Paste in Script Editor and execute. I think it is the only why taking into
account how the script is written. If you want to run it with a function
name I guess it has to be rewritten to support that.


*Carlos Rico Adega*-------------------------------------
<http://www.vimeo.com/16765581> LinkedIn
<http://www.linkedin.com/pub/carlos-rico/6/58/325>
[email protected]

2015-10-24 8:06 GMT+02:00 Justin Israel <[email protected]>:

>
>
> On Sat, Oct 24, 2015 at 6:35 PM Crest Christopher <
> [email protected]> wrote:
>
>> I hoped to get it to work.
>>
>
> And did my last reply help at all?
>
>
>>
>> Justin Israel wrote:
>>
>>
>> On Sat, 24 Oct 2015 1:51 PM Christopher. <[email protected]>
>> wrote:
>>
>> Safe to assume no one has the answer and I need to put it in the trash
>> bin ?
>>
>> It's safe to assume that people have tried to help answer your questions,
>> and have since probably give  up on this particular thread.
>>
>> Your script has code located in the global scope that is going to run
>> every time it is sourced. that means if you source this script manually, it
>> would launch a gui. I never wrote much MEL from scratch, but I believe this
>> is bad practice. If I remember correctly, if you name a global proc the
>> same as the file name, Maya will call it when it sources the script at
>> startup. Otherwise you can/should just have one or more global procs that
>> you want someone to call from MEL, to launch your tool or command.
>>
>> What goal do you want to achieve here? I don't know what this file is
>> called but it probably doesn't matter because it assumes  you will source
>> it to get it to launch the GUI. Look up the "source" Mel command.
>> Or... place this thread in the trash as you suggested, if this still
>> doesn't solve your issue.
>>
>> Justin
>>
>>
>> On Sunday, October 18, 2015 at 6:47:29 PM UTC-4, Christopher. wrote:
>>
>> Source. I originally though the global function was rotateProjection,
>> until I realized it didn't encapsulate the entire script; unless it doesn't
>> have to ? I suppose if not, someone on this list will inform me, or I hope
>> someone will.
>>
>>
>> //Additional Variables
>>
>> string $dir2d = "";
>> string $projName = "";
>> string $fileName = "";
>> string $placeName = "";
>> string $productName = "";
>> string $camProductName = "";
>> string $remapName = "";
>> string $multDivName = "";
>> string $Dir = "";
>> int $camSetExists = 0;
>>
>> global proc rotateProjection( string $placementNode, string $direction )
>> {
>>  if($direction == "PosX")  //Left
>>  {
>>  xform -ro 0 -90 0 $placementNode;
>>  }
>>  if($direction == "NegX")  //Right
>>  {
>>  xform -ro 0 90 0 $placementNode;
>>  }
>>  if($direction == "PosY")  //Bottom
>>  {
>>  xform -ro 90 0 0 $placementNode;
>>  }
>>  if($direction == "NegY")  //Top
>>  {
>>  xform -ro -90 0 0 $placementNode;
>>  }
>>  //if($direction == "PosZ")  No Case: Default Position  //Front
>>  if($direction == "NegZ")  //Back
>>  {
>>  xform -ro 0 180 0 $placementNode;
>>  }
>> }
>>
>> //Makes and Sets up Camera Node Network
>> global proc setupCameraNodes()
>> {
>> if(`objExists "RenBakeCam1"`)
>> {
>> //Makes sure only 1 camera bake network exists to keep everything as
>> clean as it can be.
>> $camSetExists=1;
>> print "Camera Nodes Already Exist \n";
>> }
>> else{
>> camera -name "RenBakeCam1" -centerOfInterest 5 -focalLength 35
>> -lensSqueezeRatio 1 -cameraScale 1 -horizontalFilmAperture 1.41732
>> -horizontalFilmOffset 0 -verticalFilmAperture 0.94488 -verticalFilmOffset 0
>> -filmFit Fill -overscan 1 -motionBlur 0 -shutterAngle 144 -nearClipPlane
>> 0.01 -farClipPlane 1000 -orthographic 0 -orthographicWidth 30;
>> objectMoveCommand; cameraMakeNode 1 "";
>> shadingNode -asUtility "samplerInfo" -name "sampInfo1";
>> shadingNode -asUtility "vectorProduct" -name "CamVec1";
>> setAttr CamVec1.operation 3; //sets op type to Vector Matrix Product
>> setAttr CamVec1.normalizeOutput true; //sets normalizeOutput to ON
>> //Connects to Vector Product for Object Normal in World Space
>> connectAttr -f sampInfo1.normalCamera CamVec1.input1;
>> connectAttr -f RenBakeCam1.matrix CamVec1.matrix;
>> print "Camera Node Setup Complete \n";
>> }
>> }
>>
>>
>> //Generates all nodes needed for the selected number of textures, then
>> links them to the camera and output chains
>> global proc setupTextureNodes(int $numProjections)
>> {
>> //Sets name and number of directions
>> string $DirList[];
>> global string $PosZ_ProductNode;
>> global string $PosZ_RemapNode;
>> //variables for file attachment
>> global string $TopNode;
>> global string $BottomNode;
>> global string $LeftNode;
>> global string $RightNode;
>> global string $FrontNode;
>> global string $BackNode;
>> //variables for shader output network
>> string $colorSum = `shadingNode -asUtility "plusMinusAverage" -name
>> "ColorSum1"`;
>> string $valueSum = `shadingNode -asUtility "plusMinusAverage" -name
>> "ValueSum1"`;
>> string $remapSum = `shadingNode -asUtility "remapValue" -name
>> "RemapSum1"`;
>> string $finalColor = `shadingNode -asUtility "multiplyDivide" -name
>> "FinalColor1"`;
>> string $shaderName = `shadingNode -asShader "blinn" -name "BlinnName"`;
>> sets -renderable true -noSurfaceShader true -empty -name ($shaderName +
>> "SG");
>>
>> print $numProjections;
>> if($numProjections == 3)
>> {
>>  //$DirList[] = {"PosZ","PosY","PosX"};
>>  $DirList[0] = "PosZ";
>>  $DirList[1] = "PosY";
>>  $DirList[2] = "PosX";
>>  print "Making 3 projections... \n";
>> }
>> if($numProjections == 6)
>> {
>>  //$DirList[] = {"PosZ","NegY","NegZ","PosY","PosX","NegX"};
>>  $DirList[0] = "PosZ";
>>  $DirList[1] = "NegY";
>>  $DirList[2] = "NegZ";
>>  $DirList[3] = "PosY";
>>  $DirList[4] = "PosX";
>>  $DirList[5] = "NegX";
>>  print "Making 6 projections.... \n";
>> }
>> print $DirList;
>> int $plusMinusInputCounter = 1;
>>
>> //Generates Shader Output chain, and calls Camera creation chain, which
>> may not output if a camera chain already exists.
>> setupCameraNodes();
>>
>> //Generates nodes for Output Chain
>> //variables named as a result of the operation as more than one output
>> network/shader can exist in a given scene
>>
>> setAttr ($finalColor + ".operation") 2; //sets node to divide
>> connectAttr -f ($colorSum + ".output3D") ($finalColor + ".input1");
>> connectAttr -f ($valueSum + ".output1D") ($remapSum + ".inputValue");
>> connectAttr -f ($remapSum + ".outValue") ($finalColor + ".input2X");
>> connectAttr -f ($remapSum + ".outValue") ($finalColor + ".input2Y");
>> connectAttr -f ($remapSum + ".outValue") ($finalColor + ".input2Z");
>> //final color to shader node occurs at end of script
>> print "Output Node Setup Complete \n";
>>
>> for($Dir in $DirList){
>>
>> //Sets up name variables for each direction, $Dir taken from For Loop
>> $dir2d = $Dir + "_2d1";
>> $projName = $Dir + "_Projection1";
>> $fileName = $Dir + "_File1";
>> $placeName = $Dir + "_Placement1";
>> $productName = $Dir + "_Product1";
>> $camProductName = $Dir + "_CamProduct1";
>> $remapName = $Dir + "_Remap1";
>> $multDivName = $Dir + "_colorXRemap1";
>>
>> //Creates File Projection Network
>> $projName = `shadingNode -asUtility "projection" -name $projName`;
>> $fileName = `shadingNode -asTexture "file" -name $fileName`;
>>
>>
>>
>>
>> //Notes name of file nodes for file assignment
>> switch($Dir)
>> {
>> case "PosZ":
>>  //front
>>  $FrontNode = $fileName;
>>  break;
>> case "PosY":
>>  //bottom
>>  $BottomNode = $fileName;
>>  break;
>> case "PosX":
>>  //left
>>  $LeftNode = $fileName;
>>  break;
>> case "NegZ":
>>  //back
>>  $BackNode = $fileName;
>>  break;
>> case "NegY":
>>  //top
>>  $TopNode = $fileName;
>>  break;
>> case "NegX":
>>  //right
>>  $RightNode = $fileName;
>>  break;
>> default:
>>  print ("UNKNOWN DIRECTION, VALUE FOR CAMERA NOT SET, FILE ASSIGNMENT
>> WILL FAIL \n");
>>  break;
>> }
>>
>> $placeName = `shadingNode -asUtility "place3dTexture" -name $placeName`;
>> $dir2d = `shadingNode -asUtility "place2dTexture" -name $dir2d`;
>> //Links nodes together as default projection normally does
>> connectAttr -f ($placeName + ".worldInverseMatrix[0]") ($projName +
>> ".placementMatrix");
>> connectAttr -f ($fileName + ".outColor") ($projName + ".image");
>> connectAttr -f ($dir2d + ".coverage") ($fileName + ".coverage");
>> connectAttr -f ($dir2d + ".translateFrame") ($fileName +
>> ".translateFrame");
>> connectAttr -f ($dir2d + ".rotateFrame") ($fileName + ".rotateFrame");
>> connectAttr -f ($dir2d + ".mirrorU") ($fileName + ".mirrorU");
>> connectAttr -f ($dir2d + ".mirrorV") ($fileName + ".mirrorV");
>> connectAttr -f ($dir2d + ".stagger") ($fileName + ".stagger");
>> connectAttr -f ($dir2d + ".wrapU") ($fileName + ".wrapU");
>> connectAttr -f ($dir2d + ".wrapV") ($fileName + ".wrapV");
>> connectAttr -f ($dir2d + ".repeatUV") ($fileName + ".repeatUV");
>> connectAttr -f ($dir2d + ".offset") ($fileName + ".offset");
>> connectAttr -f ($dir2d + ".rotateUV") ($fileName + ".rotateUV");
>> connectAttr -f ($dir2d + ".noiseUV") ($fileName + ".noiseUV");
>> connectAttr -f ($dir2d + ".vertexUvOne") ($fileName + ".vertexUvOne");
>> connectAttr -f ($dir2d + ".vertexUvTwo") ($fileName + ".vertexUvTwo");
>> connectAttr -f ($dir2d + ".vertexUvThree") ($fileName + ".vertexUvThree");
>> connectAttr -f ($dir2d + ".vertexCameraOne") ($fileName +
>> ".vertexCameraOne");
>> connectAttr -f ($dir2d + ".outUV") ($fileName + ".uv");
>> connectAttr -f ($dir2d + ".outUvFilterSize") ($fileName +
>> ".uvFilterSize");
>> ///////////////
>> print ("Projection Node Output Complete for " + $Dir + " \n");
>>
>> //Function Call to rotate Place3d Node to correct location
>> rotateProjection($placeName , $Dir);
>>
>>
>> //creates and sets nodes for vector functions
>> $productName = `shadingNode -asUtility "vectorProduct" -name
>> $productName`;
>> $camProductName = `shadingNode -asUtility "vectorProduct" -name
>> $camProductName`;
>> $remapName = `shadingNode -asUtility "remapValue" -name $remapName`;
>> $multDivName = `shadingNode -asUtility "multiplyDivide" -name
>> $multDivName`;
>> setAttr ($productName + ".operation") 3; //sets to Vector Matrix Product
>> setAttr ($productName + ".input2Z") -1;
>> setAttr ($camProductName + ".operation") 1; //sets to Dot Product
>> setAttr ($camProductName + ".normalizeOutput") true; //normalizes output
>> setAttr ($remapName + ".value[0].value_Position") 0.244;
>> setAttr ($remapName + ".value[0].value_FloatValue") 0;
>> setAttr ($remapName + ".value[0].value_Interp") 2; //sets to smooth
>> interpolation
>>
>>
>> //connects camera, output, projection and vector chains
>> if( $Dir == "PosZ" )
>> {
>> //Sets up primary node chain, all other chains have a dependency on the
>> Dir_Product vectorProduct node of this chain
>> connectAttr -f ($projName + ".outColor") ($multDivName + ".input1");
>> connectAttr -f ($placeName + ".worldMatrix") ($productName + ".matrix");
>> connectAttr -f ($productName + ".output") ($camProductName + ".input1");
>> connectAttr -f CamVec1.output ($camProductName + ".input2");
>> connectAttr -f ($camProductName + ".outputX") ($remapName +
>> ".inputValue");
>> connectAttr -f ($remapName + ".outValue") ($multDivName + ".input2X");
>>
>>
>>
>> connectAttr -f ($remapName + ".outValue") ($multDivName + ".input2Y");
>> connectAttr -f ($remapName + ".outValue") ($multDivName + ".input2Z");
>> connectAttr -f ($multDivName + ".output") ($colorSum + ".input3D[0]");
>> connectAttr -f ($remapName + ".outValue") ($valueSum + ".input1D[0]");
>> $PosZ_ProductNode = $productName;
>> $PosZ_RemapNode = $remapName;
>> setAttr ($productName + ".input1Z") 1;
>> ////////
>> print "Node Chain Complete \n";
>> }
>> else
>> {
>> //Sets up node chain for all but the first
>>
>>
>>
>> connectAttr -f ($projName + ".outColor") ($multDivName + ".input1");
>> connectAttr -f ($placeName + ".worldMatrix") ($productName + ".matrix");
>>
>>
>> //ONLY TRIGGERS ON NON-FIRST RUN
>> connectAttr -f ($PosZ_ProductNode + ".input1") ($productName + ".input1");
>> connectAttr -f ($PosZ_RemapNode + ".value[0]") ($remapName + ".value[0]");
>> //
>>
>>
>>
>> connectAttr -f ($productName + ".output") ($camProductName + ".input1");
>> connectAttr -f CamVec1.output ($camProductName + ".input2");
>> connectAttr -f ($camProductName + ".outputX") ($remapName +
>> ".inputValue");
>> connectAttr -f ($remapName + ".outValue") ($multDivName + ".input2X");
>>
>>
>>
>> connectAttr -f ($remapName + ".outValue") ($multDivName + ".input2Y");
>> connectAttr -f ($remapName + ".outValue") ($multDivName + ".input2Z");
>> connectAttr -f ($multDivName + ".output") ($colorSum + ".input3D[" +
>> $plusMinusInputCounter + "]");
>> connectAttr -f ($remapName + ".outValue") ($valueSum + ".input1D[" +
>> $plusMinusInputCounter + "]");
>> $plusMinusInputCounter = $plusMinusInputCounter + 1;
>> ////////
>> print "Node Chain Complete \n";
>> } //end else
>>
>> } //end for
>>
>> //connects into shader node
>> connectAttr -f ($finalColor + ".output") ($shaderName + ".color");
>> $file1 = `textField -query -text file1Text`; //front
>> $file2 = `textField -query -text file2Text`; //bottom
>> $file3 = `textField -query -text file3Text`; //left
>> $file4 = `textField -query -text file4Text`; //back
>> $file5 = `textField -query -text file5Text`; //top
>> $file6 = `textField -query -text file6Text`; //right
>>
>>
>> //HardLink the texture links from the GUI into the File nodes
>> if($numProjections == 3)
>> {
>>  //$DirList[] = {"PosZ","PosY","PosX"}; Front Bottom Left
>>  setAttr ($FrontNode + ".fileTextureName") -type "string" $file1;
>>  setAttr ($BottomNode + ".fileTextureName") -type "string" $file2;
>>  setAttr ($LeftNode + ".fileTextureName") -type "string" $file3;
>>  /////////
>>  print "file nodes set \n";
>> }
>>
>> if($numProjections == 6)
>> {
>>  //$DirList[] = {"PosZ","NegY","NegZ","PosY","PosX","NegX"}; Front Top
>> Back Bottom Left Right
>>  setAttr ($FrontNode + ".fileTextureName") -type "string" $file1;
>>  setAttr ($BottomNode + ".fileTextureName") -type "string" $file2;
>>  setAttr ($LeftNode + ".fileTextureName") -type "string" $file3;
>>  setAttr ($BackNode + ".fileTextureName") -type "string" $file4;
>>  setAttr ($RightNode + ".fileTextureName") -type "string" $file6;
>>  setAttr ($TopNode + ".fileTextureName") -type "string" $file5;
>>  print "file nodes set \n";
>> }
>>
>> } //end proc
>>
>> //GUI
>> int $numProjections; //initializes $numProjections
>>
>> if (`window -exists BlendedBoxMapGui`)
>>   deleteUI BlendedBoxMapGui;
>>
>>  window -widthHeight 370 450 -title "Maya Blended Box Map Maker"
>> BlendedBoxMapGui;
>>
>>  frameLayout -width 100 -height 100 -label "Num Projections" RadioFrame;
>>  setParent RadioFrame;
>>  columnLayout RadioColumn;
>>  setParent RadioColumn;
>>  radioCollection AllRadioButtons;
>> // radioButton -label "3" -changeCommand "$numProjections = 3" -select
>> RadioButton1;
>>  radioButton -label "6" -changeCommand "$numProjections = 6" -select
>> RadioButton2;
>>
>>  text -label "Texture Links:";
>>  rowColumnLayout -numberOfColumns 3 -columnAttach 1 "right" 0
>>     -columnWidth 1 150 -columnWidth 2 250 -columnWidth 3 100;
>>  text -label "Front";
>>  string $file1 = `textField file1Text`;
>>  button -label "Browse" -command "$file1 = `fileDialog`; textField -edit
>> -text $file1 file1Text" BrowseFile1;
>>  text -label "Bottom";
>>  string $file2 = `textField file2Text`;
>>  button -label "Browse" -command "$file2 = `fileDialog`; textField -edit
>> -text $file2 file2Text" BrowseFile2;
>>  text -label "Left";
>>  string $file3 = `textField file3Text`;
>>  button -label "Browse" -command "$file3 = `fileDialog`; textField -edit
>> -text $file3 file3Text" BrowseFile3;
>>  text -label "Back";
>>  string $file4 = `textField file4Text`;
>>  button -label "Browse" -command "$file4 = `fileDialog`; textField -edit
>> -text $file4 file4Text" BrowseFile4;
>>  text -label "Top";
>>  string $file5 = `textField file5Text`;
>>  button -label "Browse" -command "$file5 = `fileDialog`; textField -edit
>> -text $file5 file5Text" BrowseFile5;
>>  text -label "Right";
>>  string $file6 = `textField file6Text`;
>>  button -label "Browse" -command "$file6 = `fileDialog`; textField -edit
>> -text $file6 file6Text" BrowseFile6;
>>  button -label "Generate Shader Network" -command
>> "setupTextureNodes($numProjections)" goButton;
>>
>> $numProjections = 6;
>> showWindow BlendedBoxMapGui;
>>
>>
>> On Sunday, October 18, 2015 at 2:43:38 PM UTC-4, Carlos Rico wrote:
>>
>>
>> source it?
>>
>>
>> *Carlos Rico Adega*
>> -------------------------------------
>> LinkedIn <http://www.linkedin.com/pub/carlos-rico/6/58/325>
>>
>>
>> [email protected]
>>
>>
>>
>> 2015-10-18 20:20 GMT+02:00 Christopher. <[email protected]>:
>>
>> The script is located in the proper MEL path, that I can testify;
>> although, there is no global function.
>>
>> On Saturday, October 17, 2015 at 11:21:06 PM UTC-4, Justin Israel wrote:
>>
>> Is the script in a proper Maya scripts location?
>> Have you checked the file and confirmed that it has a global proc that
>> can be called?
>>
>> On Sun, 18 Oct 2015 4:09 PM Christopher. <[email protected]> wrote:
>>
>> From what I know, if a MEL script doesn't have a command to which one
>> should use, you can look for the global function, and run the function
>> name; what if that is giving, no procedure found and you know it's not a
>> paths problem ?
>>
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