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Is ‘ these ‘ nodes custom nodes from you or any node from maya ? if it’s the former you can create a dummy yet unique attribute to identify your nodes , if it’s the latter I don’t know maybe message connections mumble ?
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Here’s some that I’ve used for various circumstances.
ls
, e.g. cmds.ls("*.mySpecialIdentifier")
cmds.getAttr("someNode.id") == "mySpecialIdentifier"
. In this case, it’s a little harder to find/list all that match but can offer a little more generality. Roy over at Colorbleed once put together a fast equivalent of the wildcard approach but for the contents of strings here that mimic the interface for MongoDB queries, which has worked well. E.g. to return all nodes with a special identifier, lsattr("idAttribute", "uniqueIdentifier")
cmds.sets("mySpecialNodes", query=True)
. An advantage of this is that you can get a visual indication of which nodes are included, along with being able to add elements of e.g. meshes that aren’t as good with metadata themselves. A disadvantage is the somewhat invisible behavior of duplicating member nodes and sometimes unhelpful case of having a lot of members.Then there’s the somewhat new metadata, but I’ve never managed to penetrate the documentation enough to actually get this working predictably. It seems like a good fit though, especially as it can store metadata not only in nodes but in the scene itself.
There is not enough information about your case can you explain your situation more clearly?!Because there are bunch of ways to do that
On Thu, Mar 29, 2018 at 3:49 PM justin hidair <justin...@gmail.com> wrote:
Is ‘ these ‘ nodes custom nodes from you or any node from maya ? if it’s the former you can create a dummy yet unique attribute to identify your nodes , if it’s the latter I don’t know maybe message connections mumble ?
Sent from Mail for Windows 10
From: Kenneth Ibrahim
Sent: Thursday, March 29, 2018 11:46 PM
To: python_inside_maya@googlegroups.com
Subject: [Maya-Python] Node tagging system
I'm wondering if anyone can offer any good methodologies for tagging nodes in Maya such that they can be identified and collected by said tags.
The simplest, most obvious method would be to add a string attribute and poll that but I'm thinking there may be other options people have used for good reason (blindData, metadata, etc.).
Looking forward to any suggestions.
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"God is a metaphor for a mystery that absolutely transcends all human categories of thought. It's as simple as that!" - Joseph Campbell
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----Bests,madoodia
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Here’s some that I’ve used for various circumstances.
- A string attribute, with optional content
- The attribute name itself can be an identifier, such that you can leverage the wildcard of
ls
, e.g.cmds.ls("*.mySpecialIdentifier")
- Or, the contents of the string can be an identifier, e.g.
cmds.getAttr("someNode.id") == "mySpecialIdentifier"
. In this case, it’s a little harder to find/list all that match but can offer a little more generality. Roy over at Colorbleed once put together a fast equivalent of the wildcard approach but for the contents of strings here that mimic the interface for MongoDB queries, which has worked well. E.g. to return all nodes with a special identifier,lsattr("idAttribute", "uniqueIdentifier")
- An object set. An object set in Maya is the equivalent of a list in Python and can “contain” nodes by having nodes connected to it. Listing associated nodes is then made via
cmds.sets("mySpecialNodes", query=True)
. An advantage of this is that you can get a visual indication of which nodes are included, along with being able to add elements of e.g. meshes that aren’t as good with metadata themselves. A disadvantage is the somewhat invisible behavior of duplicating member nodes and sometimes unhelpful case of having a lot of members.Then there’s the somewhat new metadata, but I’ve never managed to penetrate the documentation enough to actually get this working predictably. It seems like a good fit though, especially as it can store metadata not only in nodes but in the scene itself.
On 29 March 2018 at 23:59, Mahmoodreza Aarabi <mado...@gmail.com> wrote:
There is not enough information about your case can you explain your situation more clearly?!Because there are bunch of ways to do that
On Thu, Mar 29, 2018 at 3:49 PM justin hidair <justin...@gmail.com> wrote:
Is ‘ these ‘ nodes custom nodes from you or any node from maya ? if it’s the former you can create a dummy yet unique attribute to identify your nodes , if it’s the latter I don’t know maybe message connections mumble ?
Sent from Mail for Windows 10
From: Kenneth Ibrahim
Sent: Thursday, March 29, 2018 11:46 PM
To: python_inside_maya@googlegroups.com
Subject: [Maya-Python] Node tagging system
I'm wondering if anyone can offer any good methodologies for tagging nodes in Maya such that they can be identified and collected by said tags.
The simplest, most obvious method would be to add a string attribute and poll that but I'm thinking there may be other options people have used for good reason (blindData, metadata, etc.).
Looking forward to any suggestions.
--
"God is a metaphor for a mystery that absolutely transcends all human categories of thought. It's as simple as that!" - Joseph Campbell
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--Bests,madoodia
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--"God is a metaphor for a mystery that absolutely transcends all human categories of thought. It's as simple as that!" - Joseph Campbell
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Wow the set one is pretty cool never though of that , Maya uses sets on some of its node setup so it must be extra legit
From: Marcus Ottosson
Sent: Friday, March 30, 2018 8:53 AM
To: python_in...@googlegroups.com
Subject: Re: [Maya-Python] Node tagging system
Here’s some that I’ve used for various circumstances.
1. A string attribute, with optional content
o The attribute name itself can be an identifier, such that you can leverage the wildcard of ls
, e.g. cmds.ls("*.mySpecialIdentifier")
o Or, the contents of the string can be an identifier, e.g. cmds.getAttr("someNode.id") == "mySpecialIdentifier"
. In this case, it’s a little harder to find/list all that match but can offer a little more generality. Roy over at Colorbleed once put together a fast equivalent of the wildcard approach but for the contents of strings here that mimic the interface for MongoDB queries, which has worked well. E.g. to return all nodes with a special identifier, lsattr("idAttribute", "uniqueIdentifier")
2. An object set. An object set in Maya is the equivalent of a list in Python and can “contain” nodes by having nodes connected to it. Listing associated nodes is then made via cmds.sets("mySpecialNodes", query=True)
. An advantage of this is that you can get a visual indication of which nodes are included, along with being able to add elements of e.g. meshes that aren’t as good with metadata themselves. A disadvantage is the somewhat invisible behavior of duplicating member nodes and sometimes unhelpful case of having a lot of members.
Then there’s the somewhat new metadata, but I’ve never managed to penetrate the documentation enough to actually get this working predictably. It seems like a good fit though, especially as it can store metadata not only in nodes but in the scene itself.
On 29 March 2018 at 23:59, Mahmoodreza Aarabi <mado...@gmail.com> wrote:
There is not enough information about your case can you explain your situation more clearly?!
Because there are bunch of ways to do that
On Thu, Mar 29, 2018 at 3:49 PM justin hidair <justin...@gmail.com> wrote:
Is ‘ these ‘ nodes custom nodes from you or any node from maya ? if it’s the former you can create a dummy yet unique attribute to identify your nodes , if it’s the latter I don’t know maybe message connections mumble ?
Sent from Mail for Windows 10
From: Kenneth Ibrahim
Sent: Thursday, March 29, 2018 11:46 PM
To: python_in...@googlegroups.com
Subject: [Maya-Python] Node tagging system
I'm wondering if anyone can offer any good methodologies for tagging nodes in Maya such that they can be identified and collected by said tags.
The simplest, most obvious method would be to add a string attribute and poll that but I'm thinking there may be other options people have used for good reason (blindData, metadata, etc.).
Looking forward to any suggestions.
--
"God is a metaphor for a mystery that absolutely transcends all human categories of thought. It's as simple as that!" - Joseph Campbell
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Bests,
madoodia
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You could look into creating virtual nodes, it's a nice way to create your own nodes by sub-classing existing nodes in PyMel.
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I've done a bit of that in the past but definitely worth a revisit. Thx for the suggestion.For now I've chosen to use a simple enum attribute on nodes with a suite of functions utilizing that.
On Tue, Apr 3, 2018 at 7:25 AM, Neil Roche <ne...@milk-vfx.com> wrote:
You could look into creating virtual nodes, it's a nice way to create your own nodes by sub-classing existing nodes in PyMel.
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--"God is a metaphor for a mystery that absolutely transcends all human categories of thought. It's as simple as that!" - Joseph Campbell
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