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build/ build/
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plug-ins/ARTv1/
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plug-ins/ARTv2/
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"""
GS CurveTools License:
This collection of code named GS CurveTools is a property of George Sladkovsky (Yehor Sladkovskyi)
and can not be copied or distributed without his written permission.
GS CurveTools v1.3.8 Personal
Copyright 2024, George Sladkovsky (Yehor Sladkovskyi)
All Rights Reserved
UI font is Roboto that is licensed under the Apache 2.0 License:
http://www.apache.org/licenses/LICENSE-2.0
Autodesk Maya is a property of Autodesk, Inc:
https://www.autodesk.com/
Social Media and Contact Links:
Discord Server: https://discord.gg/f4DH6HQ
Online Store: https://sladkovsky3d.artstation.com/store
Online Documentation: https://gs-curvetools.readthedocs.io/
Twitch Channel: https://www.twitch.tv/videonomad
YouTube Channel: https://www.youtube.com/c/GeorgeSladkovsky
ArtStation Portfolio: https://www.artstation.com/sladkovsky3d
Contact Email: george.sladkovsky@gmail.com
"""
https://www.artstation.com/marketplace-product-eula
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GS CurveTools installation
1. Copy gs_curvetools folder to {Path to Documents}\Documents\Maya\{Maya Version}\scripts\
Example of the final folder structure:
Documents\Maya\2022\scripts\gs_curvetools\fonts
Documents\Maya\2022\scripts\gs_curvetools\icons
Documents\Maya\2022\scripts\gs_curvetools\utils
Documents\Maya\2022\scripts\gs_curvetools\__init__.py
Documents\Maya\2022\scripts\gs_curvetools\core.py
Documents\Maya\2022\scripts\gs_curvetools\init.py
Documents\Maya\2022\scripts\gs_curvetools\LICENSE.txt
Documents\Maya\2022\scripts\gs_curvetools\main.py
Documents\Maya\2022\scripts\gs_curvetools\README.txt
2. Run Maya
3. Copy and paste this line to "Python" command box and press "Enter":
import gs_curvetools.init as ct_init;from imp import reload;reload(ct_init);ct_init.Init();
IMPORTANT: There should be no spaces or tabs before this command!
4. Look for GS tab on your Shelf
5. Click CT UI button to run the menu. Click again to hide the menu.
NOTES:
>> To reset to factory defaults click CT with "refresh" arrow button.
>> To stop all scripts and close the menu press CT DEL button.
>> You can use middle-mouse button drag to move the buttons to any tab.
>> All the hotkeys are available in Hotkey Editor > Custom Scripts > GS > GS_CurveTools.
>> Always repeat initialization steps when updating the plug-in to a new version.
>> You can always repeat initialization steps if you lost control buttons or shelf.

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<!--
Tooltips are added in format:
# Widget
Tooltip
-->
<!-- main.py -->
<!-- Options Menu -->
# importCurves
Imports Curves that were Exported using the Export Button.
NOTE: Only import files that were exported using Export Curves button.
WARNING: This operation is NOT undoable!
# exportCurves
Exports selected curves into a .curves (or .ma) file. Can then be Imported using Import Curves.
# changeScaleFactor
Opens a window that controls the Scale Factor and Precision Scale.
***
Scale factor determines the initial size of the created curve and adjusts other parameters.
Scale factor is stored in a global preset, in the scene and on each curve.
Priority of scale factors Curve>Scene>Global.
Setting the appropriate scale factor before starting a project can help to have a good initial Width and size of the cards.
***
Precision Scale controls the world scale of the curve without changing the curve appearance, CV positions and other parameters.
Lowering the Precision scale (from 1.0 to 0.05 for example) helps to fix the geometry deformation on very small curves.
The default value of 0.05 should be sufficient for most cases. Values lower than 0.01 can affect performance.
***
Normalize Selected and Normalize Selected to Default will change the Scale Factor and Precision Scale of the selected curves, without changing their appearance or CV positions.
Normalize Selected to Default will reset the slider values to default (0.5 and 0.05) and Normalize Selected will use the current slider values.
# normalizeSelectedButton
Normalize selected curves to the chosen slider values.
Normalization will not change the CV positions or geometry appearance, but the selected objects will have new Scale Factor and Precision Scale applied.
# normalizeSelectedToDefaultButton
Normalize selected curves to the default slider values (0.5, 0.05).
Resets the slider values to the default.
Normalization will not change the CV positions or geometry appearance, but the selected objects will have new Scale Factor and Precision Scale applied.
# saveScaleFactorAndPrecisionScaleButton
Saves the selected slider values to the global storage and to the current scene.
New scenes will automatically have these Scale Factor and Precision Scale values.
NOTE: This will not apply the new values to already existing objects. See Normalize buttons.
# saveScaleFactorAndPrecisionScaleButtonAndClose
Saves the selected slider values to the global storage and to the current scene.
New scenes will automatically have these Scale Factor and Precision Scale values.
Closes the window after save.
NOTE: This will not apply the new values to already existing objects. See Normalize buttons.
# closePrecisionScaleWindow
Close this window without save
# globalCurveThickness
Opens a window that controls the thickness of the curves in the scene as well as the global curve thickness preset across the scenes.
# setAOSettings
Manually sets the recommended AO settings for older Maya versions.
These AO settings are needed to use the "See Through" or "Toggle Always on Top" functions.
Are applied automatically by those functions.
# setTransparencySettings
Sets recommended transparency settings for Maya viewport.
***
Simple Transparency is fast but very inaccurate render mode. Only suitable for simple, one layer hair.
Object Sorting Transparency has average performance impact and quality. Can have issues on complex multi-layered grooms.
Depth Transparency - these are the optimal settings for the highest quality of the hair cards preview. Can have performance impact on slower systems.
# convertToWarpCard
Converts selection to Warp Cards.
Compatible attributes are retained.
# convertToWarpTube
Converts selection to Warp Tubes.
Compatible attributes are retained.
# convertToExtrudeCard
Converts selection to Extrude Cards.
Compatible attributes are retained.
# convertToExtrudeTube
Converts selection to Extrude Tubes.
Compatible attributes are retained.
# duplicateUnparentCurves
Duplicates selected NURBS curves and unparents them (parents them to the world).
Original curves are not deleted.
Can be used to easily extract and export curves from GS CurveTools objects.
# syncCurveColor
Toggles the syncing of the curve color to the layer color.
# colorizedRegroup
Toggles the colorization of the regrouped layers when Regroup by Layer function is used.
# colorOnlyDiffuse
Colorize only the diffuse component of the card material.
Alpha will stay the same.
# checkerPattern
Toggles the use of the checker pattern when the Color mode is enabled.
# ignoreLastLayer
Toggles the filtering (All, Curve, Geo) and Extraction (Extract All) of the last layer. If enabled, the last layer is ignored.
NOTE: Last layer is typically used for templates, so it is ignored by default.
# ignoreTemplateCollections
Ignores the filtering (All, Curve, Geo) and Extraction (Extract All) of all the collections that have "template" in their name. Case insensitive.
# groupTemplateCollections
Collections that have "template" in their name (case insensitive) will be grouped together into "CT_Templates" group by Regroup By Layer function.
# syncOutlinerLayerVis
Syncs the outliner and layer visibility. If enabled, hiding the layer will also hide the curve groups in the outliner.
# keepCurveAttributes
If enabled, the attributes that are stored in the curve will be restored if the curve that was duplicated (on its own, without the geo) is used to create other cards or tubes.
If disabled, the attributes will be ignored and reset.
Example:
1. Create a card and change its twist value.
2. Ctrl+D and Shift+P the curve (not the curve group).
3. Click Curve Card and the twist value will be restored on a newly created card.
# boundCurvesFollowParent
Will ensure that moving a parent curve in a Bound Object (Bound Group) will also move all the child curves along with it to a new layer. Recommended to keep this enabled.
# massBindOption
Will bind selected hair clump (or geometry) to all selected "empty" curves.
# bindDuplicatesCurves
Will automatically duplicate the curves before binding them to the curve, leaving old curves behind with no edits.
# bindFlipUVs
Enabling this option will flip the UVs of the original cards before binding them to the curve.
It will also automatically flip the bound geo and rotate it 90 deg.
This option will also flip the UVs back when using Unbind for better workflow.
Disabling this option will result in an old Bind/Unbind behaviour.
# unpackDeleteOriginalObject
Unpack (Shift + Click on Unbind) will delete the original Bind object.
# unpackCVMatch
Unpack (Shift + Click on Unbind) will match the CVs of the original Bind object.
# addBetweenBlendAttributes
Enables blending of the attributes when using Add Cards/Tubes or Fill functions.
# fillCreateCurvesOnly
When enabled Fill function will only create curves (not the geo).
# convertInstances
Will automatically convert instanced curves to normal curves before any other function is applied.
# replacingCurveLayerSelection
Will disable additive selection for the layers. When holding Ctrl and clicking on a new layer, old layer will be deselected automatically.
# useAutoRefineOnNewCurves
Automatically enables auto-refine on the new curves.
# flipUVsAfterMirror
Enabling this option will flip the UVs horizontally after mirroring the cards to achieve exact mirroring.
# enableTooltips
Will toggle the visibility of these tooltips you are reading right now.
# showLayerCollectionsMenu
Shows layer collections menu widget.
# importIntoANewCollection
If enabled, all the imported curves will be placed into a new "Imported Curves" layer collection.
If disabled, all the imported curves will be placed into the "Main" layer collection
# layerNumbersOnly
Layers will use only numbers if enabled.
# convertToNewLayerSystem
Converts all the layers in the scene to a new layer system that is hidden from the Channel Box Display Layers window.
Layers can still be accessed from Window->Relationship Editors->Display Layer window.
# updateLayers
Utility function that will manually update all layers. Used for if layers are correct for some reason.
# resetToDefaults
Resets every option and the GS CurveTools to the default "factory" state.
# maya2020UVFix
This function will fix any broken UVs when trying to open old scenes in Maya 2020 or 2022 or when opening scenes in 2020 and 2022 when using Maya Binary file type. This will have no effect on older versions of Maya (<2020). This bug is native to Maya and thus cant be fixed in GS CurveTools plug-in.
# mayaFixBrokenGraphs
This function will attempt to fix all the broken graphs in the scene.
Use if one of the graphs (Width, Twist or Profile) is in a broken state.
# convertBezierToNurbs
Converts the selected Bezier curves to NURBS curves.
Bezier curves are not supported by the GS CurveTools.
# maya2020TwistAttribute
This function will fix any broken cards created in Maya 2020.4 before v1.2.2 update.
# maya2020UnbindFix
This function will fix any cards that are not unbinding properly and were created before v1.2.3 update in Maya 2020.4.
# deleteAllAnimationKeys
This function will delete all the animation keys on all the curves present in the scene.
This can fix deformation issues when using duplicate or other GS CurveTools functions.
Some functions (like duplicate) will delete the keys automatically, however the keys can still cause issues.
<!-- Main Buttons -->
# warpSwitch
Advanced cards and tubes suitable for longer hair.
Additional options and controls.
Slower than Extrude (viewport performance).
Can have issues on very small scales.
# extrudeSwitch
Simple cards and tubes suitable for shorter hair and brows.
Has limited controls.
Much faster than Warp (viewport performance).
Better for small scales.
# newCard
Creates a new Card in the middle of the world. Used at the beginning of the project to create templates.
# newTube
Creates a new Tube in the middle of the world. Used at the beginning of the project to create templates.
# curveCard
Converts selected Maya curve to CurveTools Card.
# curveTube
Converts selected Maya curve to CurveTools Tube.
# gsBind
Binds selection to a single curve. Creates a Bind Group. Selection options:
1. Single "empty" curve (default Maya curve) and single combined geometry.
2. Single "empty" curve (default Maya curve) and any number of Curve Cards and Curve Tubes.
***
Shift + Click will duplicate the original curves/geo before binding it to the empty curve.
Same option is available in the Options menu (Duplicate Curves Before Bind).
# gsUnbind
Normal Click:
UnBinds geometry or Cards/Tubes from selected Bound object.
Geometry and Cards/Tubes will be placed at the origin.
***
Shift + Click:
Will UNPACK the selected Bind object in-place.
Unpack will attempt to create an in-place approximation of the cards and tubes that Bind object consists of.
Basically it will extract the geometry and create cards (or tubes) based on that geometry.
The original Bind object will be deleted in the process. Optionally, you can keep it (toggle in the options menu).
This operation is not procedural, so you will not be able to return back to the Bind object after (unlike regular UnBind).
WARNING: Unpack is not a 1 to 1 conversion. It will try its best to approximate the shape, but complex twists and bends will not be captured.
# addCards
Creates Cards in-between selected Cards based on the Add slider value.
Bound objects are NOT supported.
NOTE: Selection order defines the direction of added Cards if more than 2 initial Cards are selected.
# addTubes
Creates Tubes in-between selected Tubes based on the Add slider value.
Bound objects are NOT supported.
NOTE: Selection order defines the direction of added Tubes if more than 2 initial Tubes are selected.
# gsFill
Creates Cards/Tubes or Bound Groups in between selected Cards/Tubes or Bound Groups based on the Add slider value.
NOTE 1: Selection order defines the direction of added curves if more than 2 initial curves are selected.
NOTE 2: The type of Card or Tube or Bound Group is defined by the previous curve in the selection chain.
NOTE 3: Options -> Fill Creates Only Curves option will make the Fill function create only NURBS curves, but not the geo.
# gsSubdivide
Subdivides selected curve into multiple curves based on the Add slider value
Shift + Click subdivides selected curve but does not delete the original curve
# gsEdgeToCurve
Converts selected geometry edges to curves.
Multiple unconnected edge groups can be selected at the same time.
***
Key Combinations:
Shift + Click will create a curve without the curvature (first degree curve or simply a line)
# gsGeoToCurve
Opens the Geo-to-Curve UI
Geo to Curve algorithm will attempt to generate GS CurveTools cards and tubes from selected geometry.
Selected geometry should be either one-sided cards or regular tubes without caps (or both).
Multi-selection compatible, but selected geometries should be separate objects and not one combined object.
# layerCollectionsComboBox
Layer collections drop-down menu.
Allows to separate the project into different layer collections, up to 80 layers in each collection.
Has additional functionality in marking menu (Hold RMB):
***
Marking menu:
1. Clear - will delete all the cards from the current layer. Undoable operation.
2. Merge Up, Merge Down - merge all the cards from the current layer to the layer above or below it.
3. Copy, Paste - will copy all the cards from the current layer and paste them to the layer that user selects.
4. Move Up, Move Down - will rearrange the current layer collections by moving the currently selected collection up or down in the list.
5. Rename - will rename the current layer collection
# layerCollectionsPlus
Add additional layer collection after the current one.
# layerCollectionsMinus
Remove current layer collection. All the cards from the removed collection will be merged one layer UP.
# gsAllFilter
Layer filter. Controls the visibility of all objects in all layers:
Normal click will show all curves and geometry in all layers.
Shift + Click will hide all curves and geometry in all layers
Ctrl + Click will show all the curves and geometry in all layers and all collections.
Ctrl + Shift + Click will hide all curves and geometry in all layers and all collections.
# gsCurveFilter
Layer filter. Hides all geometry and shows all the curves in all layers.
Ctrl + Click will do the same thing, but for all layers and all collections.
NOTE: Holding RMB will open a marking menu with Toggle Always on Top function as well as "Auto-Hide Inactive Curves" function.
Toggle Always on Top function will toggle the Always on Top feature that will show the curve component always on top. The effect is different in different Maya versions
Auto-Hide Inactive Curves will hide all the curve components on all inactive layer collections when switching between collections.
# gsGeoFilter
Layer filter. Hides all curves and shows only geometry.
Ctrl + Click will do the same thing, but for all layers and all collections.
# colorMode
Color mode toggle. Enables colors for each layer and (optionally) UV checker material.
NOTE: Checker pattern can be disabled in the Options menu
# curveGrp0
Curve Layers that are used for organization of the cards and tubes in the scene.
Selected layer (white outline) will be used to store newly created cards.
Holding RMB will open a marking menu with all the functions of current layer.
***
Key Combinations:
Shift + Click: additively select the contents of the layers.
Ctrl + Click: exclusively select the contents of the layer.
Alt + Click: show/hide selected layer.
Ctrl + Shift: show/hide curve component on selected layer.
Ctrl + Alt: show/hide geo component for the selected layer.
Shift + Alt + Click: isolate select the layer.
Shift + Ctrl + Alt + Click: enable Always on Top for each layer (only for Maya 2022+).
***
Layer MMB Dragging:
MMB + Drag: move the contents of one layer to another layer. Combine if target layer has contents.
MMB + Shift + Drag: copy the contents of one layer to another layer. Copy and Add if target layer has contents.
# gsExtractSelected
Extracts (Duplicates) the geometry component from the selected curves:
***
Key Combinations:
Normal click will extract geometry and combine it.
Shift + Click will extract geometry as individual cards.
Ctrl + Click will extract geometry, combine it, open export menu and delete the extracted geo after export.
Shift + Ctrl click will extract geometry, open export menu and delete the extracted geo after export.
# gsExtractAll
Extracts (Duplicates) the geometry component from all layers and collections. Original layers are HIDDEN, NOT deleted:
Last Layer in the current Collection is ignored by default. Can be changed in the options.
Collections with "template" in their name (case insensitive) will be ignored by default. Can be changed in the options.
***
Key Combinations:
Normal click will extract geometry and combine it.
Shift + Click will extract geometry as individual cards grouped by layers.
Ctrl + Click will extract geometry, combine it, open export menu and delete the extracted geo after export.
Shift + Ctrl click will extract geometry, open export menu and delete the extracted geo after export.
# gsSelectCurve
Selects the curve components of the selected Curve Cards/Tubes.
NOTE: Useful during the selection in the outliner.
# gsSelectGeo
Selects the geometry component of the selected Curve Cards/Tubes.
NOTE: Useful for quick assignment of the materials.
# gsSelectGroup
Selects the group component of the selected Curve Cards/Tubes.
NOTE: Useful when you are deleting curves from viewport selection.
# gsGroupCurves
Groups the selected curves and assigns the name from Group Name input field (or default name if empty).
# gsRegroupByLayer
Regroups all the curves based on their layer number, group names and collection names.
Group names can be changed in the Layer Names & Colors menu.
Groups can be colorized if the "Colorize Regrouped Layers" is enabled in the Options menu.
Collections with "template" in their name will be grouped under "CT_Templates". Can be changed in the options.
# gsGroupNameTextField
The name used by the Group Curves function.
If empty, uses the default name.
# gsCustomLayerNamesAndColors
Opens a menu where group names and colors can be changed and stored in a global preset.
# gsTransferAttributes
Transfers attributes from the FIRST selected curve to ALL the other curves in the selection.
NOTE: Shift + Click transfers the attributes from the LAST selected curve to ALL others.
NOTE2: Holding RMB on this button opens a marking menu with Copy-Paste and Filter functionality
# gsTransferUVs
Transfers UVs from the FIRST selected curve to ALL the other curves in the selection.
NOTE: Shift + Click transfers the UVs from the LAST selected curve to ALL others.
NOTE2: Holding RMB on this button opens a marking menu with Copy-Paste and Filter functionality
# gsResetPivot
Resets the pivot on all selected curves to the default position (root CV).
# gsRebuildWithCurrentValue
Rebuild selected curves using current rebuild slider value
# gsResetRebuildSliderRange
Reset rebuild slider range (1 to 50)
# gsDuplicateCurve
Duplicates all the selected curves and selects them.
NOTE: You can select either NURBS curve component, geometry component or group to duplicate.
# gsRandomizeCurve
Opens a window where different attributes of the selected curves can be randomized:
1. Enable the sections of interest and change the parameters.
2. Dragging the sliders in each section enables a PREVIEW of the randomization. Releasing the slider will reset the curves.
3. Click Randomize if you wish to apply the current randomization.
# gsExtendCurve
Lengthens a selected curves based on the Factor slider.
# gsReduceCurve
Shortens the selected curves based on the Factor slider.
# gsSmooth
Smoothes selected curves or curve CVs based on the Factor slider.
NOTE 1: At least 3 CVs should be selected for component smoothing.
NOTE 2: Holding RMB will open a marking menu where you can select a stronger smoothing algorithm.
# mirrorX
Mirrors or Flips all the selected curves on the World X axis.
# mirrorY
Mirrors or Flips all the selected curves on the World Y axis.
# mirrorZ
Mirrors or Flips all the selected curves on the World Z axis.
# gsControlCurve
Adds a Control Curve Deformer to the selected curves. Can be used to adjust groups of curves.
NOTE 1: Should NOT be used to permanently control clumps of cards. Use Bind instead.
# gsApplyControlCurve
Applies the Control Curve Deformer.
Either the Control Curve or any controlled Curves can be selected for this to work.
# gsCurveControlWindow
Opens a Curve Control Window. Contains all the available controls for curves.
# gsUVEditorMain
Opens a UV editor that can be used to setup and adjust UVs on multiple cards.
NOTE 1: Lambert material with PNG, JPG/JPEG or TIF/TIFF (LZW or No Compression) texture file is recommended. TGA (24bit and no RLE) is also supported.
NOTE 2: Make sure to select the curves or the group, not the geo, to adjust the UVs.
NOTE 3: Using default Maya UV editor will break GS CurveTools Cards, Tubes and Bound Groups.
NOTE 4: Default UV editor can be used when custom geometry is used in a Bound Groups.
<!-- ui.py --->
<!-- Curve Control Window Buttons and Frames --->
# gsLayerSelector
Shows the Layer of the selected curve.
Selecting different layer will change the layer of all the selected curves.
# gsColorPicker
Layer/Card Color Picker.
# gsCurveColorPicker
Curve Color Picker.
# selectedObjectName
Selected object name. Editing this field will rename all the selected objects.
# lineWidth
Controls the thickness of the selected curves.
# gsBindAxisAuto
Automatic selection of the bind Axis (recommended).
NOTE: Change to manual X, Y, Z axis if bind operation result is not acceptable.
# AxisFlip
Flips the direction of the bound geometry.
# editOrigObj
Temporarily disables curve bind and shows the original objects.
Used to adjust the objects after the bind.
To add or remove from the Bound group use Unbind.
# selectOriginalCurves
Selects the original curves that were attached to a bind curve.
Allows to edit their attributes without using Unbind or Edit Original Objects
# twistCurveFrame
Advanced twist control graph. Allows for precise twisting of the geometry along the curve. Click to expand.
# Magnitude
Twist multiplier. The larger the values, the more the twist. Default is 0.5.
# gsTwistGraphResetButton
Resets the graph to the default state.
# gsTwistGraphPopOut
Opens a larger graph in a separate window that is synced to the main graph.
# widthLockSwitch
Links/Unlinks the X and Z width sliders.
If linked, the sliders will move as one.
# LengthLock
Locks/Unlocks the length slider.
When Locked the geometry is stretched to the length of the curve and the slider is ignored.
# widthCurveFrame
Advanced width control graph. Allows for precise scaling of the geometry along the curve. Click to expand.
# gsWidthGraphResetButton
Resets the graph to the default state.
# gsWidthGraphPopOut
Opens a larger graph in a separate window that is synced to the main graph.
# profileCurveGraph
Advanced control over the profile of the card. Modifies the profile applied by the Profile slider. Click to expand.
Add or remove points and change them to increase or decrease the Profile value along the curve.
# autoEqualizeSwitchOn
Locks the points horizontally to equal intervals to avoid geometry deformation.
# autoEqualizeSwitchOff
Unlocks the points and allows for the full control.
# equalizeCurveButton
Snaps the points to the equal horizontal intervals.
# gsResetProfileGraphButton
Resets the curve to the default state.
# gsProfileGraphPopOut
Opens a larger graph in a separate window that is synced to the main graph.
# reverseNormals
Reverses the normals on the selected cards/tubes.
# orientToNormalsFrame
Orient selected cards/tubes to the normals of the selected geo.
# gsOrientToNormalsSelectTarget
Set selected mesh as a target for the algorithm.
# orientRefreshViewport
Toggles the viewport update during the alignment process.
Disabling can speed up the process.
# gsOrientToNormals
Starts the alignment process.
Will align the selected cards to the normals of the selected geometry.
# flipUV
Flips the UVs of the card/tube horizontally.
# resetControlSliders
Resets the range of the sliders to the default state.
# UVFrame
Legacy controls for the UVs. Just use the new UV Editor.
# solidifyFrame
Expands controls that control the thickness of the cards/tubes.
# solidify
Toggles the thickness of the geometry.
<!-- Curve Control Window Sliders --->
# lengthDivisions
Change the length divisions of the selected cards/tubes.
# dynamicDivisions
Toggles the dynamic divisions mode.
Dynamic divisions will change the divisions of the cards/tubes based on the length of the curves.
In dynamic divisions mode, L-Div slider will control the density of the divisions, not the fixed divisions count.
# widthDivisions
Change the width divisions of the selected cards/tubes.
# Orientation
Change the orientation of the card/tube around the curve.
# Twist
Smoothly twist the entire geometry card/tube. Twists the tip of the card.
# invTwist
Smoothly twist the entire geometry card. Twists the root of the card.
# Width
Change the width of the selected card.
# Taper
Linearly changes the width of the card/tube along the length of the curve.
# WidthX
Change the width of the tube along the X axis.
# WidthZ
Change the width of the tube along the Z axis.
# Length
Change the length of the attached geometry. Works only when Length Unlock button is checked.
# Offset
Offset the geometry along the curve.
# Profile
Change the profile of the card along the length of the curve uniformly.
# profileSmoothing
Smoothing will smooth the profile transition.
# otherFrame
Other less used options
# curveRefine
Controls the number of "virtual" vertices on the curve. These are the vertices that are used to calculate the geometry deformation.
Zero (0) value will disable the refinement and the geometry will be attached directly to the curve. The fastest option.
Larger refine values means smoother geometry that is a closer fit to the curve.
Only increase past 20 if you need additional precision or if there are any visual glitches with the geometry.
Large refine values can cause significant performance drop, lag and other issues on smaller curve sizes.
Recommended values are:
20 for curves with less than 20 CVs.
0 (disabled) or same as the number of CVs for curves with more than 20 CVs.
# autoRefine
Enables auto-refine for selected curves. Recommended to keep this on.
Manual refinement can be helpful if the geometry deformation is wrong or not precise enough.
# samplingAccuracy
Increases the sampling accuracy of the deformer that attaches the geometry to a curve.
Larger values = more precise geometry fit to a curve and more lag.
# surfaceNormals
Changes the smoothing angle of the normals of the geometry.
# gsIterationsSlider
Controls the number of iterations per card.
# gsMinimumAngle
Controls the target angle difference between the normal of the mesh and the card.
# solidifyThickness
Controls the amount of thickness on the geometry.
# solidifyDivisions
Controls the number of divisions on the solidify extrusion.
# solidifyScaleX
Changes the scale on the X axis.
# solidifyScaleY
Changes the scale on the Y axis.
# solidifyOffset
Controls the offset of the solidify extrusion.
# solidifyNormals
Controls the smoothing angle for normals of the solidify extrusion.
# geometryHighlight
If enabled, selecting the curve will also highlight the geometry component that is attached to that curve.
Works only on GS CurveTools curves and geo.
# curveHighlight
If enabled, selected curves and their components will be additionally highlighted for better visibility.
The curves and components will be in X-Ray mode by default.
Colors and transparency values can be changes in the menu below.
# gsSelectedCVColor
Selected CV highlight color
# gsSelectedCVAlpha
Selected CV highlight transparency (alpha)
# gsDeselectedCVColor
Deselected CV highlight color
# gsDeselectedCVAlpha
Deselected CV highlight transparency (alpha)
# curveVisibility
Toggle selected curves highlight
# gsCurveHighlightColor
Selected curve highlight color
# gsCurveHighlightAlpha
Selected curve highlight transparency (alpha)
# hullVisibility
Toggle hull visibility.
Hull is a line that connects all the CVs on the curve.
# gsHullHighlightColor
Hull highlight color
# gsHullHighlightAlpha
Hull highlight transparency (alpha)
# advancedVisibilityFrame
Better highlights for selected curves and components.
# lazyUpdate
Enables lazy update for selected curves.
Lazy update can slightly increase the performance of the highlight,
however it has some visual drawbacks (curve highlight can fail to update when switching curves in component selection mode)
# alwaysOnTop
Toggles X-Ray (always on top) drawing for highlighted components.
Disabling this defeats the purpose of the advanced visibility, but hey, it's your choice.
# curveDistanceColor
Toggles the distance color effect on the curve highlight.
Distance color darkens the curve color the further it is from the camera.
# cvDistanceColor
Toggles the distance color effect on the CV highlight.
Distance color darkens the CVs color the further it is from the camera.
# hullDistanceColor
Toggles the distance color effect on the hull highlight.
Distance color darkens the hull color the further it is from the camera.
# gsDistanceColorMinValue
Distance color minimum.
This value is the minimum allowed color multiplier for the Distance Color effect.
The lower this value, the darker further parts of the curve will be.
Black at 0.0
Original color at 1.0
# gsDistanceColorMaxValue
Distance color maximum.
This value is the maximum allowed color multiplier for the Distance Color effect.
The higher this value, the brighter closest parts of the curve will be.
Black at 0.0
Original color at 1.0
# CVocclusion
Toggles the experimental CV occlusion mode (hull is affected as well)
When the appropriate mesh name is added to Occluder Mesh input field,
this function will automatically hide CVs and hull lines that are behind this mesh (even in X-Ray mode).
Warning: enabling this mode can negatively impart viewport performance.
# gsSelectOccluderButton
This button adds the selected mesh name to the Occluder Mesh input field.
# gsOccluderMeshName
Type the full path for the occluder mesh here, or use the "Select Occluder" button on the left <-
<!-- Layer Customization --->
# gsGenerateLayerColorGradient
Generate a color gradient for the layer colors.
Rows control the number of Rows to generate.
Left color picker sets the initial color.
Right color picker sets the final color.
# gsRandomizeLayerColors
Generate random colors for the layers.
SatMin controls the minimum allowed saturation.
SatMax controls the maximum allowed saturation.
# gsResetAllLayerColors
Resets all the color swatches to the default color.
# gsGetCurrentSceneLayers
Populates the menu with the names and colors stored in the scene.
# gsSetAsCurrentSceneLayers
Applies the names and colors from the menu to the scene.
# gsLoadGlobalLayerPreset
Load the global names and colors preset to the menu.
NOTE: Don't forget to Set to Scene before closing the menu.
# gsSaveGlobalLayerPreset
Saves the current names and colors from the menu to the global preset.
<!-- UV Editor Window --->
# gsUVSelect
Enables the selection of the UVs.
Drag to draw a box selection.
# gsUVMove
Enables the Move tool.
Move the selected UVs or move individual UVs if nothing is selected.
# gsUVRotate
Enables the Rotation of the selected UVs.
Hold LMB and drag anywhere in the viewport to rotate the selected UVs.
Rotation pivot is the center of the individual unscaled UV.
# gsUVScale
Enables the Scaling of the selected UVs.
Hold LMB and drag in the viewport to scale the card Horizontally of Vertically.
Repeated hotkey click will toggle between Horizontal and Vertical scaling.
# gsUVHorizontalScale
Horizontal scaling mode selector.
# gsUVVerticalScale
Vertical scaling mode selector.
# gsDrawUVs
Enables the UVs Drawing Tool:
1. Select UVs using Selection Mode.
2. Enable the UV Drawing Tool.
3. Draw a UV Rectangle anywhere in the viewport to create/move the UVs there.
# gsHorizontalFlipUV
Flips the selected UVs horizontally.
Flipped UVs have the blue circle indicator inside the root rectangle.
# gsVerticalFlipUV
Flips the selected UVs vertically.
# gsResetUVs
Resets the selected UVs to the default 0,1 rectangle.
# gsSyncSelectionUVs
Syncs selection between UV editor and Maya Viewport.
# gsRandomizeUVs
Randomize selected UV positions between already existing UV positions.
***
Normal click will keep the overall density distribution of the UVs.
This means that if there is one card in one position and twenty cards in the other,
it will keep this distribution of 1 to 20.
***
Shift+Click will ignore the original density distribution
and simply randomize the UVs between the original positions.
# gsFocusUVs
Focuses on the selected UVs or on all the UVs if nothing is selected.
# gsUVIsolateSelect
Hides all the unselected UVs and shows only the selected ones.
# gsUVShowAll
Shows all the hidden UVs.
# UVEditorUseTransforms
Use "Coverage" and "Translate Frame" parameters from place2dTexture node for texture.
Offset is not supported.
Diffuse and Alpha channel MUST have the same coverage and translate frame values.
# UVEditorTransparencyToggle
Enable texture map transparency using Alpha map from Transparency plug in the material node
# UVEditorBGColorPicker
Background Color
# UVEditorGridColorPicker
Grid Color
# UVEditorFrameColorPicker
Frame Color
# UVEditorUVFrameSelectedColorPicker
Selected UV frame color
# UVEditorUVFrameDeselectedColorPicker
Deselected UV frame color
# UVEditorUVCardFillColorPicker
UV frame background color
<!-- Card to Curve Window --->
# gsGeoToCurve_outputTypeSwitch
Controls the output of Geo-to-Curve algorithm
# gsGeoToCurve_generateAuto
Automatically determine the final object type (card or tube) based on the selected geometry.
# gsGeoToCurve_generateCards
Generate cards from selected geometry (one-sided cards or tubes)
# gsGeoToCurve_generateTubes
Generate tubes from selected geometry (one-sided cards or tubes)
# gsGeoToCurve_generateCurves
Generate curves from selected geometry (one-sided cards or tubes)
# gsGeoToCurve_cardType
Controls the type of generated objects (Warp or Extrude)
# gsGeoToCurve_warp
Generate Warp cards or tubes
# gsGeoToCurve_extrude
Generate Extrude cards or tubes
# gsGeoToCurve_matchAttributes
Controls which attributes on the new cards/tubes should be approximated from the original geometry.
NOTE: This process is not perfect and final result can be inaccurate.
# gsGeoToCurve_orientation
Match orientation attribute during the generation process
# gsGeoToCurve_width
Match orientation attribute during the generation process
# gsGeoToCurve_taper
Match taper attribute during the generation process
# gsGeoToCurve_twist
Match twist attribute during the generation process
# gsGeoToCurve_profile
Match profile attribute during the generation process
# gsGeoToCurve_material
Copy material (shader) from the original geometry
# gsGeoToCurve_UVs
Tries to approximate the UVs from the original geometry
NOTE: Matches the bounding box of the UVs. Rotated and deformed UVs are not matched precisely.
# gsGeoToCurve_UVMatchOptions
Controls UV matching behaviour
# gsGeoToCurve_verticalFlip
Vertically flip matched UVs
# gsGeoToCurve_horizontalFlip
Horizontally flip matched UVs
# gsGeoToCurve_reverseCurve
Reverse generated curve direction
Root CV should be generated near the scalp of the model.
Enable or disable if resulting card direction and taper are reversed.
# gsGeoToCurve_convertSelected
Convert selected geometry to cards, tubes or curves based on the selected options.
Newly created procedural objects will be placed in the currently selected layer.
NOTE: if the currently selected layer is hidden (grayed out), the newly created objects will be hidden as well.

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"""
CV Manipulator (highlighting) plug-in entry point for Mac
GS CurveTools License:
This collection of code named GS CurveTools is a property of George Sladkovsky (Yehor Sladkovskyi)
and can not be copied or distributed without his written permission.
GS CurveTools v1.3.8 Personal
Copyright 2024, George Sladkovsky (Yehor Sladkovskyi)
All Rights Reserved
UI font is Roboto that is licensed under the Apache 2.0 License:
http://www.apache.org/licenses/LICENSE-2.0
Autodesk Maya is a property of Autodesk, Inc:
https://www.autodesk.com/
Social Media and Contact Links:
Discord Server: https://discord.gg/f4DH6HQ
Online Store: https://sladkovsky3d.artstation.com/store
Online Documentation: https://gs-curvetools.readthedocs.io/
Twitch Channel: https://www.twitch.tv/videonomad
YouTube Channel: https://www.youtube.com/c/GeorgeSladkovsky
ArtStation Portfolio: https://www.artstation.com/sladkovsky3d
Contact Email: george.sladkovsky@gmail.com
"""
# pylint: disable-all
import sys
try:
from importlib import reload
except ImportError:
from imp import reload
import maya.api.OpenMaya as om
import maya.api.OpenMayaRender as omr
from gs_curvetools.plugins import cv_manip_src # type: ignore
reload(cv_manip_src)
# API parameters
maya_useNewAPI = True
# ------------ Init & UnInit Plugin ------------
def initializePlugin(obj):
plugin = om.MFnPlugin(obj, "GeorgeSladkovsky", "1.3", "Any")
try:
plugin.registerNode(
"GSCT_CurveTools_DrawManagerNode",
cv_manip_src.DrawManagerNode.id,
cv_manip_src.DrawManagerNode.creator,
cv_manip_src.DrawManagerNode.initialize,
om.MPxNode.kLocatorNode,
cv_manip_src.DrawManagerNode.drawDbClassification,
)
except BaseException:
sys.stderr.write("Failed to register node\n")
raise
try:
omr.MDrawRegistry.registerDrawOverrideCreator(
cv_manip_src.DrawManagerNode.drawDbClassification,
cv_manip_src.DrawManagerNode.drawRegistrantId,
cv_manip_src.DrawOverride.creator,
)
except BaseException:
sys.stderr.write("Failed to register override\n")
raise
def uninitializePlugin(obj):
om.MMessage.removeCallbacks(cv_manip_src.CALLBACK_IDS)
cv_manip_src.CALLBACK_IDS = []
plugin = om.MFnPlugin(obj)
try:
plugin.deregisterNode(cv_manip_src.DrawManagerNode.id)
except BaseException:
sys.stderr.write("Failed to deregister node\n")
raise
try:
omr.MDrawRegistry.deregisterGeometryOverrideCreator(
cv_manip_src.DrawManagerNode.drawDbClassification, cv_manip_src.DrawManagerNode.drawRegistrantId
)
except BaseException:
sys.stderr.write("Failed to deregister override\n")
raise

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@@ -1,61 +0,0 @@
# ngSkinTools2 模块
ngSkinTools2 是一个强大的 Maya 蒙皮权重编辑工具。
## 📁 文件夹结构
```
ngskintools2/ # ngSkinTools2 核心模块
├── __init__.py # 模块初始化(原始)
├── launcher.py # 启动器脚本(新增)
├── api/ # API 接口
├── ui/ # 用户界面
├── operations/ # 操作功能
└── README.md # 本文档
```
## 🚀 使用方法
### 从工具架启动
1. 打开 Maya
2. 切换到 **Nexus_Rigging** 工具架
3. 点击 **ngSkin** 按钮
### 从 Python 启动
```python
from rigging_tools.ngskintools2 import launcher
launcher.LaunchNgSkinTools()
```
### 直接使用 ngSkinTools2 API
```python
from rigging_tools.ngskintools2 import open_ui
open_ui()
```
## ✨ 主要功能
- 高级权重绘制和编辑
- 权重镜像和传递
- 多层权重管理
- 权重导入/导出
- 影响对象管理
## 📝 注意事项
- 自动检测 Maya 版本并加载对应插件
- 支持 Maya 2018-2026 版本
- 如果当前版本没有完全匹配的插件,会自动使用向下兼容的版本
- 建议在绑定工作流程中使用
## 🔧 版本兼容性
启动器会自动检测当前 Maya 版本并加载对应的插件:
- **完全匹配**:优先使用与 Maya 版本完全匹配的插件
- **向下兼容**:如果没有完全匹配,使用小于等于当前版本的最高版本插件
- **兜底策略**:如果当前版本比所有可用插件都旧,使用最旧的可用插件
支持的 Maya 版本2018, 2019, 2020, 2022, 2023, 2024, 2025, 2026

View File

@@ -432,7 +432,7 @@ class InfluenceMappingConfig(Object):
return return
if axis is not None and not isinstance(axis, int): if axis is not None and not isinstance(axis, int):
raise Exception("invalid axis type, need int") raise Exception("无效的轴类型,需要整数")
self.__mirror_axis = axis self.__mirror_axis = axis
@@ -487,10 +487,10 @@ class InfluenceMapping(Object):
def __init__(self): def __init__(self):
self.config = InfluenceMappingConfig() # type:InfluenceMappingConfig self.config = InfluenceMappingConfig() # type:InfluenceMappingConfig
"assigned config" "分配的配置"
self.influences = [] # type: list[InfluenceInfo] self.influences = [] # type: list[InfluenceInfo]
"Source influences list. Can be assigned to result of :py:meth:`Layers.list_influences`" "源影响列表. 可以分配给结果 :py:meth:`Layers.list_influences`"
self.destinationInfluences = None self.destinationInfluences = None
self.calculatedMapping = None self.calculatedMapping = None
@@ -498,7 +498,7 @@ class InfluenceMapping(Object):
def calculate(self): def calculate(self):
mirror_mode = self.config.mirror_axis is not None mirror_mode = self.config.mirror_axis is not None
log.info("calculate influence mapping, mirror mode: %s", mirror_mode) log.info("计算影响映射,镜像模式: %s", mirror_mode)
if self.destinationInfluences is None: if self.destinationInfluences is None:
self.destinationInfluences = self.influences self.destinationInfluences = self.influences

View File

@@ -56,7 +56,7 @@ class LayerEffects(Object):
mirror_mask = mirror_dq = mirror_weights = everything mirror_mask = mirror_dq = mirror_weights = everything
logger.info( logger.info(
"configure mirror: layer %s mask %r weights %r dq %r direction %r", "配置镜像: 图层 %s 遮罩 %r 权重 %r dq %r 方向 %r",
self.__layer.name, self.__layer.name,
mirror_mask, mirror_mask,
mirror_weights, mirror_weights,
@@ -103,7 +103,7 @@ class Layer(Object):
@classmethod @classmethod
def load(cls, mesh, layer_id): def load(cls, mesh, layer_id):
if layer_id < 0: if layer_id < 0:
raise Exception("invalid layer ID: %s" % layer_id) raise Exception("无效图层 ID: %s" % layer_id)
result = Layer(mesh, layer_id) result = Layer(mesh, layer_id)
result.reload() result.reload()
return result return result
@@ -112,7 +112,7 @@ class Layer(Object):
self.mesh = mesh self.mesh = mesh
self.id = id self.id = id
self.effects = LayerEffects(self) # type: LayerEffects self.effects = LayerEffects(self) # type: LayerEffects
"configure effects for this layer" "配置此图层的效果"
self.__state = None self.__state = None
if state is not None: if state is not None:

View File

@@ -63,7 +63,7 @@ class Mirror(Object):
""" """
:type mapping: map[int] -> int :type mapping: map[int] -> int
""" """
log.info("mapping updated: %r", mapping) log.info("映射已更新: %r", mapping)
mapping_as_string = ','.join(str(k) + "," + str(v) for (k, v) in list(mapping.items())) mapping_as_string = ','.join(str(k) + "," + str(v) for (k, v) in list(mapping.items()))
plugin.ngst2Layers(self.target, configureMirrorMapping=True, influencesMapping=mapping_as_string) plugin.ngst2Layers(self.target, configureMirrorMapping=True, influencesMapping=mapping_as_string)
@@ -119,7 +119,7 @@ class Mirror(Object):
existing_ref_mesh = self.get_reference_mesh() existing_ref_mesh = self.get_reference_mesh()
if existing_ref_mesh: if existing_ref_mesh:
cmds.select(existing_ref_mesh) cmds.select(existing_ref_mesh)
raise Exception("symmetry mesh already configured for %s: %s" % (str(sc), existing_ref_mesh)) raise Exception("对称网格已配置为 %s: %s" % (str(sc), existing_ref_mesh))
def get_shape(node): def get_shape(node):
return cmds.listRelatives(node, shapes=True)[0] return cmds.listRelatives(node, shapes=True)[0]
@@ -177,7 +177,7 @@ def set_reference_mesh_from_selection():
selection = cmds.ls(sl=True, long=True) selection = cmds.ls(sl=True, long=True)
if len(selection) != 2: if len(selection) != 2:
log.debug("wrong selection size") log.debug("错误的选择尺寸")
return return
m = Mirror(selection[1]) m = Mirror(selection[1])

View File

@@ -83,7 +83,7 @@ class Session(Object):
@signal.on(self.events.targetChanged) @signal.on(self.events.targetChanged)
def on_target_change(): def on_target_change():
log.info("target changed: clearing target context") log.info("目标已更改:清除目标上下文")
self.context.selected_layers.set([]) self.context.selected_layers.set([])
self.events.nodeSelectionChanged.emit() self.events.nodeSelectionChanged.emit()

View File

@@ -67,7 +67,7 @@ def add_influences(influences, target):
def long_names(names): def long_names(names):
result = set(cmds.ls(names, long=True)) result = set(cmds.ls(names, long=True))
if len(result) != len(names): if len(result) != len(names):
raise Exception("could not convert to a list of influences names: " + str(names)) raise Exception("无法转换为影响名称列表: " + str(names))
return result return result
existing = long_names([i.name if not i.path else i.path for i in list_influences(skin_cluster)]) existing = long_names([i.name if not i.path else i.path for i in list_influences(skin_cluster)])

View File

@@ -103,7 +103,7 @@ def merge_layers(layers):
# verify that all layers are from the same parent # verify that all layers are from the same parent
for i, j in zip(layers[:-1], layers[1:]): for i, j in zip(layers[:-1], layers[1:]):
if i.mesh != j.mesh: if i.mesh != j.mesh:
raise Exception("layers are not from the same mesh") raise Exception("层不是来自同一个网格")
result = plugin.ngst2tools( result = plugin.ngst2tools(
tool="mergeLayers", tool="mergeLayers",

View File

@@ -49,7 +49,7 @@ class LayersTransfer(Object):
def calc_influences_mapping_as_flat_list(self): def calc_influences_mapping_as_flat_list(self):
mapping_pairs = list(self.influences_mapping.asIntIntMapping(self.influences_mapping.calculate()).items()) mapping_pairs = list(self.influences_mapping.asIntIntMapping(self.influences_mapping.calculate()).items())
if len(mapping_pairs) == 0: if len(mapping_pairs) == 0:
raise Exception("no mapping between source and destination influences") raise Exception("源和目标影响之间没有映射")
# convert dict to flat array # convert dict to flat array
return list(itertools.chain.from_iterable(mapping_pairs)) return list(itertools.chain.from_iterable(mapping_pairs))

View File

@@ -54,12 +54,12 @@ class Undo(Object):
self.name = name self.name = name
def __enter__(self): def __enter__(self):
log.debug("UNDO chunk %r: start", self.name) log.debug("UNDO chunk %r: 开始", self.name)
cmds.undoInfo(openChunk=True, chunkName=self.name) cmds.undoInfo(openChunk=True, chunkName=self.name)
return self return self
def __exit__(self, _type, value, traceback): def __exit__(self, _type, value, traceback):
log.debug("UNDO chunk %r: end", self.name) log.debug("UNDO chunk %r: 结束", self.name)
cmds.undoInfo(closeChunk=True) cmds.undoInfo(closeChunk=True)

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@@ -1,353 +0,0 @@
<!DOCTYPE html>
<!-- saved from url=(0106)https://apps.autodesk.com/RVT/en/Detail/HelpDoc?appId=2231912794620250494&appLang=en&os=Win64&mode=preview -->
<html lang="en" class=" js canvas canvastext no-touch hashchange history draganddrop rgba multiplebgs borderimage boxshadow textshadow cssgradients csstransitions sessionstorage" data-lt-installed="true"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
<title>Autodesk App Store - help file</title><link rel="stylesheet" href="./Resources/appstore-combined.min.css"></head>
<body>
<div id="main" class="detail-page helpdoc-page clearfix" style="min-height: 619px;">
<div id="content">
<div id="helpdoc-head">
<img id="helpdoc-head-icon" src="./Resources/resized_5ca803cc-8cd1-4cbe-8825-98efaeef156e_.png" alt="ngSkinTools 2">
<div id="helpdoc-head-description">
<h1 id="helpdoc-product-title">ngSkinTools 2</h1>
<div class="clear"></div>
<hr>
<div class="seller">Viktoras Makauskas</div>
<div class="description">ngSkinTools is a skinning plugin for Autodesk® Maya®, introducing new concepts to character skinning such as layers, any-pose-mirroring, enhanced paint brushes, true smoothing, and more.</div>
</div>
<div class="clear"></div>
</div>
<div class="clear"></div>
<div id="helpdoc-tag"><a href="#description" class="helpdoc-breadcrumb">Description</a>
<a href="#generalinfo" class="helpdoc-breadcrumb">General Usage Instructions</a>
<a href="#screensinfo" class="helpdoc-breadcrumb">Screenshots</a>
<a href="#inunininfo" class="helpdoc-breadcrumb">Installation/Uninstallation</a>
<a href="#knownissueinfo" class="helpdoc-breadcrumb">Known Issues</a>
<a href="#contactinfo" class="helpdoc-breadcrumb">Contact</a>
<a href="#versionhistoryinfo" class="">Version History</a>
<div class="clear"></div>
</div><div class="helpdoc-element description">
<div class="clear"></div>
<h1 id="description">Description</h1>
<div class="helpdoc-text">
<h3 id="layers">Layers</h3>
<p>Skinning
layers are a central feature of ngSkinTools. With them, you break your rig down
into easier manageable parts and edit them separately, then blend everything
together through layer transparency.</p>
<p>Theyre
not just a simple way to make your work more organized - they also physically
isolate groups of influences from the rest of the rig, so paint and edit
operations wont mix-in influences you were not expecting. This also allows you
to do things that were impossible before: per-layer mirroring, adjusting
influence weight up/down through layer transparency, blend transferred weights
with previous weights, to name a few.</p>
<h3 id="viewport-tools">Viewport
tools</h3>
<p>Just
like in the previous version, ngSkinTools brings its own weight painting tools.
Improving viewport experience is the main focus of V2, and it's complete revamp
over the previous implementation.</p>
<ul>
<li>Selecting
influences on screen, a #1 requested feature from users, is nowhere. Just hold
“S” and drag over the surface to select dominant influence from that part of
the mesh, or hover over a joint pivot to select precisely the joints you
want;</li>
<li>In
addition to the usual surface projection mode for the brush, the new “screen”
brush projection mode is useful when you want to quickly set weights for both
sides of the mesh;</li>
<li>Custom
shortcuts while in paint mode allow for quick access to intensity
presets;</li>
<li>Color
feedback is now provided through VP2 APIs, greatly improving the performance
of displayed meshes.</li></ul><br>
<h3 id="smoothing">Smoothing</h3>
<p>Keeping
weights in harmony with each other is not easy. ngSkinTools help you smooth
weights with the control you need, allowing you to control the intensity, number
of iterations and effective radius. For very dense meshes, added “iterations”
argument now allows for the quicker spread of smoothness over larger areas of
the mesh.</p>
<p>The
“relax” tool from V1 is gone. With major performance rework, youll notice that
simple flood-smoothing is now much faster and should be a near-instant operation
even with large meshes.</p>
<p>The
opposite “brother” of smooth brush, “sharpen”, is also there - for cases where
you want to just bring out the dominant influences</p>
<h3 id="mirroring">Mirroring</h3>
<p>Mirroring
is one of the most frequent automated tasks you might want from your skinning
tool. With ngSkinTools, youll be able to:</p>
<ul>
<li>Mirror
rigs in any pose; no need to switch to T-pose;</li>
<li>Have
granular control over left/right/center influences mapping, matching
left/right joints by naming convention, joint labels, etc;</li>
<li>Easily
mirror parts of your rig by leveraging layers;</li>
<li>Automatic
mirroring of weights to the opposite side as you paint so that you dont need
to get distracted from painting while working on symmetrical layers.</li></ul><br>
<h3 id="layer-effects">Layer
effects</h3>
<p>With
the “mirror as a layer effect” feature, ngSkinTools introduce a new concept to
ngSkinTools - layer effects. This differs from automatic mirroring of weights as
its not directly modifying your layer weights; instead, its a post-effect that
happens in the background buffer. This has multiple benefits, like a much
cleaner seamline of left/right sides, the ability to tweak mirroring settings
AFTER weights are painted, etc.</p>
<h3 id="compatibility">Compatibility</h3>
<p>As
it's predecessor, ngSkinTools2 operates on standard Maya skinCluster (also known
as “smooth skin”), so no custom nodes will be required to use your rig. The
plugin has a couple of custom nodes, but theyre only required while you work on
setting up your skin weights and can be deleted after, so your work should stay
compatible with most pipelines out there.</p>
<h3 id="performance">Performance</h3>
<p>A
lot of speed improvements have been made since V2, like improving the
utilization of modern multi-core processors, or eliminating bottlenecks through
much heavier use of performance profiling. Having a responsive, snappy tool is
always a pleasure to work with.</p></div></div>
<div class="helpdoc-element ">
<div class="clear"></div>
<h1 id="generalinfo">General Usage Instructions</h1>
<div class="helpdoc-text"><p>The installer from Autodesk App Store loads the application under the Custom shelf.</p>
<p><a href="http://www.ngskintools.com/docs"target="_blank">http://www.ngskintools.com/docs/</a></p></div>
</div>
<div id="helpdoc-element-screenshot" class="helpdoc-element ">
<div class="clear"></div>
<h1 id="screensinfo">Screenshots</h1>
<div>
<div class="helpdoc-screenshot">
<a href="./Resources/original_89910fa8-2c30-4376-a905-12c8a003d16b_.png" title="" data-mime="Image" rel="gallery">
<div class="helpdoc-img-container">
<span class="helper"></span>
<img class="helpdoc-screenshot-img" src="./Resources/original_89910fa8-2c30-4376-a905-12c8a003d16b_.png">
<span class="helper"></span>
</div>
</a>
</div>
<div class="clear"></div>
</div>
</div>
<div class="helpdoc-command helpdoc-element helpdoc-element-hidden">
<div class="clear"></div>
<h1 id="commandinfo">Commands</h1>
<div>
</div>
</div>
<div class="helpdoc-element ">
<div class="clear"></div>
<h1 id="inunininfo">Installation/Uninstallation</h1>
<div class="helpdoc-text"><div id="pills-tabContent">
<div id="pills-windows">
<p>The installer that ran when you downloaded this plug-in from Autodesk App Store has already installed the plug-in. Windows only: To uninstall this plug-in, simply rerun the installer downloaded, and select the 'Uninstall' button, or you can uninstall it from 'Control Panel\Programs\Programs and Features', just as you would uninstall any other application from your system. The panel on the Plug-ins tab will not be removed until Maya is restarted.</p>
</div>
</div>
<p>Linux and OSX: To uninstall this plug-in, simply delete the module directory from your system. The panel on the Plug-ins tab will not be removed until Maya is restarted.</p>
<div id="pills-tabContent">
<div id="pills-windows">
<p>Download .msi and run it on your computer. The installation will place files in&nbsp;<code>C:\ProgramData\Autodesk\ApplicationPlugins\ngskintools2</code>&nbsp;(unless your&nbsp;<code>%ProgramData%</code>&nbsp;the environment variable is different).</p>
</div>
</div>
<p>Using an autoloader system, nothing needs to be configured additionally. Maya scans autoloader locations for plugins at startup and configures each discovered plugin automatically. The autoloader will create a “ngSkinTools2” shelf with a button to open UI.</p>
<p>Now, restart Maya and a new tab&nbsp;ngSkinTools2&nbsp;should appear on your shelf.</p></div>
</div>
<h3>Available on</h3>
<table>
<tr><td><img height=48 src="./Resources/win64.png" /></td><td><img height=48 src="./Resources/macos64.png" /></td><td><img height=48 src="./Resources/linux64.png" /></td></tr>
<tr><td align="center">Windows</td><td align="center">Mac OSX</td><td align="center">Linux</td></tr>
</table>
<div class="helpdoc-element helpdoc-element-hidden">
<div class="clear"></div>
<h1 id="addinfo">Additional Information</h1>
<div class="helpdoc-text"></div>
</div>
<div class="helpdoc-element ">
<div class="clear"></div>
<h1 id="knownissueinfo">Known Issues</h1>
<div class="helpdoc-text"><p>For upcoming features and bugfixes, visit <a href="http://ngskintools.com/v2/roadmap"target="_blank">ngSkinTools v2 public roadmap</a>.</p></div>
</div>
<div class="helpdoc-element ">
<div class="clear"></div>
<h1 id="contactinfo">Contact</h1>
<div>
<div>
<div class="">Company Name: Viktoras Makauskas</div>
<div class="">Company URL: <a href="http://www.ngskintools.com/" target="_blank">http://www.ngskintools.com</a></div>
<div class="">Support Contact: <a href="mailto:support@ngskintools.com">support@ngskintools.com</a></div>
</div>
<div class="helpdoc-block ">
<div class="clear"></div>
<h1 id="authorinfo">Author/Company Information</h1>
<div class="helpdoc-text">Viktoras Makauskas</div>
</div>
<div class="helpdoc-block ">
<div class="clear"></div>
<h1 id="supportinfo">Support Information</h1>
<div class="helpdoc-text"><p>If you have a problem, a question, a feature request, let me know. Your feedback is what drives the project forward!<strong>&nbsp;</strong></p>
<p><strong>Documentation</strong></p>
<p>Features, tutorials &amp; FAQ available at <a href="http://ngskintools.com/v2/" target="_blank">ngSkinTools official website</a>.&nbsp;</p>
<p><strong>Contact in private</strong></p>
<p>Use the <a href="http://ngskintools.com/contact/" target="_blank">online contact form</a> or email to <a href="mailto:support@ngskintools.com">support@ngskintools.com</a>.</p></div>
</div>
</div>
</div>
<div class="helpdoc-version helpdoc-element">
<div class="clear"></div>
<h1 id="versionhistoryinfo">Version History</h1>
<div>
<table class="helpdoc-table" id="helpdoc-table-version">
<colgroup>
<col style="width:150px">
<col style="width:680px">
</colgroup>
<tbody><tr>
<th>Version Number</th>
<th>Version Description</th>
</tr>
<tr>
<td>
<p>
2.0.24
</p>
</td>
<td style="white-space: pre-wrap;">2.0.23 (2021-Mar-12)
* Fixed: stylus pressure is not updated during the stroke;
* Fixed: Maya crashes when smoothing an empty layer with "adjust existing influences only";
* Fixed: (regression) UI is not opening on macOS;
</td>
</tr>
<tr>
<td>
<p>
2.0.23
</p>
</td>
<td style="white-space: pre-wrap;">2.0.23 (2021-Mar-10)
* Added: adjustable brush size: don't reset to zero when changing brush size in the viewport.
* Added: randomize influence colors in paint/display settings;
* Added: layers on/off "eye" button in layers tree UI;
* Fixed: ngSkinTools will not modify skinCluster's `normalizeWeights` value anymore; for performance boost, you still
can disable skinCluster's normalization by setting `normalizeWeights=None`. In "normalizeWeights:interactive"
skinCluster mode, Maya will no longer complain that "The weight total would have exceeded 1.0". ngSkinTools will try
extra hard to normalize each vertex to a perfect 1.0;
* Fixed: UI is not displayed correctly on high DPI displays when UI scaling is enabled in Maya;
</td>
</tr>
<tr>
<td>
<p>
2.0.22
</p>
</td>
<td style="white-space: pre-wrap;">2.0.22 (2021-Feb-06)
Added: convenience tool for adding influences to existing skin clusters. Select influences, target mesh and select “Tools | Add Influence”;
Fixed: weights will now display properly when viewport option “use default material” is turned on;
Added: (v1 feature) Limit max influences per vertex before writing to skin cluster;
Added: (v1 feature) Prune small weights before writing to skin cluster.
2.0.21 (2021-Jan-11)
Added: copy/paste vertex weights between different selections (tab “tools” - “copy component weights/paste average component weights”);
Added: tool “fill transparency” - for all empty vertices in a layer, assign weights from closest non-empty vertex;
Added: “duplicate layer” operation;
Added: “Merge layers” operation: combine selected layers into one.
2.0.20 (2020-Dec-02)
Fixed: Linux: crashing on startup
2.0.19 (2020-Nov-28)
Added: influences mapping in mirror screen will now allow matching joints by DG connections; if symmetrical joints are linked between themselves with message connections, ngSkinTools will be able to leverage that information when mirroring weights;
Added: symmetry mesh: an option to provide an alternative mesh for calculating vertex mapping for mirroring;
Fixed: deleting visibility node can crash Maya sometimes, e.g. switching to component mode (F8) while paint tool is active
2.0.18 (2020-Nov-20)
Added: “use all joints” option for “weights from closest joint” tool; few internal optimizations to speedup operation;
Added: “weights from closest joint” option: create a new layer
Fixed: “weights from closest joint”: the tool is only using joints as spots, but not as segments;
Fixed: after “weights from closest joint” operation influences list is not refreshed;
Fixed: “weights from closest joint”: “assign” button sometimes disabled;
2.0.17 (2020-Nov-19)
Fixed: “resume in workspace” error while opening UI
2.0.16 (2020-Nov-15)
Added: skin data will be compressed for ngSkinTools data nodes, which should substantially reduce file size for scenes with lots of skinning layers;
Added: paint mode intensity sliders are now exponential: “smooth”, “add” and “sharpen” sliders will now be more precise for lower values, and “scale” mode will allow for more precision when setting high values.
2.0.15 (2020-Nov-10)
Added: new “Set Weights” tab contains tools to apply weights to vertex/edge/polygon selection instead of painting.
Added: a new option for smooth tool - “only adjust existing vertex influences”; when this is turned on, the smooth tool will prevent influences weights spreading across the surface
Fixed: layer mirror effects correctly saved/loaded in files;
Fixed: mask mirror effect was not correctly used by layer blending engine
2.0.14 (2020-Oct-04)
Fixed: occasional crashes when using mirror effect on layers;
Additional stability fixes.
2.0.13 (2020-Oct-04)
Fixed: minor bug in 2.0.12 blocks UI from opening;
2.0.12 (2020-Oct-03)
Added: option to view used influences in influences list;
Added: hide “DQ weights” channel in influences list if skin cluster skinning method is not set to “Weight Blended”;
2.0.11 (2020-Oct-01)
Fixed: broken Linux builds
2.0.10 (2020-Sep-26)
Added: pressing “f” while painting focuses viewport camera to current paint target; for joints and other influences, the current joint pivot is used as camera interest point; when current paint target is a mask, viewport centers around painted values;
Fixed: influence mapping UI error if some influences are no joints;
2.0.9 (2020-Sep-11)
Fixed: undo paint crashing Maya;
Fixed: incorrect brush behavior with multiple viewports open;
Fixed: incorrect mesh display / VP2 transparency setting sensitive;
Fixed: clearing selection while painting does not update the display of current mesh;</td>
</tr>
</tbody></table>
</div>
</div>
</div>
</div></body></html>

View File

@@ -1,158 +1,43 @@
#!/usr/bin/env python #!/usr/bin/env python
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
""" """
ngSkinTools2 启动器 ngSkinTools2 Launcher
用于从工具架快速启动 ngSkinTools2 Provides a simple interface to launch ngSkinTools2 from Maya shelf buttons
""" """
import sys import sys
import os
def get_maya_version():
"""
获取当前 Maya 版本号
返回格式: '2023', '2024'
"""
try:
from maya import cmds
maya_version = cmds.about(version=True)
# Maya 版本格式可能是 "2023" 或 "2023.1" 等,取主版本号
return maya_version.split('.')[0]
except Exception as e:
print(f"Failed to get Maya version: {e}")
return None
def find_compatible_plugin_dir(base_dir, maya_version):
"""
查找兼容的插件目录
优先使用完全匹配的版本,如果没有则向下查找最接近的版本
Args:
base_dir: 插件基础目录 (plug-ins/)
maya_version: Maya 版本号字符串,如 '2023'
Returns:
插件目录路径,如果找不到则返回 None
"""
if not maya_version:
return None
try:
maya_ver_int = int(maya_version)
except ValueError:
print(f"Invalid Maya version format: {maya_version}")
return None
# 列出所有可用的插件版本目录
available_versions = []
if os.path.exists(base_dir):
for item in os.listdir(base_dir):
item_path = os.path.join(base_dir, item)
if os.path.isdir(item_path):
try:
ver_int = int(item)
available_versions.append((ver_int, item_path))
except ValueError:
continue
if not available_versions:
return None
# 按版本号排序
available_versions.sort(reverse=True)
# 首先尝试完全匹配
for ver, path in available_versions:
if ver == maya_ver_int:
print(f"Found exact match plugin for Maya {maya_version}: {path}")
return path
# 如果没有完全匹配,使用小于等于当前版本的最高版本
for ver, path in available_versions:
if ver <= maya_ver_int:
print(f"Using compatible plugin for Maya {maya_version}: {path} (version {ver})")
return path
# 如果当前版本比所有可用版本都旧,使用最旧的版本
oldest_ver, oldest_path = available_versions[-1]
print(f"Warning: Maya {maya_version} is older than available plugins. Using oldest: {oldest_path} (version {oldest_ver})")
return oldest_path
def LaunchNgSkinTools(): def LaunchNgSkinTools():
""" """
启动 ngSkinTools2 主界面 Launch ngSkinTools2 main UI window
自动检测 Maya 版本并加载对应的插件
This function handles two scenarios:
1. If module alias exists (ngSkinTools2 -> rigging_tools.ngskintools2), use it
2. If not, create the alias on-the-fly and then launch
""" """
try: try:
from maya import cmds, mel # Check if module alias already exists
if 'ngSkinTools2' not in sys.modules:
# 获取当前 Maya 版本 # Create the alias on-the-fly
maya_version = get_maya_version()
if not maya_version:
print("Warning: Could not determine Maya version, will try to continue anyway")
else:
print(f"Detected Maya version: {maya_version}")
# 将当前目录添加到 Python 路径,并使用别名
# 这样 ngSkinTools2 内部的 "from ngSkinTools2.ui" 就能找到模块
current_dir = os.path.dirname(os.path.abspath(__file__))
parent_dir = os.path.dirname(current_dir)
# 添加父目录到路径
if parent_dir not in sys.path:
sys.path.insert(0, parent_dir)
# 添加当前目录到路径,作为 ngSkinTools2 模块
if current_dir not in sys.path:
sys.path.insert(0, current_dir)
# 在 sys.modules 中创建别名,让 ngSkinTools2 指向 ngskintools2
import rigging_tools.ngskintools2 as ngskintools2_module
sys.modules['ngSkinTools2'] = ngskintools2_module
# 查找并添加插件路径
# 根据 Maya 版本自动选择对应的插件目录
plugin_base_dir = os.path.join(current_dir, 'plug-ins')
plugin_dir = find_compatible_plugin_dir(plugin_base_dir, maya_version)
if plugin_dir and os.path.exists(plugin_dir):
# 添加插件路径
current_plugin_path = os.environ.get('MAYA_PLUG_IN_PATH', '')
if plugin_dir not in current_plugin_path:
os.environ['MAYA_PLUG_IN_PATH'] = plugin_dir + os.pathsep + current_plugin_path
# 加载插件
try: try:
# 检查插件是否已加载 import rigging_tools.ngskintools2
if not cmds.pluginInfo('ngSkinTools2', query=True, loaded=True): sys.modules['ngSkinTools2'] = rigging_tools.ngskintools2
cmds.loadPlugin(os.path.join(plugin_dir, 'ngSkinTools2.mll')) print("Created ngSkinTools2 module alias")
print(f"ngSkinTools2 plugin loaded successfully from {plugin_dir}") except ImportError as import_err:
else: print(f"Error: Failed to import rigging_tools.ngskintools2 - {import_err}")
print(f"ngSkinTools2 plugin already loaded") print("Please ensure the ngskintools2 directory is in the correct location")
except RuntimeError: return
# 插件不存在,尝试加载
try:
cmds.loadPlugin(os.path.join(plugin_dir, 'ngSkinTools2.mll'))
print(f"ngSkinTools2 plugin loaded successfully from {plugin_dir}")
except Exception as plugin_error:
print(f"Warning: Could not load ngSkinTools2 plugin: {plugin_error}")
except Exception as plugin_error:
print(f"Warning: Could not load ngSkinTools2 plugin: {plugin_error}")
else:
print(f"Warning: Plugin directory not found: {plugin_dir}")
# 现在可以导入并打开 UI # Now import and launch
from rigging_tools.ngskintools2 import open_ui from ngSkinTools2 import open_ui
open_ui() open_ui()
print("ngSkinTools2 UI opened successfully") print("ngSkinTools2 launched successfully")
except ImportError as e:
print(f"Error: Failed to import ngSkinTools2 - {e}")
print("Please ensure ngSkinTools2 is properly installed")
except Exception as e: except Exception as e:
print(f"Failed to open ngSkinTools2: {e}") print(f"Error: Failed to launch ngSkinTools2 - {e}")
import traceback import traceback
traceback.print_exc() traceback.print_exc()
if __name__ == "__main__":
LaunchNgSkinTools()

View File

@@ -1,32 +0,0 @@
ngSkinTools Software License Agreement.
This is a legal agreement between you and ngSkinTools author (Viktoras Makauskas) covering your use of
ngSkinTools (the "Software").
1) ngSkinTools is provided as freeware.
2) ngSkinTools Software is owned by Viktoras Makauskas and is protected by copyright laws and international
treaty provisions. Therefore, you must treat the Software like any other copyrighted material.
3) You may not distribute, rent, sub-license or otherwise make available to others the Software or
documentation or copies thereof, except as expressly permitted in this License without prior written consent
from ngSkinTools author (Viktoras Makauskas). In the case of an authorized transfer, the transferee must agree
to be bound by the terms and conditions of this License Agreement.
4) You may not remove any proprietary notices, labels, trademarks on the Software or documentation. You may not
modify, de-compile, disassemble or reverse engineer the Software.
5) Limited warranty: ngSkinTools software and documentation are "as is" without any warranty as to their
performance, merchantability or fitness for any particular purpose. The licensee assumes the entire risk as to
the quality and performance of the software. In no event shall ngSkinTools author or anyone else who has been
involved in the creation, development, production, or delivery of this software be liable for any direct,
incidental or consequential damages, such as, but not limited to, loss of anticipated profits, benefits, use,
or data resulting from the use of this software, or arising out of any breach of warranty.
Copyright (C) 2009-2020 Viktoras Makauskas
http://www.ngskintools.com
support@ngskintools.com
All rights reserved.

View File

@@ -22,4 +22,4 @@ class ObservableValue(Object):
if default != Undefined: if default != Undefined:
return default return default
raise Exception("using observable value before setting it") raise Exception("在设置之前使用可观察值")

View File

@@ -24,7 +24,7 @@ def action_copy_cut(session, parent, cut):
operation(session.state.currentLayer.layer, influences) operation(session.state.currentLayer.layer, influences)
operation_name = "Cut" if cut else "Copy" operation_name = "Cut" if cut else "Copy"
result = actions.define_action(parent, operation_name + " weights to clipboard", callback=cut_copy_callback) result = actions.define_action(parent, operation_name + " 将权重复制到剪贴板", callback=cut_copy_callback) # 将权重复制到剪贴板 weights to clipboard
@signal.on(session.events.currentLayerChanged, session.events.currentInfluenceChanged, qtParent=parent) @signal.on(session.events.currentLayerChanged, session.events.currentInfluenceChanged, qtParent=parent)
def on_selection_changed(): def on_selection_changed():
@@ -49,13 +49,13 @@ def action_paste(session, parent, operation):
api.paste_weights(session.state.currentLayer.layer, operation, influences=influences) api.paste_weights(session.state.currentLayer.layer, operation, influences=influences)
labels = { labels = {
PasteOperation.add: 'Paste weights (add to existing)', PasteOperation.add: '粘贴权重(添加到现有)',
PasteOperation.subtract: 'Paste weight (subtract from existing)', PasteOperation.subtract: '粘贴权重(从现有值中减去)',
PasteOperation.replace: 'Paste weights (replace existing)', PasteOperation.replace: '粘贴权重(替换现有)',
} }
result = actions.define_action(parent, labels[operation], callback=paste_callback) result = actions.define_action(parent, labels[operation], callback=paste_callback)
result.setToolTip("Paste previously copied weights from clipboard") result.setToolTip("从剪贴板粘贴先前复制的权重")
@signal.on(session.events.currentLayerChanged) @signal.on(session.events.currentLayerChanged)
def on_selection_changed(): def on_selection_changed():

View File

@@ -31,7 +31,7 @@ def buildAction_export(session, parent):
result = actions.define_action( result = actions.define_action(
parent, parent,
"Export Layers to Json...", "导出图层...",
callback=export_callback, callback=export_callback,
tooltip="Save layer info to external file, suitable for importing weights to different scene/mesh", tooltip="Save layer info to external file, suitable for importing weights to different scene/mesh",
) )
@@ -79,7 +79,7 @@ def buildAction_import(session, parent, file_dialog_func=None):
t.customize_callback = transfer_dialog t.customize_callback = transfer_dialog
t.execute() t.execute()
result = actions.define_action(parent, "Import Layers from Json...", callback=import_callback, tooltip="Load previously exported weights") result = actions.define_action(parent, "导入图层...", callback=import_callback, tooltip="Load previously exported weights")
@signal.on(session.events.targetChanged, qtParent=parent) @signal.on(session.events.targetChanged, qtParent=parent)
def update(): def update():

View File

@@ -28,8 +28,8 @@ def build_action_import_v1(session, parent):
update_state() update_state()
session.events.targetChanged.emitIfChanged() session.events.targetChanged.emitIfChanged()
result = actions.define_action(parent, "Convert From v1.0 Layers", callback=do_convert) result = actions.define_action(parent, "从v1.0图层转换", callback=do_convert)
result.setToolTip("Convert skinning layers from previous version of ngSkinTools; after completing this action, v1 nodes will be deleted.") result.setToolTip("“转化旧版ngSkinTools的图层;完成此操作后v1节点将被删除。")
@signal.on(session.events.targetChanged) @signal.on(session.events.targetChanged)
def update_state(): def update_state():

View File

@@ -28,7 +28,7 @@ def initializeLayers(createFirstLayer=True):
layers = ngSkinTools2.api.init_layers(target) layers = ngSkinTools2.api.init_layers(target)
with ngSkinTools2.api.suspend_updates(target): with ngSkinTools2.api.suspend_updates(target):
if createFirstLayer: if createFirstLayer:
layer = layers.add("Base weights") layer = layers.add("基础权重") #Base weights
layer.set_current() layer.set_current()
Mirror(target).set_mirror_config(config.mirrorInfluencesDefaults) Mirror(target).set_mirror_config(config.mirrorInfluencesDefaults)
@@ -36,7 +36,7 @@ def initializeLayers(createFirstLayer=True):
if ngSkinTools2.api.is_slow_mode_skin_cluster(target): if ngSkinTools2.api.is_slow_mode_skin_cluster(target):
dialogs.info( dialogs.info(
"ngSkinTools switched to slow maya API for setting skin cluster weights for this skinCluster, to workaround a Maya bug when skinCluster uses dg nodes as inputs" "切换为设置皮肤集群权重,以解决 Maya皮肤集群使用装点作为输入时的错误。"
) )
@@ -73,15 +73,15 @@ def build_action_initialize_layers(session, parent):
def do_initialize(): def do_initialize():
if import_v1_actions.can_import(session): if import_v1_actions.can_import(session):
q = ( q = (
"Skinning layers from previous version of ngSkinTools are present on this mesh. This operation will initialize " "来自旧版 ngSkinTools的皮肤层存在于此网格上。此操作将初始化"
"skinning layers from scratch, discarding previous layers information. Do you want to continue?" "从头开始剥离图层,丢弃之前的图层信息。您要继续吗?"
) )
if not dialogs.yesNo(q): if not dialogs.yesNo(q):
return return
initializeLayers() initializeLayers()
result = actions.define_action(parent, "Initialize Skinning Layers", callback=do_initialize) result = actions.define_action(parent, "初始化蒙皮层", callback=do_initialize)
@signal.on(session.events.nodeSelectionChanged) @signal.on(session.events.nodeSelectionChanged)
def update(): def update():
@@ -95,7 +95,7 @@ def build_action_initialize_layers(session, parent):
def buildAction_createLayer(session, parent): def buildAction_createLayer(session, parent):
from ngSkinTools2.ui import actions from ngSkinTools2.ui import actions
result = actions.define_action(parent, "Create Layer", callback=addLayer, icon=":/newLayerEmpty.png", shortcut=QtCore.Qt.Key_Insert) result = actions.define_action(parent, "创建图层", callback=addLayer, icon=":/newLayerEmpty.png", shortcut=QtCore.Qt.Key_Insert)
@signal.on(session.events.targetChanged) @signal.on(session.events.targetChanged)
def update_to_target(): def update_to_target():
@@ -109,7 +109,7 @@ def buildAction_createLayer(session, parent):
def buildAction_deleteLayer(session, parent): def buildAction_deleteLayer(session, parent):
from ngSkinTools2.ui import actions from ngSkinTools2.ui import actions
result = actions.define_action(parent, "Delete Layer", callback=deleteSelectedLayers, shortcut=QtCore.Qt.Key_Delete) result = actions.define_action(parent, "删除图层", callback=deleteSelectedLayers, shortcut=QtCore.Qt.Key_Delete)
@signal.on(session.context.selected_layers.changed, session.events.targetChanged, qtParent=parent) @signal.on(session.context.selected_layers.changed, session.events.targetChanged, qtParent=parent)
def update_to_target(): def update_to_target():
@@ -126,12 +126,12 @@ def setCurrentLayer(layer):
:type layer: ngSkinTools2.api.layers.Layer :type layer: ngSkinTools2.api.layers.Layer
""" """
if not session.active(): if not session.active():
logger.info("didn't set current layer: no session") logger.info("未设置当前图层:没有会话")
if not session.state.layersAvailable: if not session.state.layersAvailable:
logger.info("didn't set current layer: layers not enabled") logger.info("未设置当前图层:图层未启用")
logger.info("setting current layer to %r on %r", layer, session.state.selectedSkinCluster) logger.info("将当前图层设置为 %r on %r", layer, session.state.selectedSkinCluster)
layer.set_current() layer.set_current()
session.events.currentLayerChanged.emitIfChanged() session.events.currentLayerChanged.emitIfChanged()
@@ -158,7 +158,7 @@ def deleteSelectedLayers():
class ToggleEnabledAction(Action): class ToggleEnabledAction(Action):
name = "Enabled" name = "启用图层" #Enabled
checkable = True checkable = True
def __init__(self, session): def __init__(self, session):
@@ -192,7 +192,7 @@ class ToggleEnabledAction(Action):
for i in selected_layers: for i in selected_layers:
i.enabled = enabled i.enabled = enabled
logger.info("layers toggled: %r", selected_layers) logger.info("图层已切换: %r", selected_layers)
session.events.layerListChanged.emitIfChanged() session.events.layerListChanged.emitIfChanged()
@@ -209,8 +209,8 @@ def build_action_randomize_influences_colors(session, parent):
:type session: ngSkinTools2.api.session.Session :type session: ngSkinTools2.api.session.Session
""" """
result = QAction("Randomize colors", parent) result = QAction("随机颜色", parent)
result.setToolTip("Choose random colors for each influence, selecting from Maya's pallete of indexed colors") result.setToolTip("为每个影响选择随机颜色从Maya的索引色板中选择。")
def color_filter(c): def color_filter(c):
brightness = c[0] * c[0] + c[1] * c[1] + c[2] * c[2] brightness = c[0] * c[0] + c[1] * c[1] + c[2] * c[2]

View File

@@ -9,8 +9,8 @@ log = getLogger("operations/paint")
class FloodAction(Action): class FloodAction(Action):
name = "Flood" name = "填充" # Flood
tooltip = "Apply current brush to whole selection" tooltip = "将当前画笔应用于整个选择区域"
def run(self): def run(self):
session.paint_tool.flood(self.session.state.currentLayer.layer, influences=self.session.state.currentLayer.layer.paint_targets) session.paint_tool.flood(self.session.state.currentLayer.layer, influences=self.session.state.currentLayer.layer.paint_targets)
@@ -28,8 +28,8 @@ class FloodAction(Action):
class PaintAction(Action): class PaintAction(Action):
name = "Paint" name = "绘制" # Paint
tooltip = "Toggle paint tool" tooltip = "切换绘制工具"
checkable = True checkable = True
def run(self): def run(self):

View File

@@ -43,14 +43,14 @@ def list_custom_nodes_for_meshes(meshes):
return list(itertools.chain.from_iterable([list_custom_nodes_for_mesh(i) for i in meshes])) return list(itertools.chain.from_iterable([list_custom_nodes_for_mesh(i) for i in meshes]))
message_scene_noCustomNodes = 'Scene does not contain any custom ngSkinTools nodes.' message_scene_noCustomNodes = '场景中不包含任何自定义的ngSkinTools节点。'
message_selection_noCustomNodes = 'Selection does not contain any custom ngSkinTools nodes.' message_selection_noCustomNodes = '选择不包含任何自定义ngskinTools节点。'
message_scene_warning = ( message_scene_warning = (
'This command deletes all custom ngSkinTools nodes. Skin weights ' 'will be preserved, but all layer data will be lost. Do you want to continue?' '此命令删除所有自定义ngSkinTools节点。蒙皮权重“”将被保留但所有图层数据都将丢失。您想继续吗'
) )
message_selection_warning = ( message_selection_warning = (
'This command deletes custom ngSkinTools nodes for selection. Skin weights ' '此命令删除要选择的自定义ngSkinTools节点。皮肤重量'
'will be preserved, but all layer data will be lost. Do you want to continue?' '将被保留,但所有图层数据都将丢失。您想继续吗?'
) )
@@ -89,7 +89,7 @@ def remove_custom_nodes(interactive=False, session=None, meshes=None):
if PaintTool.is_painting(): if PaintTool.is_painting():
# make sure that painting is canceled to restore mesh display etc # make sure that painting is canceled to restore mesh display etc
cmds.setToolTo("Move") cmds.setToolTo("移除") # Move
if session is not None: if session is not None:
session.events.targetChanged.emitIfChanged() session.events.targetChanged.emitIfChanged()

View File

@@ -54,7 +54,7 @@ def create_action__from_closest_joint(parent, session):
if not options.all_influences(): if not options.all_influences():
influences = layer.paint_targets influences = layer.paint_targets
if not influences: if not influences:
dialogs.info("Select one or more influences in Influences list") dialogs.info("在影响列表中选择一个或多个影响")
return return
if options.create_new_layer(): if options.create_new_layer():
@@ -77,8 +77,8 @@ def create_action__from_closest_joint(parent, session):
__create_tool_action__( __create_tool_action__(
parent, parent,
session, session,
action_name=u"Assign From Closest Joint", action_name=u"从最近的关节分配",
action_tooltip="Assign 1.0 weight for closest influence per each vertex in selected layer", action_tooltip="为选定层中每个顶点的最近影响分配权重1.0",
exec_handler=exec_handler, exec_handler=exec_handler,
), ),
options, options,
@@ -105,8 +105,8 @@ def create_action__unify_weights(parent, session):
__create_tool_action__( __create_tool_action__(
parent, parent,
session, session,
action_name=u"Unify Weights", action_name=u"统一权重", # Unify Weights
action_tooltip="For selected vertices, make verts the same for all verts", action_tooltip="对于选定的顶点,使所有顶点相同。", #对于选定的顶点,使所有顶点相同。
exec_handler=exec_handler, exec_handler=exec_handler,
), ),
options, options,
@@ -130,8 +130,8 @@ def create_action__merge_layers(parent, session):
return __create_tool_action__( return __create_tool_action__(
parent, parent,
session, session,
action_name=u"Merge", action_name=u"合并", # Merge
action_tooltip="Merge contents of this layer into underlying layer. Pre-effects weights will be used for this", action_tooltip="将本层的元素合并到底层。预效果权重将用于此。",
exec_handler=exec_handler, exec_handler=exec_handler,
enabled_handler=enabled_handler, enabled_handler=enabled_handler,
) )
@@ -155,8 +155,8 @@ def create_action__duplicate_layer(parent, session):
return __create_tool_action__( return __create_tool_action__(
parent, parent,
session, session,
action_name=u"Duplicate", action_name=u"复制",
action_tooltip="Duplicate selected layer(s)", action_tooltip="复制选择的图层(多选)",
exec_handler=exec_handler, exec_handler=exec_handler,
) )
@@ -176,8 +176,8 @@ def create_action__fill_transparency(parent, session):
return __create_tool_action__( return __create_tool_action__(
parent, parent,
session, session,
action_name=u"Fill Transparency", action_name=u"填充透明度",
action_tooltip="All transparent vertices in the selected layer(s) receive weights from their closest non-empty neighbour vertex", action_tooltip="所选图层中的所有透明顶点接收其最近非空邻接顶点的权重,",
exec_handler=exec_handler, exec_handler=exec_handler,
) )
@@ -195,8 +195,8 @@ def create_action__copy_component_weights(parent, session):
return __create_tool_action__( return __create_tool_action__(
parent, parent,
session, session,
action_name=u"Copy Component Weights", action_name=u"复制组件权重",
action_tooltip="Store components weights in memory for further component-based paste actions", action_tooltip="将组件权重存储在内存中,以便进行进一步的基于组件的粘贴操作",
exec_handler=exec_handler, exec_handler=exec_handler,
) )
@@ -214,8 +214,8 @@ def create_action__paste_average_component_weight(parent, session):
return __create_tool_action__( return __create_tool_action__(
parent, parent,
session, session,
action_name=u"Paste Average Component Weight", action_name=u"粘贴平均组件权重",
action_tooltip="Compute average of copied component weights and set that value to currently selected components", action_tooltip="计算复制的组件重量的平均值,并将该值设置为当前选定的组件",
exec_handler=exec_handler, exec_handler=exec_handler,
) )
@@ -229,7 +229,7 @@ def create_action__add_influences(parent, session):
def exec_handler(): def exec_handler():
selection = cmds.ls(sl=True, l=True) selection = cmds.ls(sl=True, l=True)
if len(selection) < 2: if len(selection) < 2:
logger.info("invalid selection: %s", selection) logger.info("无效选择: %s", selection)
return return
api.add_influences(selection[:-1], selection[-1]) api.add_influences(selection[:-1], selection[-1])
cmds.select(selection[-1]) cmds.select(selection[-1])
@@ -238,8 +238,8 @@ def create_action__add_influences(parent, session):
return __create_tool_action__( return __create_tool_action__(
parent, parent,
session, session,
action_name=u"Add Influences", action_name=u"增加影响",
action_tooltip="Add selected influences to current skin cluster.", action_tooltip="将选定的影响添加到当前皮肤集群。",
exec_handler=exec_handler, exec_handler=exec_handler,
) )
@@ -289,7 +289,7 @@ def create_action__select_affected_vertices(parent, session):
return __create_tool_action__( return __create_tool_action__(
parent, parent,
session, session,
action_name=u"Select Affected Vertices", action_name=u"选择受影响的顶点",
action_tooltip="Select vertices that have non-zero weight for current influence.", action_tooltip="选择当前影响中权重不为要的顶点。",
exec_handler=exec_handler, exec_handler=exec_handler,
) )

View File

@@ -12,10 +12,10 @@ def website_base_url():
class WebsiteLinksActions(Object): class WebsiteLinksActions(Object):
def __init__(self, parent): def __init__(self, parent):
self.api_root = make_documentation_action(parent, "API Documentation", "/v2/api") self.api_root = make_documentation_action(parent, "API 文档", "/v2/api")
self.user_guide = make_documentation_action(parent, "User Guide", "/v2/") self.user_guide = make_documentation_action(parent, "用户指南", "/v2/")
self.changelog = make_documentation_action(parent, "Change Log", "/v2/changelog", icon=None) self.changelog = make_documentation_action(parent, "更新日志", "/v2/changelog", icon=None)
self.contact = make_documentation_action(parent, "Contact", "/contact/", icon=None) self.contact = make_documentation_action(parent, "联系", "/contact/", icon=None)
def make_documentation_action(parent, title, url, icon=":/help.png"): def make_documentation_action(parent, title, url, icon=":/help.png"):

View File

@@ -24,8 +24,8 @@ class SignalQueue(Object):
def emit(self, handler): def emit(self, handler):
if len(self.queue) > self.max_length: if len(self.queue) > self.max_length:
log.error("queue max length reached: emitting too many events?") log.error("队列最大长度已达到:发出的事件过多?")
raise Exception("queue max length reached: emitting too many events?") raise Exception("队列最大长度已达到:正在发出太多事件?")
should_start = len(self.queue) == 0 should_start = len(self.queue) == 0
@@ -53,7 +53,7 @@ class SignalQueue(Object):
current_handler += 1 current_handler += 1
if len(self.queue) > 50: if len(self.queue) > 50:
log.info("handler queue finished with %d items", len(self.queue)) log.info("处理器队列完成,共 %d ", len(self.queue))
self.queue = [] self.queue = []
@@ -77,7 +77,7 @@ class Signal(Object):
def __init__(self, name): def __init__(self, name):
if name is None: if name is None:
raise Exception("need name for debug purposes later") raise Exception("需要稍后用于调试目的的名称")
self.name = name self.name = name
self.handlers = [] self.handlers = []
self.executing = False self.executing = False

View File

@@ -19,7 +19,7 @@ def show(parent):
layout = QtWidgets.QVBoxLayout() layout = QtWidgets.QVBoxLayout()
layout.addStretch() layout.addStretch()
layout.addWidget(QtWidgets.QLabel("<h1>ngSkinTools</h1>")) layout.addWidget(QtWidgets.QLabel("<h1>ngSkinTools</h1>"))
layout.addWidget(QtWidgets.QLabel("Version {0}".format(version.pluginVersion()))) layout.addWidget(QtWidgets.QLabel("当前版本 {0}".format(version.pluginVersion())))
layout.addWidget(QtWidgets.QLabel(version.COPYRIGHT)) layout.addWidget(QtWidgets.QLabel(version.COPYRIGHT))
url = QtWidgets.QLabel('<a href="{0}" style="color: #007bff;">{0}</a>'.format(version.PRODUCT_URL)) url = QtWidgets.QLabel('<a href="{0}" style="color: #007bff;">{0}</a>'.format(version.PRODUCT_URL))
@@ -65,7 +65,7 @@ def show(parent):
def buttonsRow(window): def buttonsRow(window):
layout = QtWidgets.QHBoxLayout() layout = QtWidgets.QHBoxLayout()
layout.addStretch() layout.addStretch()
btnClose = QtWidgets.QPushButton("Close") btnClose = QtWidgets.QPushButton("退出")
btnClose.setMinimumWidth(100 * scale_multiplier) btnClose.setMinimumWidth(100 * scale_multiplier)
layout.addWidget(btnClose) layout.addWidget(btnClose)
layout.setContentsMargins(20 * scale_multiplier, 15 * scale_multiplier, 20 * scale_multiplier, 15 * scale_multiplier) layout.setContentsMargins(20 * scale_multiplier, 15 * scale_multiplier, 20 * scale_multiplier, 15 * scale_multiplier)
@@ -76,7 +76,7 @@ def show(parent):
window = QtWidgets.QWidget(parent, Qt.Window | Qt.WindowTitleHint | Qt.CustomizeWindowHint) window = QtWidgets.QWidget(parent, Qt.Window | Qt.WindowTitleHint | Qt.CustomizeWindowHint)
window.resize(600 * scale_multiplier, 500 * scale_multiplier) window.resize(600 * scale_multiplier, 500 * scale_multiplier)
window.setAttribute(Qt.WA_DeleteOnClose) window.setAttribute(Qt.WA_DeleteOnClose)
window.setWindowTitle("About ngSkinTools") window.setWindowTitle("关于 ngSkinTools")
layout = QtWidgets.QVBoxLayout() layout = QtWidgets.QVBoxLayout()
window.setLayout(layout) window.setLayout(layout)
layout.setContentsMargins(0, 0, 0, 0) layout.setContentsMargins(0, 0, 0, 0)

View File

@@ -35,7 +35,7 @@ def build_action_delete_custom_nodes_for_selection(parent, session):
result = define_action( result = define_action(
parent, parent,
"Delete Custom Nodes For Selection", "删除选中网格的Ng节点",
callback=lambda: removeLayerData.remove_custom_nodes_from_selection(interactive=True, session=session), callback=lambda: removeLayerData.remove_custom_nodes_from_selection(interactive=True, session=session),
) )
@@ -86,7 +86,7 @@ class Actions(Object):
self.toolsUnifyWeights, self.toolsUnifyWeightsOptions = tools.create_action__unify_weights(parent, session) self.toolsUnifyWeights, self.toolsUnifyWeightsOptions = tools.create_action__unify_weights(parent, session)
self.toolsDeleteCustomNodes = define_action( self.toolsDeleteCustomNodes = define_action(
parent, "Delete All Custom Nodes", callback=lambda: removeLayerData.remove_custom_nodes(interactive=True, session=session) parent, "删除所有网格的Ng节点", callback=lambda: removeLayerData.remove_custom_nodes(interactive=True, session=session)
) )
self.toolsDeleteCustomNodesOnSelection = build_action_delete_custom_nodes_for_selection(parent, session) self.toolsDeleteCustomNodesOnSelection = build_action_delete_custom_nodes_for_selection(parent, session)
@@ -135,10 +135,10 @@ class Actions(Object):
context.addAction(self.toggle_layer_enabled) context.addAction(self.toggle_layer_enabled)
def addInfluencesActions(self, context): def addInfluencesActions(self, context):
context.addAction(self.separator(context, "Actions")) context.addAction(self.separator(context, "动作"))
context.addAction(self.toolsAssignFromClosestJointSelectedInfluences) context.addAction(self.toolsAssignFromClosestJointSelectedInfluences)
context.addAction(self.select_affected_vertices) context.addAction(self.select_affected_vertices)
context.addAction(self.separator(context, "Clipboard")) context.addAction(self.separator(context, "剪贴板"))
context.addAction(self.cut_influences) context.addAction(self.cut_influences)
context.addAction(self.copy_influences) context.addAction(self.copy_influences)
context.addAction(self.paste_weights) context.addAction(self.paste_weights)

View File

@@ -36,7 +36,7 @@ def open_as_dialog(parent, matcher, result_callback):
window.close() window.close()
def save_defaults(): def save_defaults():
if not yesNo("Save current settings as default?"): if not yesNo("将当前设置保存为默认设置?"):
return return
config.mirrorInfluencesDefaults = matcher.config.as_json() config.mirrorInfluencesDefaults = matcher.config.as_json()
@@ -47,18 +47,18 @@ def open_as_dialog(parent, matcher, result_callback):
return widgets.button_row( return widgets.button_row(
[ [
("Apply", apply), ("应用", apply),
("Cancel", window.close), ("取消", window.close),
], ],
side_menu=[ side_menu=[
("Save As Default", save_defaults), ("储存为默认值", save_defaults),
("Load Defaults", load_defaults), ("加载默认值", load_defaults),
], ],
) )
window = QtWidgets.QDialog(parent) window = QtWidgets.QDialog(parent)
cleanup.registerCleanupHandler(window.close) cleanup.registerCleanupHandler(window.close)
window.setWindowTitle("Influence Mirror Mapping") window.setWindowTitle("影响镜像映射")
window.setAttribute(QtCore.Qt.WA_DeleteOnClose) window.setAttribute(QtCore.Qt.WA_DeleteOnClose)
window.resize(720 * scale_multiplier, 500 * scale_multiplier) window.resize(720 * scale_multiplier, 500 * scale_multiplier)
window.setLayout(QtWidgets.QVBoxLayout()) window.setLayout(QtWidgets.QVBoxLayout())
@@ -102,10 +102,10 @@ def build_ui(parent, matcher):
split_path = path.rsplit("|", 1) split_path = path.rsplit("|", 1)
parent_path, name = split_path if len(split_path) == 2 else ["", split_path[0]] parent_path, name = split_path if len(split_path) == 2 else ["", split_path[0]]
item = QtWidgets.QTreeWidgetItem([name, '-', '(not in skin cluster)' if is_intermediate else '?']) item = QtWidgets.QTreeWidgetItem([name, '-', '(不在皮肤簇中)' if is_intermediate else '?'])
tree_items[path] = item tree_items[path] = item
parent_item = None if parent_path == "" else find_item(parent_path, True) parent_item = None if parent_path is "" else find_item(parent_path, True)
if parent_item is not None: if parent_item is not None:
parent_item.addChild(item) parent_item.addChild(item)
@@ -142,7 +142,7 @@ def build_ui(parent, matcher):
def pattern(): def pattern():
result = QtWidgets.QTableWidget() result = QtWidgets.QTableWidget()
result.setColumnCount(2) result.setColumnCount(2)
result.setHorizontalHeaderLabels(["Pattern", "Opposite"] if mirror_mode else ["Source", "Destination"]) result.setHorizontalHeaderLabels(["", ""] if mirror_mode else ["来源", "目标"])
result.setEditTriggers(QtWidgets.QTableWidget.AllEditTriggers) result.setEditTriggers(QtWidgets.QTableWidget.AllEditTriggers)
result.verticalHeader().setVisible(False) result.verticalHeader().setVisible(False)
@@ -209,12 +209,12 @@ def build_ui(parent, matcher):
def automaticRules(): def automaticRules():
form = QtWidgets.QFormLayout() form = QtWidgets.QFormLayout()
use_joint_names = QtWidgets.QCheckBox("Match by joint name") use_joint_names = QtWidgets.QCheckBox("匹配骨骼名称")
naming_patterns = pattern() naming_patterns = pattern()
use_position = QtWidgets.QCheckBox("Match by position") use_position = QtWidgets.QCheckBox("匹配位置")
tolerance_scroll = tolerance() tolerance_scroll = tolerance()
use_joint_labels = QtWidgets.QCheckBox("Match by joint label") use_joint_labels = QtWidgets.QCheckBox("匹配骨骼标签")
use_dg_links = QtWidgets.QCheckBox("Match by dependency graph links") use_dg_links = QtWidgets.QCheckBox("匹配依存关系图连接")
def update_enabled_disabled(): def update_enabled_disabled():
def enable_form_row(form_item, e): def enable_form_row(form_item, e):
@@ -260,27 +260,27 @@ def build_ui(parent, matcher):
use_dg_links.setChecked(matcher.config.use_dg_link_matching) use_dg_links.setChecked(matcher.config.use_dg_link_matching)
update_enabled_disabled() update_enabled_disabled()
g = QtWidgets.QGroupBox("Rules") g = QtWidgets.QGroupBox("规则")
g.setLayout(form) g.setLayout(form)
form.addRow(use_dg_links) form.addRow(use_dg_links)
form.addRow("Attribute name:", dg_attribute) form.addRow("属性名称:", dg_attribute)
form.addRow(use_joint_labels) form.addRow(use_joint_labels)
form.addRow(use_joint_names) form.addRow(use_joint_names)
form.addRow("Naming scheme:", naming_patterns) form.addRow("命名方案:", naming_patterns)
form.addRow(use_position) form.addRow(use_position)
form.addRow("Position tolerance:", tolerance_scroll.layout()) form.addRow("位置容差:", tolerance_scroll.layout())
update_values() update_values()
return g return g
def scriptedRules(): def scriptedRules():
g = QtWidgets.QGroupBox("Scripted rules") g = QtWidgets.QGroupBox("脚本规则")
g.setLayout(QtWidgets.QVBoxLayout()) g.setLayout(QtWidgets.QVBoxLayout())
g.layout().addWidget(QtWidgets.QLabel("TODO")) g.layout().addWidget(QtWidgets.QLabel("TODO"))
return g return g
def manualRules(): def manualRules():
g = QtWidgets.QGroupBox("Manual overrides") g = QtWidgets.QGroupBox("手动覆盖")
g.setLayout(QtWidgets.QVBoxLayout()) g.setLayout(QtWidgets.QVBoxLayout())
g.layout().addWidget(QtWidgets.QLabel("TODO")) g.layout().addWidget(QtWidgets.QLabel("TODO"))
return g return g
@@ -302,7 +302,7 @@ def build_ui(parent, matcher):
def createMappingView(): def createMappingView():
view = QtWidgets.QTreeWidget() view = QtWidgets.QTreeWidget()
view.setColumnCount(3) view.setColumnCount(3)
view.setHeaderLabels(["Source", "Destination", "Matched by rule"]) view.setHeaderLabels(["来源", "目标", "按规则匹配"])
view.setIndentation(7) view.setIndentation(7)
view.setExpandsOnDoubleClick(False) view.setExpandsOnDoubleClick(False)
@@ -316,14 +316,14 @@ def build_ui(parent, matcher):
:type mapping: dict[InfluenceInfo, InfluenceInfo] :type mapping: dict[InfluenceInfo, InfluenceInfo]
""" """
for treeItem in list(usedItems.values()): for treeItem in list(usedItems.values()):
treeItem.setText(1, "(not matched)") treeItem.setText(1, "(不匹配)")
treeItem.setText(2, "") treeItem.setText(2, "")
for k, v in list(mapping.items()): for k, v in list(mapping.items()):
treeItem = usedItems.get(k.path_name(), None) treeItem = usedItems.get(k.path_name(), None)
if treeItem is None: if treeItem is None:
continue continue
treeItem.setText(1, "(self)" if k == v['infl'] else v["infl"].shortestPath) treeItem.setText(1, "(自己)" if k == v['infl'] else v["infl"].shortestPath)
treeItem.setText(2, v["matchedRule"]) treeItem.setText(2, v["matchedRule"])
treeItem.setData(1, linkedItemRole, v["infl"].path) treeItem.setData(1, linkedItemRole, v["infl"].path)
@@ -343,7 +343,7 @@ def build_ui(parent, matcher):
matches = matcher.calculate() matches = matcher.calculate()
mappingView_updateMatches(matches) mappingView_updateMatches(matches)
g = QtWidgets.QGroupBox("Calculated mapping") g = QtWidgets.QGroupBox("计算映射")
g.setLayout(QtWidgets.QVBoxLayout()) g.setLayout(QtWidgets.QVBoxLayout())
mappingView, mappingView_updateMatches = createMappingView() mappingView, mappingView_updateMatches = createMappingView()
g.layout().addWidget(mappingView) g.layout().addWidget(mappingView)

View File

@@ -19,9 +19,9 @@ def build_used_influences_action(parent):
result = actions.define_action( result = actions.define_action(
parent, parent,
"Used Influences Only", "只显示有权重的影响物",
callback=toggle, callback=toggle,
tooltip="If enabled, influences view will only show influences that have weights on current layer", tooltip="如果启用,影响视图将仅显示当前层上有权重的影响。",
) )
@signal.on(config.influences_show_used_influences_only.changed, qtParent=parent) @signal.on(config.influences_show_used_influences_only.changed, qtParent=parent)
@@ -46,7 +46,7 @@ def build_set_influences_sorted_action(parent):
parent, parent,
"Show influences sorted", "Show influences sorted",
callback=toggle, callback=toggle,
tooltip="Sort influences by name", tooltip="按名称排序影响",
) )
@signal.on(config.influences_show_used_influences_only.changed, qtParent=parent) @signal.on(config.influences_show_used_influences_only.changed, qtParent=parent)
@@ -108,7 +108,7 @@ def build_view(parent, actions, session, filter):
targets = (item_id,) targets = (item_id,)
layer.locked_influences = add_or_remove(layer.locked_influences, targets, lock) layer.locked_influences = add_or_remove(layer.locked_influences, targets, lock)
log.info("updated locked influences to %r", layer.locked_influences) log.info("更新锁定的影响为 %r", layer.locked_influences)
session.events.influencesListUpdated.emit() session.events.influencesListUpdated.emit()
return handler return handler
@@ -170,14 +170,14 @@ def build_view(parent, actions, session, filter):
view.setSelectionMode(QtWidgets.QAbstractItemView.ExtendedSelection) view.setSelectionMode(QtWidgets.QAbstractItemView.ExtendedSelection)
view.setContextMenuPolicy(QtCore.Qt.ActionsContextMenu) view.setContextMenuPolicy(QtCore.Qt.ActionsContextMenu)
actions.addInfluencesActions(view) actions.addInfluencesActions(view)
view.addAction(actions.separator(parent, "View Options")) view.addAction(actions.separator(parent, "显示设置"))
view.addAction(actions.show_used_influences_only) view.addAction(actions.show_used_influences_only)
view.addAction(actions.set_influences_sorted) view.addAction(actions.set_influences_sorted)
view.setIndentation(10 * scale_multiplier) view.setIndentation(10 * scale_multiplier)
view.header().setStretchLastSection(False) view.header().setStretchLastSection(False)
view.header().setSectionResizeMode(0, QtWidgets.QHeaderView.Stretch) view.header().setSectionResizeMode(0, QtWidgets.QHeaderView.Stretch)
view.setHeaderLabels(["Influences", ""]) view.setHeaderLabels(["影响物", ""])
view.header().setSectionResizeMode(1, QtWidgets.QHeaderView.Fixed) view.header().setSectionResizeMode(1, QtWidgets.QHeaderView.Fixed)
view.setColumnWidth(1, 25 * scale_multiplier) view.setColumnWidth(1, 25 * scale_multiplier)
@@ -208,7 +208,7 @@ def build_view(parent, actions, session, filter):
if not session.state.currentLayer.layer: if not session.state.currentLayer.layer:
build_items(view, [], None) build_items(view, [], None)
else: else:
log.info("current layer changed to %s", session.state.currentLayer.layer) log.info("当前图层更改为 %s", session.state.currentLayer.layer)
refresh_items() refresh_items()
current_influence_changed() current_influence_changed()
@@ -217,7 +217,7 @@ def build_view(parent, actions, session, filter):
if session.state.currentLayer.layer is None: if session.state.currentLayer.layer is None:
return return
log.info("current influence changed - updating item selection") log.info("当前影响已更改-更新项目选择")
with qt.signals_blocked(view): with qt.signals_blocked(view):
targets = session.state.currentLayer.layer.paint_targets targets = session.state.currentLayer.layer.paint_targets
first = True first = True
@@ -239,12 +239,12 @@ def build_view(parent, actions, session, filter):
if not session.state.currentLayer.layer: if not session.state.currentLayer.layer:
return return
log.info("focused item changed: %r", get_item_id(curr)) log.info("焦点项已更改: %r", get_item_id(curr))
sync_paint_targets_to_selection() sync_paint_targets_to_selection()
@qt.on(view.itemSelectionChanged) @qt.on(view.itemSelectionChanged)
def sync_paint_targets_to_selection(): def sync_paint_targets_to_selection():
log.info("syncing paint targets") log.info("同步绘画目标")
selected_ids = [get_item_id(item) for item in view.selectedItems()] selected_ids = [get_item_id(item) for item in view.selectedItems()]
selected_ids = [i for i in selected_ids if i is not None] selected_ids = [i for i in selected_ids if i is not None]

View File

@@ -48,12 +48,12 @@ def build_view(parent, actions):
child_layer = item_to_layer(child) child_layer = item_to_layer(child)
if child_layer.parent_id != parent_layer_id: if child_layer.parent_id != parent_layer_id:
log.info("changing layer parent: %r->%r (was %r)", parent_layer_id, child_layer, child_layer.parent_id) log.info("更改图层父级: %r->%r (was %r)", parent_layer_id, child_layer, child_layer.parent_id)
child_layer.parent = parent_layer_id child_layer.parent = parent_layer_id
new_index = tree_item.childCount() - i - 1 new_index = tree_item.childCount() - i - 1
if child_layer.index != new_index: if child_layer.index != new_index:
log.info("changing layer index: %r->%r (was %r)", child_layer, new_index, child_layer.index) log.info("更改图层索引: %r->%r (was %r)", child_layer, new_index, child_layer.index)
child_layer.index = new_index child_layer.index = new_index
sync_item(child, child_layer.id) sync_item(child, child_layer.id)
@@ -82,7 +82,7 @@ def build_view(parent, actions):
view.setContextMenuPolicy(QtCore.Qt.ActionsContextMenu) view.setContextMenuPolicy(QtCore.Qt.ActionsContextMenu)
actions.addLayersActions(view) actions.addLayersActions(view)
view.setHeaderLabels(["Layers", ""]) view.setHeaderLabels(["图层", ""])
# view.setHeaderHidden(True) # view.setHeaderHidden(True)
view.header().setMinimumSectionSize(1) view.header().setMinimumSectionSize(1)
view.header().setStretchLastSection(False) view.header().setStretchLastSection(False)
@@ -100,7 +100,7 @@ def build_view(parent, actions):
bar = QtWidgets.QToolBar(parent=parent) bar = QtWidgets.QToolBar(parent=parent)
bar.setMovable(False) bar.setMovable(False)
bar.setIconSize(QtCore.QSize(visibility_icon_size * scale_multiplier, visibility_icon_size * scale_multiplier)) bar.setIconSize(QtCore.QSize(visibility_icon_size * scale_multiplier, visibility_icon_size * scale_multiplier))
a = bar.addAction(icon_visible if layer is None or layer.enabled else icon_hidden, "Toggle enabled/disabled") a = bar.addAction(icon_visible if layer is None or layer.enabled else icon_hidden, "切换 启用/禁用")
@qt.on(a.triggered) @qt.on(a.triggered)
def handler(): def handler():
@@ -117,11 +117,11 @@ def build_view(parent, actions):
# build map "parent id->list of children " # build map "parent id->list of children "
log.info("syncing items...") log.info("同步项目q...")
# save selected layers IDs to restore item selection later # save selected layers IDs to restore item selection later
selected_layer_ids = {item_to_layer(item).id for item in view.selectedItems()} selected_layer_ids = {item_to_layer(item).id for item in view.selectedItems()}
log.info("selected layer IDs: %r", selected_layer_ids) log.info("选择层 IDs: %r", selected_layer_ids)
current_item_id = None if view.currentItem() is None else item_to_layer(view.currentItem()).id current_item_id = None if view.currentItem() is None else item_to_layer(view.currentItem()).id
hierarchy = {} hierarchy = {}
@@ -167,7 +167,7 @@ def build_view(parent, actions):
@signal.on(session.events.layerListChanged, qtParent=view) @signal.on(session.events.layerListChanged, qtParent=view)
def refresh_layer_list(): def refresh_layer_list():
log.info("event handler for layer list changed") log.info("图层列表更改的事件处理程序")
if not session.state.layersAvailable: if not session.state.layersAvailable:
build_items([]) build_items([])
else: else:
@@ -177,7 +177,7 @@ def build_view(parent, actions):
@signal.on(session.events.currentLayerChanged, qtParent=view) @signal.on(session.events.currentLayerChanged, qtParent=view)
def current_layer_changed(): def current_layer_changed():
log.info("event handler for currentLayerChanged") log.info("当前图层更改的事件处理程序")
layer = session.state.currentLayer.layer layer = session.state.currentLayer.layer
current_item = view.currentItem() current_item = view.currentItem()
if layer is None: if layer is None:
@@ -189,14 +189,14 @@ def build_view(parent, actions):
if prev_layer is None or prev_layer.id != layer.id: if prev_layer is None or prev_layer.id != layer.id:
item = tree_items.get(layer.id, None) item = tree_items.get(layer.id, None)
if item is not None: if item is not None:
log.info("setting current item to " + item.text(0)) log.info("将当前项目设置为 " + item.text(0))
view.setCurrentItem(item, 0, QtCore.QItemSelectionModel.SelectCurrent | QtCore.QItemSelectionModel.ClearAndSelect) view.setCurrentItem(item, 0, QtCore.QItemSelectionModel.SelectCurrent | QtCore.QItemSelectionModel.ClearAndSelect)
item.setSelected(True) item.setSelected(True)
@qt.on(view.currentItemChanged) @qt.on(view.currentItemChanged)
def current_item_changed(curr, _): def current_item_changed(curr, _):
log.info("current item changed") log.info("当前项目已更改")
if curr is None: if curr is None:
return return
@@ -209,7 +209,7 @@ def build_view(parent, actions):
@qt.on(view.itemChanged) @qt.on(view.itemChanged)
def item_changed(item, column): def item_changed(item, column):
log.info("item changed") log.info("项目已更改")
layers.renameLayer(item_to_layer(item), item.text(column)) layers.renameLayer(item_to_layer(item), item.text(column))
@qt.on(view.itemSelectionChanged) @qt.on(view.itemSelectionChanged)
@@ -217,7 +217,7 @@ def build_view(parent, actions):
selection = [item_to_layer(item) for item in view.selectedItems()] selection = [item_to_layer(item) for item in view.selectedItems()]
if selection != session.context.selected_layers(default=[]): if selection != session.context.selected_layers(default=[]):
log.info("new selected layers: %r", selection) log.info("新选择图层: %r", selection)
session.context.selected_layers.set(selection) session.context.selected_layers.set(selection)
refresh_layer_list() refresh_layer_list()

View File

@@ -46,20 +46,20 @@ def build_menu(parent, actions):
sub_item.setTearOffEnabled(True) sub_item.setTearOffEnabled(True)
return sub_item return sub_item
sub = top_level_menu("File") sub = top_level_menu("文件")
sub.addSeparator().setText("Import/Export") sub.addSeparator().setText("导入/导出")
sub.addAction(actions.importFile) sub.addAction(actions.importFile)
sub.addAction(actions.exportFile) sub.addAction(actions.exportFile)
sub = top_level_menu("Layers") sub = top_level_menu("图层")
sub.addSeparator().setText("Layer actions") sub.addSeparator().setText("图层操作")
sub.addAction(actions.initialize) sub.addAction(actions.initialize)
sub.addAction(actions.import_v1) sub.addAction(actions.import_v1)
actions.addLayersActions(sub) actions.addLayersActions(sub)
sub.addSeparator().setText("Copy") sub.addSeparator().setText("复制")
sub.addAction(actions.transfer) sub.addAction(actions.transfer)
sub = top_level_menu("Tools") sub = top_level_menu("工具")
sub.addAction(actions.add_influences) sub.addAction(actions.add_influences)
sub.addAction(actions.toolsAssignFromClosestJoint) sub.addAction(actions.toolsAssignFromClosestJoint)
sub.addSeparator() sub.addSeparator()
@@ -68,17 +68,17 @@ def build_menu(parent, actions):
sub.addAction(actions.toolsDeleteCustomNodesOnSelection) sub.addAction(actions.toolsDeleteCustomNodesOnSelection)
sub.addAction(actions.toolsDeleteCustomNodes) sub.addAction(actions.toolsDeleteCustomNodes)
sub = top_level_menu("View") sub = top_level_menu("查看")
sub.addAction(actions.show_used_influences_only) sub.addAction(actions.show_used_influences_only)
sub = top_level_menu("Help") sub = top_level_menu("帮助")
sub.addAction(actions.documentation.user_guide) sub.addAction(actions.documentation.user_guide)
sub.addAction(actions.documentation.api_root) sub.addAction(actions.documentation.api_root)
sub.addAction(actions.documentation.changelog) sub.addAction(actions.documentation.changelog)
sub.addAction(actions.documentation.contact) sub.addAction(actions.documentation.contact)
sub.addSeparator() sub.addSeparator()
sub.addAction(actions.check_for_updates) sub.addAction(actions.check_for_updates)
sub.addAction("About...").triggered.connect(lambda: aboutwindow.show(parent)) sub.addAction("关于...").triggered.connect(lambda: aboutwindow.show(parent))
return menu return menu
@@ -107,11 +107,11 @@ def build_ui(parent):
tabs = QtWidgets.QTabWidget(window) tabs = QtWidgets.QTabWidget(window)
tabs.addTab(tabPaint.build_ui(tabs, actions), "Paint") tabs.addTab(tabPaint.build_ui(tabs, actions), "绘制")
tabs.addTab(tabSetWeights.build_ui(tabs), "Set Weights") tabs.addTab(tabSetWeights.build_ui(tabs), "设置权重")
tabs.addTab(tabMirror.build_ui(tabs), "Mirror") tabs.addTab(tabMirror.build_ui(tabs), "镜像")
tabs.addTab(tabLayerEffects.build_ui(), "Effects") tabs.addTab(tabLayerEffects.build_ui(), "样式")
tabs.addTab(tabTools.build_ui(actions, session), "Tools") tabs.addTab(tabTools.build_ui(actions, session), "工具")
@signal.on(options.current_tab.changed) @signal.on(options.current_tab.changed)
def set_current_tab(): def set_current_tab():

View File

@@ -19,4 +19,4 @@ def bind(ui, model):
model.set(ui.value()) model.set(ui.value())
else: else:
raise Exception("could not bind control to model") raise Exception("无法将控件绑定到模型")

View File

@@ -99,10 +99,10 @@ def save_option(varName, value):
elif is_string(value): elif is_string(value):
key = 'sv' key = 'sv'
else: else:
raise ValueError("could not save option %s: invalid value %r" % (varName, value)) raise ValueError("无法保存选项 %s: 无效值 %r" % (varName, value))
kvargs = {key: (varName, value)} kvargs = {key: (varName, value)}
log.info("saving optionvar: %r", kvargs) log.info("保存选项变量: %r", kvargs)
cmds.optionVar(**kvargs) cmds.optionVar(**kvargs)
@@ -153,11 +153,11 @@ class Config(Object):
def __get_value__(self, name, default_value): def __get_value__(self, name, default_value):
result = self.__state__.get(name, default_value) result = self.__state__.get(name, default_value)
log.info("config: return %s=%r", name, result) log.info("配置: return %s=%r", name, result)
return result return result
def __set_value__(self, name, value): def __set_value__(self, name, value):
log.info("config: save %s=%r", name, value) log.info("配置: save %s=%r", name, value)
self.__state__[name] = value self.__state__[name] = value
self.save() self.save()

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