It also solves a bug with util.convert_to_sequence where if the value is 0 it would not convert it to [0] or (0)
shotgun link now has an option to set Asset to Custom Name which essentially works the old way.
In the rig class controls now get parented automatically to the control group when the create method runs.
I've accounted for this change in most classes and tested with different rigs including some old ones. It should not be a problem, but might be in a case where you are using really old code.
I've also fixed the process = None bug that has been in there for a while. Now when process = None is at the start of a script Vetala will simply assign process to the current process instance.
One known issue that I haven't been able to solve yet, is when saving code sometimes it will revert to some older version. The work around is, the file saves before the code reverts, so to get your code back just open the last version. Saving again at this point should save properly.
Also a known issue that will be fixed soon, in Maya 2020 currently it will skip the first script item in the manifest when processing
Additions
- shade.delete_all will delete all materials and shading engines in the scene.
- shade.reset will delete all materials and shading engines and make sure all the meshes have lambert1 assigned.
- shade.create_shader(type_of_shader = 'blinn', name = '')
- shade.get_one_udim_number(mesh, sample_vertex = 0) - this will get an udim number py looking at a mesh vertex
- shade.get_mesh_texture_color(mesh, texture_node, sample_vertex = 0) - this will find the color at the vertex given a mesh and a texture node, useful for creating default shaders with good corresponding colors when texture isn't on.
- util.uv_to_udim(u,v) this will find the udim that should correspond to the uv.
- attr.get_random_color(seed = 0) - useful when coloring many sets of controls
- attr.set_color_saturation(color_rgb, saturation) - good for changing how gray a color is
- attr.output_multiply(source_attribute, value = 1) this lets you multiply the outputs of an attribute.
- geo.set_vert_positions(source_mesh, matching_target_mesh) - sets the verts to match the source_mesh, this is useful when you accidently edit vert positions on a mesh that doesn't have a tweak node
- shade.get_shading_engines now can be passed no shader to return all shading engines
- util_file.SettingsFile now has a function to check if there is a setting called has_setting_match(name)
- util_file.get_files now has a filter option, to only include results with certain text, this hasn't really been tested though
- right click in the data list to create new data
- copy match uses python libraries to check if 2 files are the same or if 2 directories are the same. Can be bit slower but is robust.
- in the data tab ALT-Left Clicking on things will give help info. This is a work in progress that will eventually work across all of Vetala
- Maya File data now includes an export selection option. Be careful to use export when you want to export all the top nodes in a scene.
- core.get_shapes can now be passed a list of transforms and return all the shapes under it.
- process.get_relative_path used to work to get parent by doing '../' even though there is process.get_parent_process, I've fixed '../' for compatibility
- process = None fixed, Vetala will automatically pass in the current instance again
- geo.is_mesh_position_same now compares faster
- shade.apply_shader will now work meshes that have the same name. It will try to apply the same shader to each.
- shade.appy_shader now works when assigning to faces
- ShapeCombos were not adding shapes in properly
- core.get_outliner_sets wasn't working very well before, should be working well now
- right click on a process and duplicate fixes
- util.get_end_number bug fix
- completely removed post deform stuff in correctives, may revisit in the future
- deform.smooth_skin_weights bug fixed where some verts would not get a proper average and it would cause a spike
- util.convert_to_sequence bug fixes