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Meaning the whole path to the object.ītw: If there is a single "|" at the beginning of a nodes name the object is in the very root of your scene and not parented somehow (like animCurves always are!). And ls can do exactly the same thing: ls -sl -l Better always use ls for any type of object selection and filtering! Because you always see what you are doing. One suggestion: forget about selectedNodes-command! Its a lazy grandpa-command. Now where do you want your data from? From the object selection, from the channelBox selection or from the selected curves in GraphEditor. But I read you work in the graph editor and you said something about the channelBox and you wrote selectedNodes. You can see the connections even better if you open up the Hypergraph and focus your animated cube.Īfter reading I see you want to make something like a kaskade-animation? You can see that object in the outliner if you hit RMB >"Show Dag Objects Only" on the outliner. traslateZ" ( setKeyframe "aslateZ" ) you will get an animationCurve object called pCube1_translateZ thats connected from its. Only these animationcurve objects can have keys! What happens if you key an attribute is: Maya creates an animCurve object and automatically connects it to the attribute you selected. what you must understand is how maya works here:Īttributes on nodes can always be accessed with: node.attribute (or node-dot-attribute) Where as i will need it to read exactly "pCube1_translateZ"Īny more help sorting out these strings and nodes would be greatly appreciatedĮhhm. The first node is corect but the $nodeSelect - $nodeSelect ones are returning to me $graphAttr = $nodeSelect + "_translateZ"
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MAYA MEL PRINT SELECTION CODE
OK so now in the first example by kurokawa im getting the "shape" listed in my nodes with this code (which is not what i want) and the translateZ in the graph editor for pCube1_translateZ turns into Pcube1_translateZ_translateZ which is very confusing indeed! So for example in the outliner the pCube1 was renamed to pCube1_translateZ. Rename -ignoreShape $current ($current + "." + $suffix) Īdd_suffix_to_selection translateZ Global proc add_suffix_to_selection(string $suffix) Not sure if im using that procedure correctly gentlesea i just loaded the procedure then called to it with Ill want to do this for a whole list of objects and channelbox attributes and then run a counter for $frameOffset so that they all recursively offset further and futher in time down the list of selected objects. Keyframe -e -iub true -r -o over -tc $FrameOffset $nodeSelect_$ChannelBoxAttr SelectKey -add -k $nodeSelect_$ChannelBoxAttr Keyframe -e -iub true -r -o over -tc 1 pCube1_translateZ OPPS! wait dont think those worked how I thought.let me explain a bit moreīasically this is the command i wan to make dynamic Great this was just what i was looking for, many thanks!