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Maya Python. Parenting groups with for loop


So I've been working on an autorigger for the fingers based on the antcgi methos used in this video: https://www.youtube.com/watch?v=3vJxXLw16Ak&t=1150s

The script itself is easy to use, Just create any 5 joint chain, select the root of the joint, and hit "build finger control" ignore the rest of the buttons because they dont really do anything without the full autorigger

the problem I've run into is around lines 162 to 167. The for loop above it creates the controls just fine: but I want it to parent the controls properly in a hierarchy. Lines 170 to 171 work fine: but they arent very malleable and due to the names being semi hardcoded this script doesn't work on the thumb chain as a result.

Any time I try to use the rel = pm.ls loop, I just get an error saying "'list' object has no attribute 'replace' #"

Here is the script for anyone willing to take a crack at it:

'''
import DS_humanFingerPresetBuilder_V1
reload (DS_humanFingerPresetBuilder_V1)
DS_humanFingerPresetBuilder_V1.gui()
'''
import maya.cmds as pm

if pm.window("autoArmWin", exists =True):
    pm.deleteUI("autoArmWin", window = True)

myWindow = pm.window("autoArmWin",t='DS_handOmatic_V3',rtf=1,w=100, h=100, toolbox=True)
column = pm.columnLayout(adj=True)

def gui(*args):
    pm.columnLayout()
    pm.button(w=300,label='Print Instructions(Check Script Editor)',c=printInstructions)
    pm.separator(w=300, h=3)
    pm.rowColumnLayout( numberOfRows=1 )
    pm.optionMenu('primePref',label='Select Primer',w=300)
    pm.menuItem( label='Build Offset Group')
    pm.menuItem( label='Prime Finger')
    pm.setParent('..')
    pm.button(w=300,label='Prime Game Finger',c=primeGameFinger)
    pm.separator( w=300, h=9)

    pm.rowColumnLayout( numberOfRows=1 )
    pm.optionMenu('axisPref',label='Select Aim Axis',w=300)
    pm.menuItem( label='X')
    pm.menuItem( label='Y')
    pm.menuItem( label='Z')
    pm.setParent('..')

    pm.rowLayout(numberOfColumns = 3,adjustableColumn=2)
    pm.optionMenu('sidePref',label='Select Side      ',w=300)
    pm.menuItem( label='lf' )
    pm.menuItem( label='rt' )
    pm.menuItem( label='ct' )
    pm.setParent('..')

    pm.rowLayout(numberOfColumns = 3,adjustableColumn=2)
    pm.optionMenu('fingPref',label='Select Finger  ',w=300)
    pm.menuItem( label='Index' )
    pm.menuItem( label='Middle' )
    pm.menuItem( label='Ring' )
    pm.menuItem( label='Pinky' )
    pm.menuItem( label='Thumb' )
    pm.setParent('..')

    pm.rowLayout(numberOfColumns = 3,adjustableColumn=2)
    pm.text(l='Set Increment  ')
    pm.textField('incText',it = '1',editable=True,w=220)
    pm.setParent('..')

    pm.colorIndexSliderGrp('controlColor',
        label='Control Color',
        min=0,
        max=31,
        value=1,
        columnWidth=[( 1, 80 ),( 2, 40 ), ( 3, 150 )])

    pm.separator()
    pm.button(w=300,label= "Build Finger Control",c=buildTemplate)
    pm.separator()
    pm.showWindow(myWindow)

    pm.separator( w=300, h=9)
    pm.button(w=300,label='Cleanup Heirarchy',bgc=(0.850,0.534,0.151),c=cleanup)

    # add increment to arm tool to allow multiple limb creation

def primeGameFinger(*args):
    primePref = pm.optionMenu('primePref',query=True,value=True)
    sidePref = pm.optionMenu('sidePref',query=True,value=True)
    incPref = pm.textField('incText', query=True, text=True)
    handSide = sidePref + incPref

    root = pm.ls(sl=True)[0]
    child = pm.listRelatives(root,ad=1,type='joint')
    child.append(root)
    child.reverse()
    limbJnt = child

    print(child)

    if primePref == 'Build Offset Group':
        pm.group(n=handSide + '_hand_CTRL_offset_GRP',empty=True,world=True)
        pm.parentConstraint(handSide+'_wrist_BIND',handSide + '_hand_CTRL_offset_GRP',mo=False)

    elif primePref == 'Prime Finger':
        pm.parent(root,handSide+'_wrist_BIND')

        root = pm.ls(sl=True)[0]
        child = pm.listRelatives(root,ad=1,f=True,children=True,type='joint')
        child.append(root)
        limbJnt = child

        #rename the arm joints
        for j, name in enumerate(child):
            pm.rename(name,'temp{0}_BIND_JNT'.format(len(child)-j))
            print(child)

def buildTemplate(*args):
    sidePref = pm.optionMenu('sidePref',query=True,value=True)
    fingerPref = pm.optionMenu('fingPref',query=True,value=True)
    incPref = pm.textField('incText', query=True, text=True)

    colorPref = pm.colorIndexSliderGrp('controlColor',query=True,value=True) #this variable links to the color slider group in the GUI
    colorPref = colorPref -1 # this reverses the first variable to ensure you are getting the proper color from the color selector

    fingerTemplate = sidePref +'_'+ fingerPref +'_'+ incPref

    lookFor = fingerTemplate +'AJ'

    #rename finger joints
    #list all joints in chain, this list will be refrenced by all the commands beneath it
    root = pm.ls(sl=True)
    child = pm.listRelatives(root,ad=1,children=True,type='joint')#I removed f=True flag to get it to ignore the clavicle glitch
    child.append(root)
    limbJnt = child

    #rename the arm joints
    for j, name in enumerate(child):
        pm.rename(name,fingerTemplate + 'AJ{0}_BIND_JNT'.format(len(child)-j))

    #rename beggining and end joints to start and end respectivly
    root = pm.ls(sl=True)
    child = pm.listRelatives(root,ad=1,f=True,children=True,type='joint')
    pm.rename(child[0],fingerTemplate +'AJ_BIND_END_JNT')

    root = pm.ls(sl=True)
    child = pm.listRelatives(root,ad=1,children=True,type='joint')#I removed f=True flag to get it to ignore the clavicle glitch
    child.append(root)
    child.remove(child[0])
    child.remove(child[-1])
    limbJnt = child

    print(child)

    #build FK finger controls
    for j in limbJnt:
            grpN = j.replace('_JNT','Orient_GRP') #create the name for the first offset group 
            grpM = j.replace('_JNT','Modify_GRP') #create the name for the second offset group
            ctl = j.replace('_JNT','_CTRL') #create the name for the fk control (will eventually have shape and color options)

            #this block of text links back to the option menu and allows different shape creation 
            pm.curve(n=ctl, d=1,p=[(0,0,0),(0,2,0),(-1,3,0),(1,3,0),(0,2,0)])

            pm.group(n=grpN,em=1) #create the first offset group
            pm.group(n=grpM,em=1) #create the second offset group
            pm.parent(ctl,grpM) #parent the control under the proper group 
            pm.parent(grpM,grpN) #parent the groups accordingly

            tmpCons = pm.parentConstraint(j, grpN,mo=False)#create temporary constraint to pop FK control offset into place
            pm.delete(tmpCons) #delete temporary constraint group when no longer needed

            linkCons = pm.parentConstraint(ctl,j,mo=False)#parent constraint the FK joint to the proper control

            pm.setAttr(ctl + '.overrideEnabled', 1)
            pm.setAttr(ctl + '.overrideColor', colorPref)#create a textfield for manually enterring the number of the color:

            #this line is supposed to parent the finger fk controls properly: but it's being a little shit
            '''
            rel = pm.listRelatives(j, p=1)
            if rel:
                if lookFor in rel[0]:
                    rel = rel[0].replace('_JNT', '_CTRL')
                    pm.parent(grpN, rel)
            '''
    #this chunk will be redundant when you figure out to make the list relatives above parent controls in the proper order
    pm.parent(fingerTemplate+'AJ4_BINDOrient_GRP',fingerTemplate+'AJ3_BIND_CTRL')
    pm.parent(fingerTemplate+'AJ3_BINDOrient_GRP',fingerTemplate+'AJ2_BIND_CTRL')
    #pm.parent(fingerTemplate+'AJ2_BINDOrient_GRP',sidePref+incPref+'_hand_CTRL_offset_GRP')

    #add attributes to controls
    pm.addAttr(fingerTemplate+'AJ2_BIND_CTRL',ln='Y_Translate', attributeType='float', keyable=True)
    pm.addAttr(fingerTemplate+'AJ2_BIND_CTRL',ln='Z_Translate', attributeType='float', keyable=True)
    pm.addAttr(fingerTemplate+'AJ2_BIND_CTRL',ln='X_Translate', attributeType='float', keyable=True)

    #create and link nodes
    pm.setAttr(fingerTemplate+'AJ2_BIND_CTRL'+'.Y_Translate',30)
    pm.setAttr(fingerTemplate+'AJ2_BIND_CTRL'+'.Z_Translate',-30)
    pm.setAttr(fingerTemplate+'AJ2_BIND_CTRL'+'.X_Translate',0.25)

    pm.createNode('multiplyDivide',n=fingerTemplate+'_meta_ctrlMultDiv')

    #Build and connect Nodes for metacarpal rotation

    pm.connectAttr(fingerTemplate+'AJ2_BIND_CTRL'+'.translateY',fingerTemplate+'_meta_ctrlMultDiv.input1X')

    pm.connectAttr(fingerTemplate+'_meta_ctrlMultDiv.outputX',fingerTemplate+'AJ1_BIND_JNT'+'.rotateZ')#joint Connect

    pm.connectAttr(fingerTemplate+'AJ2_BIND_CTRL'+'.translateZ',fingerTemplate+'_meta_ctrlMultDiv.input1Y')

    pm.connectAttr(fingerTemplate+'_meta_ctrlMultDiv.outputY',fingerTemplate+'AJ1_BIND_JNT'+'.rotateY')#joint Connect
    pm.connectAttr(fingerTemplate+'AJ2_BIND_CTRL'+'.rotateX',fingerTemplate+'_meta_ctrlMultDiv.input1Z')

    pm.connectAttr(fingerTemplate+'_meta_ctrlMultDiv.outputZ',fingerTemplate+'AJ1_BIND_JNT'+'.rotateX')#joint Connect

    pm.connectAttr(fingerTemplate+'AJ2_BIND_CTRL'+'.Y_Translate',fingerTemplate+'_meta_ctrlMultDiv.input2X')
    pm.connectAttr(fingerTemplate+'AJ2_BIND_CTRL'+'.Z_Translate',fingerTemplate+'_meta_ctrlMultDiv.input2Y')

    #figure out what X is supposed to do
    pm.connectAttr(fingerTemplate+'AJ2_BIND_CTRL'+'.X_Translate',fingerTemplate+'_meta_ctrlMultDiv.input2Z')


def cleanup(*args):
    pass

def printInstructions(*args):
    print"Step 1: Select your finger joint: it should have 5 joints"
    print"        -The first finger joint should be a matacarpal torwards the end of the wrist"
    print"        -until updated: it's recomended your finger joints have an X Aim axis"
    print"Step 2: If you are using the full autorigger, follow steps 3 through 4: otherwise skip them"
    print"Step 3: Hit prime game finger to create an offset group for your finger controls"
    print"Step 4: Change the pulldown next to Select Primer to PrimeFinger and hit Prime Game Finger again"

    print"Step 5: Select your aim axis"
    print"Step 6: Select your side"
    print"Step 7: Select your finger type"
    print"Step 8: with the root joint of your finger selected: hit build finger controls"

    print"Step 9: when you are finished, hit Cleanup Heirarchy to place it in the right place in the rig heirarchy(Full autorigger required)"

Solution

  • Most issues were coming from ignoring long names. You can run a search on 'EDIT' to see where I left changes and comments:

    '''
    import DS_humanFingerPresetBuilder_V1
    reload (DS_humanFingerPresetBuilder_V1)
    DS_humanFingerPresetBuilder_V1.gui()
    '''
    import maya.cmds as pm
    
    if pm.window("autoArmWin", exists =True):
        pm.deleteUI("autoArmWin", window = True)
    
    myWindow = pm.window("autoArmWin",t='DS_handOmatic_V3',rtf=1,w=100, h=100, toolbox=True)
    column = pm.columnLayout(adj=True)
    
    def gui(*args):
        pm.columnLayout()
        pm.button(w=300,label='Print Instructions(Check Script Editor)',c=printInstructions)
        pm.separator(w=300, h=3)
        pm.rowColumnLayout( numberOfRows=1 )
        pm.optionMenu('primePref',label='Select Primer',w=300)
        pm.menuItem( label='Build Offset Group')
        pm.menuItem( label='Prime Finger')
        pm.setParent('..')
        pm.button(w=300,label='Prime Game Finger',c=primeGameFinger)
        pm.separator( w=300, h=9)
    
        pm.rowColumnLayout( numberOfRows=1 )
        pm.optionMenu('axisPref',label='Select Aim Axis',w=300)
        pm.menuItem( label='X')
        pm.menuItem( label='Y')
        pm.menuItem( label='Z')
        pm.setParent('..')
    
        pm.rowLayout(numberOfColumns = 3,adjustableColumn=2)
        pm.optionMenu('sidePref',label='Select Side      ',w=300)
        pm.menuItem( label='lf' )
        pm.menuItem( label='rt' )
        pm.menuItem( label='ct' )
        pm.setParent('..')
    
        pm.rowLayout(numberOfColumns = 3,adjustableColumn=2)
        pm.optionMenu('fingPref',label='Select Finger  ',w=300)
        pm.menuItem( label='Index' )
        pm.menuItem( label='Middle' )
        pm.menuItem( label='Ring' )
        pm.menuItem( label='Pinky' )
        pm.menuItem( label='Thumb' )
        pm.setParent('..')
    
        pm.rowLayout(numberOfColumns = 3,adjustableColumn=2)
        pm.text(l='Set Increment  ')
        pm.textField('incText',it = '1',editable=True,w=220)
        pm.setParent('..')
    
        pm.colorIndexSliderGrp('controlColor',
            label='Control Color',
            min=0,
            max=31,
            value=1,
            columnWidth=[( 1, 80 ),( 2, 40 ), ( 3, 150 )])
    
        pm.separator()
        pm.button(w=300,label= "Build Finger Control",c=buildTemplate)
        pm.separator()
        pm.showWindow(myWindow)
    
        pm.separator( w=300, h=9)
        pm.button(w=300,label='Cleanup Heirarchy',bgc=(0.850,0.534,0.151),c=cleanup)
    
        # add increment to arm tool to allow multiple limb creation
    
    def primeGameFinger(*args):
        primePref = pm.optionMenu('primePref',query=True,value=True)
        sidePref = pm.optionMenu('sidePref',query=True,value=True)
        incPref = pm.textField('incText', query=True, text=True)
        handSide = sidePref + incPref
    
        root = pm.ls(sl=True)[0]
        child = pm.listRelatives(root,f=True,ad=1,type='joint')  # EDIT: Use long names
        child.append(root)
        child.reverse()
        limbJnt = child
    
        print(child)
    
        if primePref == 'Build Offset Group':
            pm.group(n=handSide + '_hand_CTRL_offset_GRP',empty=True,world=True)
            pm.parentConstraint(handSide+'_wrist_BIND',handSide + '_hand_CTRL_offset_GRP',mo=False)
    
        elif primePref == 'Prime Finger':
            pm.parent(root,handSide+'_wrist_BIND')
    
            root = pm.ls(sl=True)[0]
            child = pm.listRelatives(root,ad=1,f=True,children=True,type='joint')
            child.append(root)
            limbJnt = child
    
            #rename the arm joints
            for j, name in enumerate(child):
                pm.rename(name,'temp{0}_BIND_JNT'.format(len(child)-j))
                print(child)
    
    def buildTemplate(*args):
        sidePref = pm.optionMenu('sidePref',query=True,value=True)
        fingerPref = pm.optionMenu('fingPref',query=True,value=True)
        incPref = pm.textField('incText', query=True, text=True)
    
        colorPref = pm.colorIndexSliderGrp('controlColor',query=True,value=True) #this variable links to the color slider group in the GUI
        colorPref = colorPref -1 # this reverses the first variable to ensure you are getting the proper color from the color selector
    
        fingerTemplate = sidePref +'_'+ fingerPref +'_'+ incPref
    
        lookFor = fingerTemplate +'AJ'
    
        #rename finger joints
        #list all joints in chain, this list will be refrenced by all the commands beneath it
        root = pm.ls(sl=True)
        child = pm.listRelatives(root,f=True,ad=1,children=True,type='joint')  # EDIT: Use long names
        child.append(root)
        limbJnt = child
    
        #rename the arm joints
        for j, name in enumerate(child):
            pm.rename(name,fingerTemplate + 'AJ{0}_BIND_JNT'.format(len(child)-j))
    
        #rename beggining and end joints to start and end respectivly
        root = pm.ls(sl=True)
        child = pm.listRelatives(root,ad=1,f=True,children=True,type='joint')
        pm.rename(child[0],fingerTemplate +'AJ_BIND_END_JNT')
    
        root = pm.ls(sl=True)
        rootJnt = root[0]  # EDIT: Need this for later.
        child = pm.listRelatives(root,f=True,ad=1,children=True,type='joint')  # EDIT: Use long names
        child.append(root)
        child.remove(child[0])
        child.remove(child[-1])
        limbJnt = child
    
        #build FK finger controls
        # EDIT: We're going to store objects we made in the loop here so we no longer need to hard-code names.
        orientGrps = []
        ctls = []
    
        for j in limbJnt:
                # EDIT: Since we are using these for names we need use split to convert from long names to short
                grpNName = j.split("|")[-1].replace('_JNT','Orient_GRP') #create the name for the first offset group 
                grpMName = j.split("|")[-1].replace('_JNT','Modify_GRP') #create the name for the second offset group
                ctlName = j.split("|")[-1].replace('_JNT','_CTRL') #create the name for the fk control (will eventually have shape and color options)
    
                #this block of text links back to the option menu and allows different shape creation 
                ctl = pm.curve(n=ctlName, d=1,p=[(0,0,0),(0,2,0),(-1,3,0),(1,3,0),(0,2,0)])  # EDIT: Assign the variable as you create it! No assumptions are made this way as Maya can split out a different output.
    
                grpN = pm.group(n=grpNName,em=1) # EDIT: Assign variable here
                grpM = pm.group(n=grpMName,em=1) # EDIT: Assign variable here
    
                # EDIT: Parenting changes the object's hierarchy, which also changes its long name. We need to reassign the variables as we parent to keep track of its new long name or we'll be referring to objects that no longer exist!
                grpM = pm.parent(grpM,grpN)[0] # EDIT: Important, need to parent this first because you're parenting ctl to this. If you do it 2nd, it will mess up ctl's long name.
                ctl = pm.parent(ctl,grpM)[0] #parent the control under the proper group 
    
                tmpCons = pm.parentConstraint(j, grpN,mo=False)#create temporary constraint to pop FK control offset into place
                pm.delete(tmpCons) #delete temporary constraint group when no longer needed
    
                linkCons = pm.parentConstraint(ctl,j,mo=False)#parent constraint the FK joint to the proper control
    
                pm.setAttr(ctl + '.overrideEnabled', 1)
                pm.setAttr(ctl + '.overrideColor', colorPref)#create a textfield for manually enterring the number of the color:
    
                # EDIT: Add objects to list.
                orientGrps.insert(0, grpN)
                ctls.insert(0, ctl)
    
                #this line is supposed to parent the finger fk controls properly: but it's being a little shit
                '''
                rel = pm.listRelatives(j, p=1)
                if rel:
                    if lookFor in rel[0]:
                        rel = rel[0].replace('_JNT', '_CTRL')
                        pm.parent(grpN, rel)
                '''
    
        # EDIT: Beyond here was too hard-coded and would fail a 2nd time, so we must use our variables.
    
        #this chunk will be redundant when you figure out to make the list relatives above parent controls in the proper order
        pm.parent(orientGrps[2], ctls[1])
        pm.parent(orientGrps[1], ctls[0])
        #pm.parent(fingerTemplate+'AJ2_BINDOrient_GRP',sidePref+incPref+'_hand_CTRL_offset_GRP')
    
        #add attributes to controls
        pm.addAttr(ctls[0], ln='Y_Translate', attributeType='float', keyable=True)
        pm.addAttr(ctls[0], ln='Z_Translate', attributeType='float', keyable=True)
        pm.addAttr(ctls[0], ln='X_Translate', attributeType='float', keyable=True)
    
        #create and link nodes
        pm.setAttr(ctls[0] + '.Y_Translate',30)
        pm.setAttr(ctls[0] + '.Z_Translate',-30)
        pm.setAttr(ctls[0] + '.X_Translate',0.25)
    
        ctrlMultDiv = pm.createNode('multiplyDivide',n=fingerTemplate+'_meta_ctrlMultDiv')  # Assign variable to new object!
    
        #Build and connect Nodes for metacarpal rotation
        pm.connectAttr(ctls[0] + '.translateY', ctrlMultDiv + '.input1X')  # EDIT: Use variable!!
    
        pm.connectAttr(ctrlMultDiv + '.outputX', rootJnt + '.rotateZ')#joint Connect
    
        pm.connectAttr(ctls[0] + '.translateZ', ctrlMultDiv + '.input1Y')
    
        pm.connectAttr(ctrlMultDiv + '.outputY', rootJnt + '.rotateY')#joint Connect
        pm.connectAttr(ctls[0] + '.rotateX', ctrlMultDiv + '.input1Z')
    
        pm.connectAttr(ctrlMultDiv + '.outputZ', rootJnt + '.rotateX')#joint Connect
    
        pm.connectAttr(ctls[0] + '.Y_Translate', ctrlMultDiv + '.input2X')
        pm.connectAttr(ctls[0] + '.Z_Translate', ctrlMultDiv + '.input2Y')
    
        #figure out what X is supposed to do
        pm.connectAttr(ctls[0] + '.X_Translate', ctrlMultDiv + '.input2Z')
    
    
    def cleanup(*args):
        pass
    
    def printInstructions(*args):
        print"Step 1: Select your finger joint: it should have 5 joints"
        print"        -The first finger joint should be a matacarpal torwards the end of the wrist"
        print"        -until updated: it's recomended your finger joints have an X Aim axis"
        print"Step 2: If you are using the full autorigger, follow steps 3 through 4: otherwise skip them"
        print"Step 3: Hit prime game finger to create an offset group for your finger controls"
        print"Step 4: Change the pulldown next to Select Primer to PrimeFinger and hit Prime Game Finger again"
    
        print"Step 5: Select your aim axis"
        print"Step 6: Select your side"
        print"Step 7: Select your finger type"
        print"Step 8: with the root joint of your finger selected: hit build finger controls"
    
        print"Step 9: when you are finished, hit Cleanup Heirarchy to place it in the right place in the rig heirarchy(Full autorigger required)"
    
    gui()
    

    Now it's able to create a finger rig on multiple joint chains without running into naming conflicts.