Thanks Justin, I'm sorry but I don't get it :( Internal state of a class,
that sounds super advanced, have no idea what that means :S
I've uploaded the code I'm working on btw: http://pastebin.com/nz9EDTmM
import pymel.core as pm
class TestRigUI(object):
def __init__(self):
self.winName = 'testRiggerWin'
self.winTitle = 'Test Rigger'
#Delete window if it exists
def deleteExisting(self):
if pm.window(self.winName, exists=True):
pm.deleteUI(self.winName, window=True)
#Set preferences of window
def setWindowPrefs(self, **prefs):
if pm.windowPref(self.winName, exists=False):
pm.windowPref(self.winName)
pm.windowPref(self.winName, edit=True, **prefs)
#Build the elements in the window
def populateGui(self):
#Build the tab for building the template
with pm.frameLayout(l='Build Template', mw=5, mh=5, bs='out') as
frame:
with pm.columnLayout(adjustableColumn=True):
#Create the button to build the template
pm.button(label='Build The Template',
command='TestRig().buildTemplate()')
#Build the tab for building the rig
with pm.frameLayout(l='Build Rig', mw=5, mh=5, bs='out') as frame:
with pm.columnLayout(adjustableColumn=True):
#Create the button to build the rig
pm.button(label='Build The Rig',
command='TestRig().buildRig()')
#Build the actual window
def buildGUI(self):
#Call the method to delete the window if it already exists
self.deleteExisting()
#Call the method to set the window-preferences
self.setWindowPrefs(width=300, height=100)
#Add the window content
with pm.window(self.winName, title=self.winTitle, sizeable=True):
with pm.columnLayout(adjustableColumn=True):
gui = self.populateGui()
class TestRig(object):
def buildTemplate(self):
#Create the template locators
lLeg = pm.spaceLocator(name='l_leg_loc')
lKnee = pm.spaceLocator(name='l_knee_loc')
lFoot = pm.spaceLocator(name='l_foot_loc')
rLeg = pm.spaceLocator(name='r_leg_loc')
rKnee = pm.spaceLocator(name='r_knee_loc')
rFoot = pm.spaceLocator(name='r_foot_loc')
#here goes some code
print 'now place the locators'
def buildRig(self):
#Somehow get the name of the locators created
#then do awesome stuff
print 'i need the naaames'
TestRigUI().buildGUI()
On Thursday, October 17, 2013 12:15:33 PM UTC+2, Justin Israel wrote:
> I think what dgovil is suggesting, is to make use of the internal state of
> your class, which is being used to represent your UI and contains your
> button callbacks:
>
>
> class MyInterface(object):
>
>
> def __init__(self):
> self.__currentRig = {}
>
>
> def button1_clicked(self):
> results = getResults()
> self.__currentRig['first_part'] = results
>
>
> def button2_clicked(self):
> results = getOtherResults()
> previewStuff = self.__currentRig['first_part']
> newResults = doMore(results, newResults)
> self.__currentRig['second_part'] = newResults
>
>
> def newRig(self):
> self.__currentRig = {}
>
>
>
>
> On Thu, Oct 17, 2013 at 11:03 PM, Simen Chris <[email protected]<javascript:>
> > wrote:
>
>
>> Thanks for your response, do you mean that I create a class that is
>> called "globally" before the UI, so I have an instance of that running
>> before the button is pushed? And that way I can write to/get from the
>> instance of that class? Sorry I'm still in the process of learning how to
>> work with classes :)
>>
>> On Tuesday, October 15, 2013 11:09:03 PM UTC+2, dgovil wrote:
>>
>>> If you're using a class, you can have a instance level dict ie self.foo
>>> = {}
>>> and then whatever method your button calls can update that dictionary
>>> which can be used by any other method of the class.
>>>
>>> On Tuesday, 15 October 2013 08:12:37 UTC-7, Simen Chris wrote:
>>>
>>>> Hey guys, I'm creating a rigging script in PyMel, in my UI I have a
>>>> button that calls a function that creates a template leg (20 different
>>>> objects). The issue I'm having is that when I'm finished with positioning
>>>> the template-objects I'm gonna need to work with them in the net function,
>>>> so I click another button "Build Rig", what I'm doing to get the
>>>> template-objects is to use the same (hardcoded) names as I did when the
>>>> were created, one problem with that is that if the names got changed
>>>> because of another object with the same name, it won't find them.
>>>>
>>>> I'm using classes, and I know that if I didn't call the function from a
>>>> button I could just return the objects in the template-function, but as
>>>> I'm
>>>> calling the function from a button I don't know if it's even possible to
>>>> store the return statements from a function. I could use a textScrollList
>>>> to store the names in, but if I do I can't call the function outside of
>>>> the
>>>> UI, also I think it's a bit messy.
>>>>
>>>> Another thing, as I'm using PyMel, I know that each object I create is
>>>> created within the PyMel class, which means that I'm normally able to
>>>> rename the object through the instance, but I don't know how to take use
>>>> of
>>>> that when calling the function (again) from a buttom.
>>>>
>>>> Any tips would be greatly appreciated! Cheers
>>>>
>>> --
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