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<li class="toctree-l2 current"><a class="current reference internal" href="#">Useful Scripting Commands</a><ul>
<li class="toctree-l3"><a class="reference internal" href="#creating-a-simple-character">Creating a Simple Character</a></li>
<li class="toctree-l3"><a class="reference internal" href="#accessing-component-data">Accessing Component Data</a></li>
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<div class="section" id="useful-scripting-commands">
<h1>Useful Scripting Commands<a class="headerlink" href="#useful-scripting-commands" title="Permalink to this headline">¶</a></h1>
<p><em>Code author: Jeremy Ernst</em></p>
<p>Below are some examples for scripting aspects of the system. In order to fully understand all the attributes and
methods available, please look at the relevant technical documentation.</p>
<div class="section" id="creating-a-simple-character">
<h2>Creating a Simple Character<a class="headerlink" href="#creating-a-simple-character" title="Permalink to this headline">¶</a></h2>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># Import the necessary modules</span>
<span class="kn">import</span> <span class="nn">artv2.components.base_components.rig_asset</span> <span class="kn">as</span> <span class="nn">rig_asset</span>
<span class="kn">import</span> <span class="nn">artv2.components.root</span> <span class="kn">as</span> <span class="nn">root</span>
<span class="kn">import</span> <span class="nn">artv2.components.spine</span> <span class="kn">as</span> <span class="nn">spine</span>
<span class="kn">import</span> <span class="nn">artv2.components.biped_leg</span> <span class="kn">as</span> <span class="nn">leg</span>
<span class="kn">import</span> <span class="nn">artv2.components.arm</span> <span class="kn">as</span> <span class="nn">arm</span>
<span class="c1"># Build an asset, which is required to hold other components.</span>
<span class="n">new_asset</span> <span class="o">=</span> <span class="n">rig_asset</span><span class="o">.</span><span class="n">RigAsset</span><span class="p">()</span>
<span class="c1"># Create a root component</span>
<span class="n">root_inst</span> <span class="o">=</span> <span class="n">root</span><span class="o">.</span><span class="n">Root</span><span class="p">()</span>
<span class="c1"># Create a spine components and set the number of spine joints to 4 and its parent to the root</span>
<span class="n">spine_inst</span> <span class="o">=</span> <span class="n">spine</span><span class="o">.</span><span class="n">Spine</span><span class="p">()</span>
<span class="n">spine_inst</span><span class="o">.</span><span class="n">parent</span> <span class="o">=</span> <span class="s2">"root"</span>
<span class="n">spine_inst</span><span class="o">.</span><span class="n">num_joints</span> <span class="o">=</span> <span class="mi">4</span>
<span class="c1"># Create a leg component for the left leg and set its parent to the pelvis bone created by the spine component.</span>
<span class="n">l_leg_inst</span> <span class="o">=</span> <span class="n">leg</span><span class="o">.</span><span class="n">BipedLeg</span><span class="p">()</span>
<span class="n">l_leg_inst</span><span class="o">.</span><span class="n">parent</span> <span class="o">=</span> <span class="s2">"pelvis"</span>
<span class="c1"># Create a mirror of the left leg</span>
<span class="n">l_leg_inst</span><span class="o">.</span><span class="n">create_mirror</span><span class="p">(</span><span class="n">prefix</span><span class="o">=</span><span class="s2">"r"</span><span class="p">,</span> <span class="n">suffix</span><span class="o">=</span><span class="s2">""</span><span class="p">,</span> <span class="n">parent</span><span class="o">=</span><span class="s2">"pelvis"</span><span class="p">)</span>
<span class="c1"># Set the prefix on the left leg instance</span>
<span class="n">l_leg_inst</span><span class="o">.</span><span class="n">prefix</span> <span class="o">=</span> <span class="s2">"l"</span>
<span class="c1"># Create an arm component and set its parent to the last spine joint created by the spine component.</span>
<span class="n">l_arm_inst</span> <span class="o">=</span> <span class="n">arm</span><span class="o">.</span><span class="n">Arm</span><span class="p">(</span><span class="n">prefix</span><span class="o">=</span><span class="s2">"l"</span><span class="p">)</span>
<span class="n">l_arm_inst</span><span class="o">.</span><span class="n">parent</span> <span class="o">=</span> <span class="s2">"spine_04"</span>
<span class="c1"># Create a mirror of the arm component.</span>
<span class="n">r_arm_inst</span> <span class="o">=</span> <span class="n">l_arm_inst</span><span class="o">.</span><span class="n">create_mirror</span><span class="p">(</span><span class="n">prefix</span><span class="o">=</span><span class="s2">"r"</span><span class="p">,</span> <span class="n">suffix</span><span class="o">=</span><span class="s2">""</span><span class="p">,</span> <span class="n">parent</span><span class="o">=</span><span class="s2">"spine_04"</span><span class="p">)</span>
</pre></div>
</div>
</div>
<div class="section" id="accessing-component-data">
<h2>Accessing Component Data<a class="headerlink" href="#accessing-component-data" title="Permalink to this headline">¶</a></h2>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># In the example, components already exist in the scene, and we want to access information on the components.</span>
<span class="kn">import</span> <span class="nn">artv2.components.base_components.rig_asset</span> <span class="kn">as</span> <span class="nn">rig_asset</span>
<span class="kn">import</span> <span class="nn">artv2.components.biped_leg</span> <span class="kn">as</span> <span class="nn">leg</span>
<span class="c1"># Assume this code has been run previously, which creates an asset and a leg component.</span>
<span class="n">asset</span> <span class="o">=</span> <span class="n">rig_asset</span><span class="o">.</span><span class="n">RigAsset</span><span class="p">()</span>
<span class="n">leg_inst</span> <span class="o">=</span> <span class="n">leg</span><span class="o">.</span><span class="n">BipedLeg</span><span class="p">()</span>
<span class="c1"># Now assume Maya has been closed and re-opened, so the above variables are no longer valid.</span>
<span class="c1"># To get access to a specific component, pass in that component's network node in the scene:</span>
<span class="n">leg_inst</span> <span class="o">=</span> <span class="n">leg</span><span class="o">.</span><span class="n">BipedLeg</span><span class="p">(</span><span class="n">network_node</span><span class="o">=</span><span class="s2">"leg_metadata"</span><span class="p">)</span>
<span class="c1"># Now let's gather info about the component</span>
<span class="k">print</span><span class="p">(</span><span class="n">leg_inst</span><span class="o">.</span><span class="n">joint_mover</span><span class="o">.</span><span class="n">get_movers</span><span class="p">())</span>
<span class="k">print</span><span class="p">(</span><span class="n">leg_inst</span><span class="o">.</span><span class="n">joint_mover</span><span class="o">.</span><span class="n">get_created_joints</span><span class="p">())</span>
<span class="c1"># As in the previous example, we can also change properties of the leg, like the prefix, suffix, parent, etc.</span>
<span class="n">leg_inst</span><span class="o">.</span><span class="n">num_thigh_twists</span> <span class="o">=</span> <span class="mi">2</span>
</pre></div>
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