trigger.utils.controller_filler
Attributes
Classes
Database object for storing and restoring controller attributes |
Module Contents
- class Filler(controller=None, scaling=True, normalize_scale=True, coloring=True, color_method='object', color_match=False, primary_channel='Auto', visibility_controller=None, id_tag='fillers')
Bases:
trigger.objects.base_node.BaseNode- create()
Creates the shape filler
- drive_scale()
Creates the scale connections for the filler object using the driver hook attribute on controller
- static loft_curve(curve, surface_parent=None)
Creates a surface from lofting curves. Great for ctrl visualising. Also works with multiple shapes. Args:
curve (str): Name of curve to loft. surface_parent (str): Parent lofted surface to this.
Returns: list: [surface, surface_back, shaders]
- static object_colorize(loft_surfaces, color_a=(0, 0, 1), color_b=(0, 1, 0), driver_attr=None)
Colorizes the surfaces with drawing overrides (No Shader)
- Pros: -Minimum extra nodes. Fast and efficient
-Visible in shaded mode only. No texture mode necessary -No normal issues because of two sided lighting
Cons: -Cannot have transparency or reflectivity Args:
loft_surfaces: (String) The surfaces which shaders will be applied color_a: (Tuple or List) normalized RGB color values for first color color_b: (Tuple or List) normalized RGB color values for second color driver_attr: (String) the attribute plug to drive the color from A to B
Returns:
- set_controller(dag_path)
defines the controller and grabs its vaules in Origin class
- static shader_colorize(loft_surfaces, color_a=(0, 0, 1), color_b=(0, 1, 0), driver_attr=None, transparency=0.7)
Colorizes the surfaces using separate shaders. Pros: -Can have shader attributes like transparency and reflection
-If both colors are same and no switching, colors are visible in simple shading mode
- Cons: -Requires either 2 sided geometries or Two sided mode activated or one side will be black
-One shader per filler. This can clutter the hypershade a lot and there may be performance issues -Textures needs to be activated to see the colors unless colarA == colorB. blendColors limitation
- Args:
loft_surfaces: (String) The surfaces which shaders will be applied color_a: (Tuple or List) normalized RGB color values for first color color_b: (Tuple or List) normalized RGB color values for second color driver_attr: (String) the attribute plug to drive the color from A to B
Returns:
- static triswitch_colorize(loft_surfaces, color_a=(0, 0, 1), color_b=(0, 1, 0), driver_attr=None)
Colorizes surfaces using a common shader (uses id_tag to identify) and triswitches
- Pros: -Can have shader attributes like transparency and reflection
-Slightly more optimized than shader_colorize and does not clutter hypershade.
- Cons: -Requires either 2 sided geometries or Two sided mode activated or one side will be black
-Textures needs to be activated to see any color
- Args:
loft_surfaces: (String) The surfaces which shaders will be applied color_a: (Tuple or List) normalized RGB color values for first color color_b: (Tuple or List) normalized RGB color values for second color driver_attr: (String) the attribute plug to drive the color from A to B
Returns:
- class Origin(dag_path, primary_channel='Auto')
Bases:
trigger.objects.base_node.BaseNodeDatabase object for storing and restoring controller attributes
- get_ranges(attr)
Returns the minimum an maximum range for specified attribute in a list
- open_scales()
Makes sure the scale channels are not locked
- revert()
Revert channel states back to original
- property primary_ranges
- Returns the primary channel ranges if exists
- log