将透明度连接到关键帧动画Maya MelPython

2024-09-28 01:23:01 发布

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我有一个解决方法,将一个度量的透明度连接到Maya中的关键帧栏。再次按“0”键来创建新的关键帧。在

因此,可以在1和10关键帧之间淡化透明度。在

我想用python编写这个脚本,但我不知道怎么做。在


Tags: 方法脚本度量透明度maya淡化
2条回答

我就是这么做的。在

import maya.cmds as cmds

######### Delete all existing Shader ############## 
cmds.delete (cmds.ls(type='shadingDependNode'))
cmds.delete (cmds.ls(type='shadingEngine'))
######### Delete all existing Shader ##############

######### Delete all Keyframes between 0 and 20 ##############
cmds.setKeyframe( 'lambert1', t='1', at='transparency'  )
cmds.cutKey ( t=(0,20) )
######### Delete all Keyframes ##############

#create Blau shader
Blau = cmds.shadingNode('phong', asShader=True, n='Blau', )
cmds.setAttr(Blau + '.color', 0.163,0.284,0.5)


#create KeyFrame Transparency ###Blau####
cmds.setKeyframe( 'Blau', t='1', at='transparency'  )
cmds.setAttr ( 'Blau.transparency', 1,1,1, type = "double3")
cmds.setKeyframe( 'Blau', t='15', at='transparency' )

######### update Time to 2 and back to 0  ##############
cmds.currentTime ( 2, update=True )
cmds.currentTime ( 0, update=True )
######### update Time to 2 and back to 0  ##############

lambert1行的setKeyFrame只是为了让脚本在之前没有键的情况下运行。在

我会调整当前时间,因为如果第一次应用材质,它将显示为透明。在

注:布劳在德语中是蓝色的

这是我做的。我用基本的Maya材质测试了它,但它应该适用于任何具有transparency属性的材质(请注意,它不适用于曲面着色器,因为透明度属性称为outTransparency,但可以通过更改函数来修复它,以便也可以将属性名称传递给它)。在

我在this topic中得到了getShaderFrom (obj)函数,并在Python中转换了它(在MEL中)。在

我使它尽可能的简单和详细,但它可能是可以优化的。不管怎样,希望这能回答你的问题!在

from maya import cmds

def getShaderFrom (obj):
    '''
    List all materials for the given object
    '''
    # List the shapes of the given object
    shapes = cmds.ls (obj, objectsOnly = 1, dagObjects = 1, shapes = 1)
    # List the shading engines connected to the shapes
    shadingEngines = cmds.listConnections (shapes, type = "shadingEngine")
    # List the materails connected to the shading engines
    rawMaterials = cmds.ls ((cmds.listConnections (shadingEngines)), materials = 1)
    # Remove duplicated occurences of materials
    materials = []
    for mat in rawMaterials:
        if mat not in materials:
            materials.append(mat)

    return materials


def keyTransparency (startFrame, endFrame, material):
    '''
    Will key the transparency of
    a given materials between
    selected frames
    '''
    # Set transparency value at 1
    cmds.setAttr (material + ".transparency", 1,1,1, type = "double3")
    # Add a keyframe at last frame
    cmds.setKeyframe (material, attribute = "transparency", time = endFrame, inTangentType = "linear", outTangentType = "linear")
    # Add a keyframe at first frame
    cmds.setKeyframe (material, attribute = "transparency", time = startFrame, inTangentType = "linear", outTangentType = "linear")
    # Set transparency value at 0
    cmds.setAttr (material + ".transparency", 0,0,0, type = "double3")


def doKeyTransparencyForMaterials (startTime, endTime):
    '''
    Main function
    Call functions: 'getShaderFrom', 'keyTransparency'
    '''
    if ((not isinstance(startTime, int)) or (not isinstance(endTime, int))):
        cmds.error ("You must provide start and end frame numbers (int).")
    # List selected objects
    selection = cmds.ls (selection = 1)
    if len(selection) == 0:
        cmds.error ("Nothing is selected.")
    # List all materials
    for obj in selection:
        materials = getShaderFrom (obj)
        # Key transparency
        for mat in materials:
            keyTransparency (startTime, endTime, mat)

    print "Transparency has been successfully keyed for: " + (", ".join(materials)) + "\n",


doKeyTransparencyForMaterials (1, 10)

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