of our Light node's transform
# Here you can see why PyMel is useful. Rather than passing our light's name to other cmds functions to get its parent
# we can simply just call a method of the light object itself.
self.name = name = QtWidgets.QCheckBox(str(self.light.getTransform()))
# Lets make sure its value is the same as the lights visibility
# Again, instead of doing cmds.getAttr('%s.visibility' % self.light), this simplifies the code a lot
name.setChecked(self.light.visibility.get())
# We connect the toggled signal from the checkbox to a lambda. It will be called anytime the checkbox value changes
# A lambda is another name for an unnamed function that will be called later
# It is the same as this piece of code
#
# def setLightVisibility(self, val):
# self.light.visibility.set(val)
#
# I like using lambdas when the logic is very simple. If your logic is more complex, use a real function or method
name.toggled.connect(lambda val: self.light.visibility.set(val))
# Finally we add it to the layout in position 0, 0 (row 0, column 0)
layout.addWidget(name, 0, 0)
# Now we need a button to solo the light
solo = QtWidgets.QPushButton('Solo')
# Buttons can also be checkable, in that when you click them they will stay pressed till you unpress them
solo.setCheckable(True)
# Finally we connect the toggled value of the button to another lambda
# This lambda will in turn tell our custom onSolo signal to emit with the same value it receive
# This is the same as this piece of code
#
# def emitSoloSignal(self, value):
# self.onSolo.emit(value)
#
# Again, for a simple one line function that we never use again, a lambda is a good fit
solo.toggled.connect(lambda val: self.onSolo.emit(val))
# Then we add it to the grid layout in position (row 0, column 1)
layout.addWidget(solo, 0, 1)
# This will be our button to delete the light
delete = QtWidgets.QPushButton('X')
# The delete Light function is a little more complex so we will make it a real method and connect to it
delete.clicked.connect(self.deleteLight)
# We set the maximum width to 10, so that it's not super wide
delete.setMaximumWidth(10)
# Finally we add it to the same row, but the next column over
layout.addWidget(delete, 0, 2)
# We want a slider that can control the intensity of the light
# We tell it that we want it to be horizontal by passing it the Qt value for Horizontal
intensity = QtWidgets.QSlider(QtCore.Qt.Horizontal)
# We set the minimum and maximum value of the slider
intensity.setMinimum(1)
intensity.setMaximum(1000)
# Then we set its current value based of the intensity of the light itself
intensity.setValue(self.light.intensity.get())
# We then connect its value changed signal to another lambda that sets the lights intensity
intensity.valueChanged.connect(lambda val: self.light.intensity.set(val))
# Finally we add it to the grid, on the next row down.
# If you notice this takes two extra variables, which tell it how many rows and columns to occupy
# So we are adding it to row 1, column 2 and telling it to take 1 row and 2 columns of space
# If you don't provide the last two arguments, they default to 1 each
layout.addWidget(intensity, 1, 0, 1, 2)
# This will be our button to display the color of the light
self.colorBtn = QtWidgets.QPushButton()
# We set the width and height of the button to our liking
self.colorBtn.setMaximumWidth(20)
self.colorBtn.setMaximumHeight(20)
# Finally we call a method to sat the buttons color based on the lights current color
self.setButtonColor()
# We then connect it to our setColor method, again something too complex to be a lambda
self.colorBtn.clicked.connect(self.setColor)
# Finally we add it to the grid again, at row 1, column 2 with the default sizing
layout.addWidget(self.colorBtn, 1, 2)
# Now this is a weird Qt thing where we tell it the kind of sizing we want it respect
# We are saying that the widget should never be larger than the maximum space it needs
self.setSizePolicy(QtWidgets.QSizePolicy.Maximum, QtWidgets.QSizePolicy.Maximum)
def disableLight(self, val):
# This function takes a value, converts it to bool and then sets our checkbox to that value
self.name.setChecked(not bool(val))
def deleteLight(self):
# When we delete the light, we need to also delete our widget
# So lets set our parent to Nothing. This will remove it from the manager UI and tells Qt to stop holding onto it
self.setParent(None)
# There is a period of time before Qt deletes it after we tell it to remove it
# So lets mark its visibility to False
self.setVisible(False)
# Then we tell instruct it to delete it later just in case it hasn't gotten the hint yet
self.deleteLater()
# We only delete the light itself after the widget is deleted so that in the event of an error, we don't do any damage to the scene
# We use the light's transform to make sure we are deleting at the transform level and not just the shape under it
pm.delete(self.light.getTransform())
def setColor(self):
# First of all we get the color values from the light. This will be a list of 3 floats
lightColor = self.light.color.get()
# Then we provide this to the maya's color editor which gives us back the color the user specified
color = pm.colorEditor(rgbValue=lightColor)
# Annoyingly, it gives us back a string instead of a list of numbers.
# So we split the string, and then convert it to floats
r, g, b, a = [float(c) for c in color.split()]
# We then use the r,g,b to set the colors on the light and the button
color = (r, g, b)
self.light.color.set(color)
self.setButtonColor(color)
def setButtonColor(self, color=None):
# This function sets the color on the color picker button
# If no color is provided, we get the color from the light
if not color:
# We use pymels methods to query the value
color = self.light.color.get()
# We make sure that any provided color is a list of 3 items
# Assert is a one liner that is similar to this piece of code:
#
# if not len(color) == 3:
# raise Exception("You must provide a list of 3 colors")
#
# It is generally useful for validating inputs with simple checks
assert len(color) == 3, "You must provide a list of 3 colors"
# Finally everything gives us the r,g,b in normalized floats from 0 to 1
# Qt expects it in integer values from 0 to 255
# So we multiply the members of color by 255 to get the correct number
r, g, b = [c * 255 for c in color]
# Qt lets us style objects using CSS similar to in websites
# So we give it a CSS string with the correct r,g,b values and a full alpha
self.colorBtn.setStyleSheet('background-color: rgba(%s, %s, %s, 1.0);' % (r, g, b))
class LightingManager(QtWidgets.QWidget):
"""
This is the main lighting manager.
To call it we just do
LightingManager(dock=True) and it will display docked, otherwise dock=False will display it as a window
"""
# This is a dictionary of Light types to use for the Manager.
# The Key is the name that will be displayed in the UI
# The Value is the function that will be called
lightTypes = {
"Point Light": pm.pointLight,
"Spot Light": pm.spotLight,
# This is our first exposure to partial
# Partial is like a lambda, and in most cases are identical.
# The difference is lambdas get their values when they run, partials get their values when you create it
# In this case, we are saying make a partial function to call pm.shadingNode and everything else will be arguments to it
# This is the same as
#
# def createAreaLight(self):
# pm.shadingNode('areaLight', asLight=True)
#
# But it can be convenient to just use a partial rather than making functions for everything
"Area Light": partial(pm.shadingNode, 'areaLight', asLight=True),
"Directional Light": pm.directionalLight,
"Volume Light": partial(pm.shadingNode, 'volumeLight', asLight=True)
}
def __init__(self, dock=False):
# First lets delete a dock if we have one so that we aren't creating more than we neec
deleteDock()
# Then if we have a UI called lightingManager, we'll delete it so that we can only have one instance of this
# A try except is a very important part of programming when we don't want an error to stop our code
# We first try to do something and if we fail, then we do something else.
try:
pm.deleteUI('lightingManager')
except:
logger.debug('No previous UI exists')
# <=Maya2016: For Maya 2016 and below we always put it inside a QDialog and only dock at the end of this __init__
# Then we create a new dialog and give it the main maya window as its parent
# we also store it as the parent for our current UI to be put inside
parent = QtWidgets.QDialog(parent=getMayaMainWindow())
# We set its name so that we can find and delete it later
# <=Maya2016: This also lets us attach the light manager to our dock control
parent.setObjectName('lightingManager')
# Then we set the title
parent.setWindowTitle('Lighting Manager')
# Finally we give it a layout
dlgLayout = QtWidgets.QVBoxLayout(parent)
# Now we are on to our actual widget
# We've figured out our parent, so lets send that to the QWidgets initialization method
super(LightingManager, self).__init__(parent=parent)
# We call our buildUI method to construct our UI
self.buildUI()
# Now we can tell it to populate with widgets for every light
self.populate()
# We then add ourself to our parents layout
self.parent().layout().addWidget(self)
# Finally if we're not docked, then we show our parent
parent.show()
# <=Maya2016: For Maya 2016 and below we need to create the dock after we create our widget's parent window
if dock:
getDock()
def buildUI(self):
# Like in the LightWidget we show our
layout = QtWidgets.QGridLayout(self)
# We create a combobox
# Comboboxes are essentially dropdown selectionwidgets
self.lightTypeCB = QtWidgets.QComboBox()
# We populate it with the items in our lightTypes dictionary
# I like to have my items alphabetically so I sort it to begin with
for lightType in sorted(self.lightTypes):
# We add the option to the combobox
self.lightTypeCB.addItem(lightType)
# Finally we add it to the layout in row 0, column 0
# We tell it take 1 row and two columns worth of space
layout.addWidget(self.lightTypeCB, 0, 0, 1, 2)
# We create a button to create the chosen lights
createBtn = QtWidgets.QPushButton('Create')
# We connect the button so it calls the createLight method when its clicked
createBtn.clicked.connect(self.createLight)
# We add it to the layout in row 0, column 2
layout.addWidget(createBtn, 0, 2)
# We want to put all the LightWidgets inside a scrolling container
# We first need a container widget
scrollWidget = QtWidgets.QWidget()
# We want to make sure this widget only tries to be the maximum size of its contents
scrollWidget.setSizePolicy(QtWidgets.QSizePolicy.Maximum, QtWidgets.QSizePolicy.Maximum)
# Then we give it a vertical layout because we want everything arranged vertically
self.scrollLayout = QtWidgets.QVBoxLayout(scrollWidget)
# Finally we create a scrollArea that will be in charge of scrolling its contents
scrollArea = QtWidgets.QScrollArea()
# Make sure it's resizable so it resizes as the UI grows or shrinks
scrollArea.setWidgetResizable(True)
# Then we set it to use our container widget to scroll
scrollArea.setWidget(scrollWidget)
# Then we add this scrollArea to the main layout, at row 1, column 0
# We tell it to take 1 row and 3 columns of space
layout.addWidget(scrollArea, 1, 0, 1, 3)
# We add the save button to save our lights
saveBtn = QtWidgets.QPushButton('Save')
# When clicked it will call the saveLights method
saveBtn.clicked.connect(self.saveLights)
# We add it to row 2, column 0
layout.addWidget(saveBtn, 2, 0)
# We also add an import button to import our lights
importBtn = QtWidgets.QPushButton('Import')
# When clicked it will call the importLights method
importBtn.clicked.connect(self.importLights)
# We add it to row 2, column 1
layout.addWidget(importBtn, 2, 1)
# We need a refresh button to manually force the UI to refresh on changes
refreshBtn = QtWidgets.QPushButton('Refresh')
# We'll connect this to the refresh method
refreshBtn.clicked.connect(self.refresh)
# Finally we add it to the layout at row 2, column 2
layout.addWidget(refreshBtn, 2, 2)
def refresh(self):
# This is one of the rare times I use a while loop
# It could be done in a for loop, but I want to show you how a while loop would look
# We say that while the scrollLayout.count() gives us any Truth-y value we will run the logic
# count() tells us how many children it has
while self.scrollLayout.count():
# We take the first child of the layout, and ask for the associated widget
# Taking the child, means that it is no longer under the care of its parent
widget = self.scrollLayout.takeAt(0).widget()
# Some objects don't have widgets, so we'll only run this for objects with a widget
if widget:
# We set the visibility to False because there is a period where it will still be alive
widget.setVisible(False)
# Then we tell it to kill the widget when it can
widget.deleteLater()
# Finally we tell it to populate again
self.populate()
def populate(self):
# We list all the existing lights in the scene by type of the lights
for light in pm.ls(type=["areaLight", "spotLight", "pointLight", "directionalLight", "volumeLight"]):
# PyMel gives us back a PyNode for each object it lists
# We will pass this to the addLight method that will create the widget for it
self.addLight(light)
def saveLights(self):
# We'll now save the lights down to a JSON file that can be shared as a preset
# The properties dictionary will hold all the light properties to save down
properties = {}
# First lets get all the light widgets that exist in our manager
for lightWidget in self.findChildren(LightWidget):
# For each widget we can get its' light object
light = lightWidget.light
# Then we need to get its transform node
transform = light.getTransform()
# Finally we add it to the dictionary.
# The key will be the name of the transform which we get by converting the node to a string
# Then we simply query the attributes of the light that we want to save down
properties[str(transform)] = {
'translate': list(transform.translate.get()),
'rotation': list(transform.rotate.get()),
'lightType': pm.objectType(light),
'intensity': light.intensity.get(),
'color': light.color.get()
}
# We fetch the light manager directory to save in
directory = self.getDirectory()
# We then construct the name of the lightFile to save
# We'll be using time.strftime to construct a name using the current time
# %m%d will give 0701 for July 1st (month and day)
# so we'd end up with a name like lightFile_0701.json stored in our directory
lightFile = os.path.join(directory, 'lightFile_%s.json' % time.strftime('%m%d'))
# Next we open the file to write
with open(lightFile, 'w') as f:
# Then we use json to write out our file to this location
json.dump(properties, f, indent=4)
# A helpful logger call tells us where the file was saved to.
logger.info('Saving file to %s' % lightFile)
def getDirectory(self):
# The getDirectory method will give us back the name of our library directory and create it if it doesn't exist
directory = os.path.join(pm.internalVar(userAppDir=True), 'lightManager')
if not os.path.exists(directory):
os.mkdir(directory)
return directory
def importLights(self):
# This function goes over importing the lights back in.
# We first find the directory
directory = self.getDirectory()
# Then we use the QFileDialog to open a file browser so we can select the json file to import
# We give it self as the part, a name for the browser and tell it which directory to open to
fileName = QtWidgets.QFileDialog.getOpenFileName(self, "Light Browser", directory)
# Next we open the fileName in read mode
with open(fileName[0], 'r') as f:
# Then we use json to load the file into a dictionary
properties = json.load(f)
# We loop through the keys and values of this dictionary using properties.items()
for light, info in properties.items():
# We find the light type from the info
lightType = info.get('lightType')
# Then for each of the light types we support, we check if they match the light type
for lt in self.lightTypes:
# But the light type of a Point Light is pointLight, so we convert Point Light to pointLight and then compare
if ('%sLight' % lt.split()[0].lower()) == lightType:
# If we found a match, then we break out
break
else:
# For Loops also have an else statement. This only runs when the loop has not been broken out of
# We assume if we haven't broken out of the loop, then we haven't found the light type
# If that's the case, we just notify the user and continue on to the next light
logger.info('Cannot find a corresponding light type for %s (%s)' % (light, lightType))
continue
# we can reuse variable from the loop, in this case lt was the light type.
# We use this to create a light
light = self.createLight(lightType=lt)
# then we set the parameters on the light itself
light.intensity.set(info.get('intensity'))
light.color.set(info.get('color'))
# Then we get the transform of the light to set its parameters
transform = light.getTransform()
transform.translate.set(info.get('translate'))
transform.rotate.set(info.get('rotation'))
# After that's done, we call the populate method to refresh our interface
self.populate()
def createLight(self, lightType=None, add=True):
# This function creates lights. Duh.
# First we get the text of the combobox if we haven;t been given a light
if not lightType:
lightType = self.lightTypeCB.currentText()
# Then we look up the lightTypes dictionary to find the function to call
func = self.lightTypes[lightType]
# All our functions are pymel functions so they'll return a pymel object
light = func()
# We wil pass this to the addLight method if the method has been told to add it
if add:
self.addLight(light)
def addLight(self, light):
# This will create a LightWidget for the given light and add it to the UI
# First we create the LightWidget
widget = LightWidget(light)
# Then we connect the onSolo signal from the widget to our isolate method
widget.onSolo.connect(self.isolate)
# Finally we add it to the scrollLayout
self.scrollLayout.addWidget(widget)
def isolate(self, val):
# This function will isolate a single light
# First we find all our children who are LightWidgets
lightWidgets = self.findChildren(LightWidget)
# We'll loop through the list to perform our logic
for widget in lightWidgets:
# Every signal lets us know who sent it that we can query with sender()
# So for every widget we check if its the sender
if widget != self.sender():
# If it's not the widget, we'll disable it
widget.disableLight(val)
def getMayaMainWindow():
"""
Since Maya is Qt, we can parent our UIs to it.
This means that we don't have to manage our UI and can leave it to Maya.
Returns:
QtWidgets.QMainWindow: The Maya MainWindow
"""
# We use the OpenMayaUI API to get a reference to Maya's MainWindow
win = omui.MQtUtil_mainWindow()
# Then we can use the wrapInstance method to convert it to something python can understand
# In this case, we're converting it to a QMainWindow
ptr = wrapInstance(long(win), QtWidgets.QMainWindow)
# Finally we return this to whoever wants it
return ptr
def getDock(name='LightingManagerDock'):
"""
This function creates a dock with the given name.
It's an example of how we can mix Maya's UI elements with Qt elements
Args:
name: The name of the dock to create
Returns:
QtWidget.QWidget: The dock's widget
"""
# First lets delete any conflicting docks
deleteDock(name)
# Then we create a dockControl dock using Maya's UI tools
# This gives us back the name of the dock created
# <=Maya2016: In Maya 2016 and below, we just give our Light Managers object name to the dockControl.
# You can see this name when we do self.setObjectName in the LightManagers __init__ method
ctrl = pm.dockControl(name, area='right', content='lightingManager', allowedArea='all', label="Lighting Manager")
# And then we return the control name
return ctrl
def deleteDock(name='LightingManagerDock'):
"""
A simple function to delete the given dock
Args:
name: the name of the dock
"""
# We use the dockControl to see if the dock exists
if pm.dockControl(name, query=True, exists=True):
# If it does we delete it
pm.deleteUI(name)