Layer Order: il seguente script seleziona vari elementi e li unisce nei relativi Layer.
Al momento supporta i seguenti tipi:
- Geometry
- Warps
- Luci
- Camera
- Helper
- Spline
global Layer_Order
try(destroyDialog Layer_Order)catch()
rollout Layer_Order "Layer Order Option"
(
fn Reset_all_Layer =
(
/*Select all spaceWARPS and put in warps layer*/
if layer99 = layermanager.newLayerFromName "Space Warps" == undefined /*se esiste già il layer "warps"*/
then
(
layer99 = (layermanager.getLayerFromName "Space Warps") /*assegna la variabile layer99 al layer "warps"*/
select (for s in spacewarps collect s) /*seleziona tutti i warps*/
for s in selection do layer99.addnode s /*aggiungi la selezione al layer*/
)
else (
layermanager.newLayerFromName "Space Warps" /*creo il layer warps*/
layer99 = (layermanager.getLayerFromName "Space Warps" ) /*assegno variabile al layer99*/
select (for s in spacewarps collect s)
for s in selection do layer99.addnode s /*aggiungi la selezione al layer*/
)
clearSelection()
/*Select all Lights and put in Lights layer*/
if layer98 = layermanager.newLayerFromName "Lights" == undefined /*se esiste già il layer "Lights"*/
then
(
layer98 = (layermanager.getLayerFromName "Lights") /*assegna la variabile layer98 al layer "Lights"*/
select (for l in Lights collect l) /*seleziona tutti i Lights*/
for l in selection do layer98.addnode l /*aggiungi la selezione al layer*/
)
else (
layermanager.newLayerFromName "Lights" /*creo il layer Lights*/
layer98 = (layermanager.getLayerFromName "Lights") /*assegno variabile al layer98*/
select (for l in Lights collect l)
for l in selection do layer98.addnode l /*aggiungi la selezione al layer*/
)
clearSelection()
/*Select all Camera and put in Camera layer*/
if layer97 = layermanager.newLayerFromName "Camera" == undefined /*se esiste già il layer "Camera"*/
then
(
layer97 = (layermanager.getLayerFromName "Camera") /*assegna la variabile layer97 al layer "Camera"*/
select (for c in Cameras collect c) /*seleziona tutti i Camera*/
for c in selection do layer97.addnode c /*aggiungi la selezione al layer*/
)
else (
layermanager.newLayerFromName "Camera" /*creo il layer Camera*/
layer97 = (layermanager.getLayerFromName "Camera") /*assegno variabile al layer97*/
select (for c in Cameras collect c)
for c in selection do layer97.addnode c /*aggiungi la selezione al layer*/
)
clearSelection()
/*Select all Helpers and put in Helpers layer*/
if layer101 = layermanager.newLayerFromName "Helpers" == undefined /*se esiste già il layer "Helpers"*/
then
(
layer101 = (layermanager.getLayerFromName "Helpers") /*assegna la variabile layer101 al layer "Helpers"*/
select (for h in helpers where h.category == #standard collect h) /*seleziona tutti i Helpers*/
for h in selection do layer101.addnode h /*aggiungi la selezione al layer*/
)
else (
layermanager.newLayerFromName "Helpers" /*creo il layer Helpers*/
layer101 = (layermanager.getLayerFromName "Helpers" ) /*assegno variabile al layer101*/
select (for h in helpers where h.category == #standard collect h)
for h in selection do layer101.addnode h /*aggiungi la selezione al layer*/
)
clearSelection()
/*Select all Spline and put in Spline layer*/
if layer96 = layermanager.newLayerFromName "Shape" == undefined /*se esiste già il layer "Shape"*/
then
(
layer96 = (layermanager.getLayerFromName "Shape") /*assegna la variabile layer96 al layer "Shape"*/
select (for s in shapes where s.category == #splines collect s) /*seleziona tutti i Shape*/
for s in selection do layer96.addnode s /*aggiungi la selezione al layer*/
)
else (
layermanager.newLayerFromName "Shape" /*creo il layer Shape*/
layer96 = (layermanager.getLayerFromName "Shape" ) /*assegno variabile al layer96*/
select (for s in shapes where s.category == #splines collect s)
for s in selection do layer96.addnode s /*aggiungi la selezione al layer*/
)
clearSelection()
)
fn Delete_EmptyLayer =
(
/*Delete empty layers*/
for i=((layerManager.count)-1) to 0 by -1 do
(
layerobj = LayerManager.getLayer i
layername = layerobj.name
layerManager.deleteLayerByName layername
)
)
fn Reset_select_category L_Name Sel_caT = (
-- var layer_RND_Number
Layer_name = L_Name
Sel_caT2 = Sel_caT
if layer97 = layermanager.newLayerFromName L_Name == undefined /*se esiste già il layer "L_Name"*/
then
(
layer97 = (layermanager.getLayerFromName L_Name) /*assegna la variabile layer97 al layer "L_Name"*/
select (for c in Sel_caT2 collect c) /*seleziona tutti i Sel_caT*/
for c in selection do layer97.addnode c /*aggiungi la selezione al layer*/
)
else
(
layermanager.newLayerFromName L_Name /*creo il layer FumeFX*/
layer97 = (layermanager.getLayerFromName L_Name ) /*assegno variabile al layer89*/
select (for x in Sel_caT2 collect x)
for x in selection do layer97.addnode x /*aggiungi la selezione al layer*/
)
clearSelection()
)
/* Main interface*/
button Reset_all_Category "Reset all Layer" align:#left
button Delete_EmptyLayer_button "Delete Empty Layer" align:#left
group "Class select"
(
radiobuttons Category_Flag labels:#("Camera", "Geometry", "Shape", "Lights", "Helpers", "Space Warps")
button Reset_select_calss "Reset select class" align:#left
)
on Reset_all_Category pressed do
(
Reset_all_Layer()
)
on Delete_EmptyLayer_button pressed do
(
Delete_EmptyLayer()
)
on Reset_select_calss pressed do
(
if Category_Flag.state == 1 then
(
Reset_select_category "Camera" Cameras
)
if Category_Flag.state == 2 then
(
Reset_select_category "Geometry" Geometry
)
if Category_Flag.state == 3 then
(
Reset_select_category "Shape" Shapes
)
if Category_Flag.state == 4 then
(
Reset_select_category "Lights" Lights
)
if Category_Flag.state == 5 then
(
Reset_select_category "Helpers" Helpers
)
if Category_Flag.state == 6 then
(
Reset_select_category "Space Warps" SpaceWarps
)
) /*End button If state*/
Button Help "Help" pos:[65,210]
on Help pressed do messageBox "Layer Order - 2014 \n Take the select elements and put them in the right layer"
label Copyright "--== Silver3d.it ==--" pos:[35,240]
) /*End rollout*/
Il codice è commentato ed è molto semplice. Siete liberi di cambiarlo e modificarlo a piacere 🙂
Se avete suggerimenti per migliorarlo fatemi sapere!