I was doing this recently with pymel. Maya says that you can now remove ref
edits while the reference is loaded, but I've noticed this isn't always the
case, so I still unload it first for safety
for ref in pm.listReferences():
ref.unload()
for edit in ref.getReferenceEdits():
#
W dniu 2014-10-30 18:08, Paul Molodowitch pisze:
Just to clarify - this crash isn't caused by pymel - it's caused by
the loading of certain "standard" maya plugins (sceneAssembly and xgen
being two that I know of). The reason why it happens when you import
pymel, as opposed to just maya.standa
Just to clarify - this crash isn't caused by pymel - it's caused by the
loading of certain "standard" maya plugins (sceneAssembly and xgen being
two that I know of). The reason why it happens when you import pymel, as
opposed to just maya.standalone.initialize(), is that pymel mimics
"standard" ma
by the looks of it, you are right.
so basically, what I'd like to achieve can't be done!
Thans
On Thursday, 30 October 2014 11:11:03 UTC, Fredrik Averpil wrote:
>
> I may be wrong here but as far as I know you need the renderlayer you wish
> to modify to be the currently active renderlayer.
>
And if it makes it easier to somehow solve this ... I'm looking to remove
*all* reference edits.
>
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Hi,
I’m having problems performing this via Python. If using the UI, you would
right click the reference and choose to list the reference edits. Then you
can select each edit and hit “Remove reference edit”.
I’ve successfully been able to list reference edits in various ways with:
cmds.reference
I may be wrong here but as far as I know you need the renderlayer you wish
to modify to be the currently active renderlayer.
Regards,
Fredrik
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Thanks for the replies
changing render layers it's exactly what I am trying to avoid as it would
significantly slow down the tool I am working on.
I can query the layer overrides from a different layer. For example:
Curr Layer is A:
print cmds.getAttr("B.adjustments[1].value") / / return 1
I'm adding custom attributes to light nodes and having problems with
attribute editor.
Currently I use:
scriptJob -permanent -e DagObjectCreated "AddExtraLightAttrs";
If AttributeEditor is already open when I create new light, new attrs are
added _after_ AE refresh - this results in total me
That works. Thanks !
On Wednesday, October 29, 2014 10:17:49 PM UTC+1, colas wrote:
>
> hi,
> you can use at the end of your script
>
> cmds.file(new=True, force=True)
> os._exit(0)
>
> greets,
> Colas
>
>
> 2014-10-29 11:21 GMT-04:00 Michał Frątczak >:
>
>> Hello
>> mayapy crashes when exiting.
I usually do it like this (sort of):
current_layer = cmds.editRenderLayerGlobals( query=True,
currentRenderLayer=True ) # Register the currently active render layer
cmds.editRenderLayerGlobals(currentRenderLayer='renderLayerA') # step
to renderLayerA
cmds.setAttr('vraySettings.primaryEngine', 0) #
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