Ivo.grigull
From The Foundry MODO SDK wiki
Contents
Creating an undo context in a fire and forget script
Your scripts can simply dolx.eval('undo.init')and it'll create an undo context for you.
Python
Using imp
import imp, os, os.path def import_(filename): (path, name) = os.path.split(filename) (name, ext) = os.path.splitext(name) (file, filename, data) = imp.find_module(name, [path]) return imp.load_module(name, file, filename, data) jedi = import_(r'C:\Python27\Lib\site-packages\jedi')
Jedi completion
# Jedi completion example import imp, os, os.path def import_(filename): (path, name) = os.path.split(filename) (name, ext) = os.path.splitext(name) (file, filename, data) = imp.find_module(name, [path]) return imp.load_module(name, file, filename, data) jedi = import_(r'C:\Python27\Lib\site-packages\jedi') s = '''import imp, os, os.path os.p''' script = jedi.Script (s, 2, 4, '') c = script.completions() c[8].complete
Rebuilding the python plugin
build clean: force: proj:extra\python build init && build proj:extra\python cd apps\modo && qmake repack
Finding the scene's workspace
assemblies = [asm for asm in modo.Scene().groups if asm.type=='assembly'] workspaces = [w for w in assemblies if ('SGID', 'workspace') in w.getTags().items()]
Joota
Get components
import Layers l = Layers.GLOABL_LAYER_OBJECT layer = l.getSelectedLayers()[0] layer.getLayerType() layer.getLayerKey() #vl = layer.getVectorLayer() feature = layer.getFeature() print [modo.Item(i).channel('elid').get() for i in feature.getComponents()]
Locations to remember
- VectorImportSVGCommand
- ComponentPlacer::swapComponent, ComponentPlacer::replace2D, place2D
- ComponentPlacer::importSVGComponent
- CurveConstraint.cpp ModifierElement::Eval draws the components in 2d (and 3d of course)
- VectorImportSVGCommand::cmd_Execute
- Core\VectorTools\include\VectorTools\UI\SceneController.h
- VectorContextManager::removeScene
Oddly, 6 VectorContexts are created during l
VectorContextManager:
// This notification occurs after the Modo scene has finished loading. // However vector layers may be created prior to this during serialization and // will need to be added to a valid scene at that point. Because of this we will // support lazy scene creation in 3 different places: // // 1. pins_newBorn - initial item creation, re-creation as a result of undo/redo. // 2. pins_Loading - item created while loading a scene // 3. sil_SceneCreate - to cover there case where we loaded a Modo scene with no layers it.