I tend to switch between computers with 4 screens, 2 screens and 1 screen, so most times my script editor is hiding somewhere off screen whenever I switch. Just putting this one liner here to copy and paste whenever I need it again 🙂
import pymel.core as pm pm.window("scriptEditorPanel1Window", edit=True, topLeftCorner=[10, 10])
The node editor project is beginning to become bigger and bigger. Where I was first just handling basically everything in a giant nv_Node.py file, I realized that this was becoming a major ball ache while working. So I started to split everything up in their own nice little modules, which introduced me to the error message of hell:
super(type, obj): obj must be an instance or subtype of type
Which I got basically every time I needed to reload part of the project, but never when it was launched for the first time. I’m not going to pretend to fully understand how Python’s module importing works exactly and I’m also sure I have some bad programming designs in my code as well. But since I wanted to continue with this project over the holidays without a complete re-write, I went looking for another solution.
Luckily I happened upon this post by Nick Rodgers: https://medium.com/@nicholasRodgers/sidestepping-pythons-reload-function-without-restarting-maya-2448bab9476e His solution is pretty smart and saves so much time when you’re editing files all over the place. It deletes the previous imports so they’ll get imported freshly every time. Just posting it here in case I’ll need it again and can’t find the post anymore.
import inspect from os.path import dirname import sys # I'm going to define this little function to make this cleaner # It's going to have a flag to let you specify the userPath you want to clear out # But otherwise I'd going to assume that it's the userPath you're running the script from (__file__) def resetSessionForScript(userPath=None): if userPath is None: userPath = dirname(__file__) # Convert this to lower just for a clean comparison later userPath = userPath.lower() print userPath toDelete =  # Iterate over all the modules that are currently loaded for key, module in sys.modules.iteritems(): # There's a few modules that are going to complain if you try to query them # so I've popped this into a try/except to keep it safe try: # Use the "inspect" library to get the moduleFilePath that the current module was loaded from moduleFilePath = inspect.getfile(module).lower() # Don't try and remove the startup script, that will break everything if moduleFilePath == __file__.lower(): continue # If the module's filepath contains the userPath, add it to the list of modules to delete if moduleFilePath.startswith(userPath): print "Removing %s" % key toDelete.append(key) except: pass # If we'd deleted the module in the loop above, it would have changed the size of the dictionary and # broken the loop. So now we go over the list we made and delete all the modules for module in toDelete: del (sys.modules[module])
Some updates on the ol’ node editor here:
- Added some nicer looking connections between the nodes
- You can see the connection when you start dragging off a socket
- Connections can be made from output to input and vice versa. The editor will always know the correct direction of the connection
- Nodes can be destroyed properly
- Destroying nodes also correctly destroys all the connections
- Cool looking mouse-over events!
A long time ago I started working on a QT node editor but got stuck fairly quickly. I found myself with some free time again today after not having to work on a game in the weekends anymore 🙂 So I went back to my old code and started tinkering a little bit. Got a bit more of the visual stuff working today. It doesn’t do anything yet, but I’m able to add nodes with inputs and outputs and connect everything together. Gotta start somewhere, right?