Sets a view-specific attribute value.
View.SetAttributeValue( String in_pParamName, Object& in_pVal ); |
View.SetAttributeValue( Name, Val ); |
| Parameter | Type | Description |
|---|---|---|
| Name | String | The attribute name. See ViewAttributes for a list of attributes views organized by view type. |
| Val | Variant | The attribute value. |
#
# This example demonstrates how to set up the viewports (A,B,C,D) to display
# a horizontally split pane (the Explorer on the bottom and the Camera at the
# top) and then make sure that the Camera's view display type is set to
# 'Depth Cue' and the Explorer uses the 'Scene' scope, script names, and is
# filtered for 'All + Animated Parameter Nodes'.
#
# This could be useful as part of OnStartup or OnEndNewScene event if you
# wanted to customize how Softimage appears (for example, if you are using the
# Tools Development Environment and want to retain the double view instead
# of the default when you call the NewScene command)
#
def CustomizeViews() :
# Get the first camera in the scene and change it to depthcue
cam = app.ActiveSceneRoot.FindChild( "", "camera" )
app.SetDisplayMode( cam.Name, "depthcue" )
# Split horizontal with Camera on top, Explorer on bottom
viewports = Application.Desktop.ActiveLayout.Views( "vm" )
viewports.SetAttributeValue( "activecamera:a", cam.Name )
viewports.SetAttributeValue( "viewport:c", "Explorer" )
viewports.SetAttributeValue( "layout", "horizontal:ac" )
# Viewports start at index 0, so A=0 and C=2 to get the Explorer
c_view = viewports.Views(2)
c_view.SetAttributeValue( "scope", "Scene" ) # scope = Scene_Root
c_view.SetAttributeValue( "scriptnames", "true" ) # display = script names
filterAllPlusAnimated = "Object|Operator|Primitive|Property" \
+ "|Cluster|Group|Shader|Material|" \
+ "Action|Model|Animatable|Miscellaneous"
c_view.SetAttributeValue( "FilterMask", filterAllPlusAnimated ) # filter = 'All + Animated Parameter Nodes'
# Run the example
app = Application
app.NewScene( "", 0 )
obj = app.CreatePrim( "Sphere", "MeshSurface" )
CustomizeViews()
|
/*
This example demonstrates how to manipulate the Explorer 'scope'
and open NetView to a specific location (URL)
*/
NewScene( null, false );
// Sets the scope of an explorer view
var l = Desktop.ActiveLayout;
var v = l.CreateView( "Explorer", "Explorer" );
// Set scope to "Sources and Clips"
v.SetAttributeValue( "scope", "Sources and Clips" );
LogMessage( v.Name + " scope: " + v.GetAttributeValue("scope") );
// Set the URL of NetView to the Softimage home page
var nv = Desktop.ActiveLayout.CreateView("netview", "netview");
nv.SetAttributeValue( "url", "http://softimage.wiki.softimage.com/index.php/Main_Page" );
// Output of above script
//INFO : Explorer scope: Sources and Clips
|
' ' This example demonstrates how to set up the viewports (A,B,C,D) to display ' different views (Texture Editor on the left and Camera and Explorer on the right) ' NewScene , false set obj = CreatePrim( "Sphere", "MeshSurface" ) ' Change what appears in the viewports set oVM = Application.Desktop.ActiveLayout.Views( "vm" ) oVM.SetAttributeValue "viewport:a", "Texture Editor" oVM.SetAttributeValue "layout", "vertical:ac" oVM.SetAttributeValue "viewport:d", "Explorer" ' The Explorer is now set to appear in D (the 4th viewport), ' so make sure the Passes scope is on set oVM_D = oVM.Views(3) oVM_D.SetAttributeValue "scope", "Passes" |