.. toctree:: ******************** Set Tools ******************** Status: 2.1 - 02.03.2018 .. warning:: Maya 2017 - Dealing with crashing. Trying to nail down. Mainly stemming from marking menu. Overview ========== cgmSetTools is a tool for working with selection sets in maya. The 2.0 rewrite was completed in September 2017. **What can I do with it?** * Filter certain types of selection sets to work with * Mutiset functionality. Key,reset,delete key on muliple sets as once * Work with active sets on the fly while animating with the marking set (added in 2.1) It's best to think of the tool in its two modes: ``Animation`` and ``Setup`` Accessing ============== 1. UI * Top cgm menu - ``CGM> animation> cgmSetTools`` 2. Toolbox>TD>Rigging 3. Toolbox>Anim 4. Python .. code-block:: guess import cgm.core.tools.setTools as setTools setTools.ui() If you open the ui, you should see something like this: .. image:: _static/img/settools/settools_base.png :align: center The UI has two main parts. The top menu and body. Menu ======== The top menu is where we set our options. .. image:: _static/img/settools/settools_options.png :align: center Force Update -------------- Necessary when reloading the scene or if you made changes outside the tool and want to see those changes represented. Modes ------- The tool allows for the user to specify which options they want displayed during use. Anim ^^^^^^ When active new options will show up in the ui. Both the muliset function bar and the left options on the row per objectSet. .. image:: _static/img/settools/settools_anim.png :align: center * ``s`` - Always visible. Select the items of the objectSet. * ``k`` - Key the items of the objectSet * ``d`` - Delete any curent keys of items in the objectSet * ``r`` - Reset the items of the objectSet Setup ^^^^^^^ .. image:: _static/img/settools/settools_setup.png :align: center * ``+`` - Add selected items to this objectSet * ``-`` - Remove selected items from this objectSet * ``e`` - Edit mode. When toggled, an additional scrollList is generated below the row's objectSet which offers options on a per item level. .. image:: _static/img/settools/settools_edit.png :align: center * Currently left clicking any item in the list will select it. Looking into more options. Open to suggestions Autohide ------------ .. image:: _static/img/settools/settools_autohide.png :align: center * ``[] Anim Layersets`` - Hide anim layerset sets * ``[] non Qss`` - Hide non qss sets * ``[] Maya Sets`` - Hide default maya sets Load Refs ------------ .. image:: _static/img/settools/settools_ref.png :align: center You have the ability to only load the referenced sets you want. By default they aren't loaded. This is most handy with animation sets and multiple assets. The menu is split by: * ``All`` - This will activate all reference prefixes * ``[] Prefix`` - You can toggle individual prefixes * ``Clear`` - If you want to clear all of the reference prefixes Load Types ------------ .. image:: _static/img/settools/settools_types.png :align: center In the same way that you can filter by references you can filter by types (so long as you flag them - best done in the setup files). It's an intelligent loader in that it only shows detected types so that if you don't have any flagged, you'll just see ``None``. * ``All`` - This will activate all type flags * ``[] Prefix`` - You can toggle individual flags * ``Clear`` - If you want to clear all of the type flags Dock ------------ .. image:: _static/img/settools/settools_options.png :align: center You can dock the tool with the ``dock`` button. Pressing when docked will undock it. Docked it looks something like this... .. image:: _static/img/settools/settools_dock.png :align: center Body ======== MultiSet Row ------------- Only available with `anim mode `_ .. image:: _static/img/settools/settools_multiset.png :align: center * ``[]`` - When checked or unchecked all of the checkboxes on all loaded objectSet rows will toggle to match * ``[<<< Active Sets>>>]`` - Toggle for two different multimodes. * Active sets - Only objectSets with their rows checked will be affected * All Loaded Sets - ALL loaded sets will be affected * ``K`` - Key the items of the objectSets * ``D`` - Delete any curent keys of items in the objectSets * ``R`` - Reset the items of the objectSets ObjectSet Row --------------- .. image:: _static/img/settools/settools_setrow.png :align: center * As previously discussed, certain modes have more options: * `Anim `_ * `Setup `_ * ``s`` - Always visible. Select the items of the objectSet. * ``+`` - Add selected items to this objectSet * ``-`` - Remove selected items from this objectSet * ``e`` - Edit mode. When toggled, an additional scrollList is generated below the row's objectSet which offers options on a per item level. * Currently left clicking any item in the list will select it. Looking into more options. Open to suggestions * ``[ nameOfASet ]`` - Textfield that displays the name of the set's base name. Each has an annotation with the set's full name. Additionally, each has a `right click menu `_. * ``k`` - Key the items of the objectSet * ``d`` - Delete any curent keys of items in the objectSet * ``r`` - Reset the items of the objectSet Popup ------------ Right click menu on the objectSet row textfield. .. image:: _static/img/settools/settools_setpopup.png :align: center * ``[] Qss`` - Qss state. Check to change. * ``Make Type:`` - Tag as a specific type. Unsure if we're keeping this. It's intended as an additional way to flag sets for filtering. * ``Select set`` - Select the set itself. * ``Purge`` - Clear the set but leave the set * ``Rename`` - Bring up a uiPrompt to rename the set * ``Copy`` - Create a new set with all of this set's items * ``Log`` - Print a breakdown of what's in the set in the script editor * ``Delete`` - Delete the set Marking Menu ============== Added in 2.1 in February 2018 during one of our production swings doing layout work to make working with complicated scenes easier. The most important thing to remember with them is that for active sets, you currently set them in the ui. You also use the ui to flag the loaded sets to be working with. .. note:: Currently this marking menu shares the radial section with the animation marking menu's radial. Activating ----------- If you have the `cgmMarkingMenu `_ installed. Just change the mode to sets. .. image:: _static/img/settools/settools_mm.png :align: center Object Sets Mode ----------------- The first section is one where you change you active mode. This is what the marking menu is working with. * ``UI`` - Quick access to the ui * ``None`` - When in this mode, this section does nothing. It means 'off'. * ``Active (x)``- Active sets. This means those sets you have checked on in the ui. The number is the count of active sets. * ``Loaded`` - ALL loaded sets. So any sets you see loaded in the ui will be affected. NOT all sets in the scene. Functions ----------------- These functions affect the sets as defined by the set mode. These work regardless of other selection and reselects original selection where possible. * ``Key`` - Key all objects/attrs as defined by the set mode * ``Tween`` - After selecting all our obj/attrs, activate our pal Morgan Loomis' fantastic dragbreakdown. * ``Delete key`` - ... * ``Select`` - ... * ``Reset`` - ... * ``Report`` - Report of active/loaded sets. .. tip:: If nothing is happening on your function picks in the marking menu. Check your mode. If active mode, are any checked in the ui? Etc