Yeah, 100% right. Maya's Python cmds module treats every Maya object as
a string (just like MEL). Most commands take a string as their optional
first argument, and if it is provided they operate on the object named
in that string. They also usually return either a string or a list of
the resulting operation. In the case of UI, it will return the new (or
old) object's name. This is very useful when it comes to renaming
objects, as you can then capture the new name in the old variable.
On 11/18/2013 8:52 AM, Piotr Makal wrote:
Ok I think I get it. I looked up on window() command in Maya Python
documentation and I found optional [string] at the begining, so I'm
guessing that is the name of the window and return value also giving
me that tip. So many thanks to you Joe for you answer! :)
On Monday, November 18, 2013 5:22:41 PM UTC+1, Joe Weidenbach wrote:
A quick note, I use cmds where you use mc. So the code for you
would be:
objAligner = "myWindowName"
if|mc|.window(objAligner, exists=True):
mc.deleteUI(objAligner)
|
objAligner =mc.window(objAligner, title='Object Alignment
Tool',s=False,wh=(300,100),ret=True)
|
Just so that you don't run into problems with my half-awake code :)
On 11/18/2013 8:18 AM, Joe Weidenbach wrote:
Hi Piotr!
Welcome! What I like to do for this is initialize the variable
to whatever I want to call the window. It's one of the few UI
names I will set explicitly, and you only need to do this for the
initial parent object. Like so:
objAligner = "myWindowName"
if cmds.window(objAligner, exists=True):
cmds.deleteUI(objAligner)
|
objAligner =mc.window(objAligner, title='Object Alignment
Tool',s=False,wh=(300,100),ret=True)
|
It's just a matter of declaring the variable first.
Hope that helps!
Joe
On 11/18/2013 5:58 AM, Piotr Makal wrote:
Ok. firstly - I'm new to Python in Maya and my English is not so
great either so pardon me that ^^
While I was learning MEL and Python I came across this problem
which I can't figure out. So to be more clear I'll show my MEL
code first and then it's Python equivalent.
|
string$objAligner;
if(`window -ex $objAligner`){
deleteUI -window $objAligner;
}
string$objAligner =`window -t "Object Alignment Tool" -s false
-wh 300 100 -ret`;
columnLayout -adj true;
text -l "Instructions: select targets then affected object";
button -l "Execute"-w 300-h 40-c "aligner";
showWindow $objAligner;
& lt; span style="color: #000;" class="styled-by-prettify">
proc aligner(){
string$prntCnstr =`parentConstraint`;
delete$prntCnstr;
}
|
|
importmaya.cmds asmc
ifmc.window(objAligner,ex=True):
mc.deleteUI(objAligner,window=True)
objAligner =mc.window(title='Object Alignment
Tool',s=False,wh=(300,100),ret=True)
mc.columnLayout(adj=True)
mc.text(l='Instructions: select targets then affected object')
mc.button(l='Execute',w=300,h=40,c='aligner()')
mc.showWindow(objAligner)
defaligner():
prntCnstr =mc.parentConstraint()
mc.delete(prntCnstr)
|
So what I want to achieve is checking if window I have created is open and
if it is then I want to close it and create new one in the same place.
In MEL everything is ok because I can execute the first line of code
without anny errors:/string $objAligner;/
In Python though, we create variable when we assign value to a name so if I open Maya
and execute script shown above I get an error of undefined name "objAligner".
Is there any way to solve this?
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