Here is a quick code snippet for calling a Python script from Substance Painter and parsing the results. The in/out is very simple, but serves as an example of using the alg.subprocess.check_output function to bridge the JS api and your own Python scripts. // This can be called from the QML UI, or elsewhere in the plugin code. function GetAllFilesInDirectory(root) { if (root == undefined) return; // I put my scripts in a relative path to keep my plugin tidy. var script_path = "Scripts/FileUtils.py"; // Gathering files var ret = "NOSTRING"; try { // The arguments are used as parameter inputs to the Python script. This requires some planning // and well communicated conventions, but works well enough. ret = alg.subprocess.check_output( [ pypath, // Absolute path to interpreter. script_path, // Relative path to the py script. "log_files_of_type", // sys.argv[1], in this case the python ...
Sometimes your local workspace will have files that you don't want to check in. Examples include Maya swatches files, if you are using Unity, the library folder, and anything called tmp. You can set up P4 to ignore files and folders using the P4IGNORE environment variable, and a text file in your perforce root called .p4ignore.txt Here is how you set it up: An example of the contents of an ignore file. Comments are added using the # sign. Create a file in the root directory of your workspace (eg: C:/Projects/Perforce/) called .p4ignore.txt Inside this file, define which file types to ignore. For example: The .swatches file, which is generated by Maya. The Library folder, generated by Unity. Any other folder that contains source file work that should remain local to people's workstations (texture bakes, render data etc). Once this file is set up, open the command console (windows key + r then type in cmd) and type in: p4 set P4IGNORE = .p4ignore.txt Setting the environm...
Super quick check-in. Hello world! For the last year or so, I've been working with Echtra Inc. on a great project as a Tools Engineer/Technical Artist guy. The project is using the Unreal Engine, which I like more and more every day. On Windows, C++ plus Visual Studio Pro and Visual Assist is a great combo, and I happily churn through my daily tasks without fighting the tools too much. Not so on my Mac at home. Programming in Unity on a Mac is great! Mono Develop isn't amazing, but it isn't terrible. But Unreal on a Mac. I want it to be fun, I want it to be possible, but I just can't get myself to like, let alone enjoy, XCode. On that, for anyone thinking "well, you could just use blueprints..." etc, I feel it's too much of a shackle to not be able to just dive into the guts of it. C++ or bust. So anyway, I recently adopted PyCharm at work and really enjoyed using it for my Python tools. I noticed that JetBrains also made an IDE called CLion , and they ...
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