I should first let you know that im trying to re-create the aimconstraint UI from maya. this is the first time ive used python so im just doing a small project to wrap my head around it.
the problem children are the maintain offset bool and the world up vector enum. i cant figure out how to call on their results to drive the variables of the aim constraint.
Ok. so im having some trouble getting my if/else statements working. every time i try and use them (Maintain Offset Row, World Up Type Row) i get "invalid syntax" or "unexpected indent" or some other error that i never get in unity while using Csharp. on top of that, i cant work out how to call one definition through another.
(ive cut out a lot of the less important items for your ease of viewing.)
#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.'
Can anyone help me fix this mess of code?
I've fixed all your syntax errors, but I don't have maya module installed and I have no idea of what your code does so I cannot tell you if anything is wrong. Do let me know if there is any issue
#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.')