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theodox edited this page Apr 21, 2016 · 7 revisions

The minq.nodes module provides a collection of classes that correspond to common maya node types.

These classes can be used for two different roles: to initiate a stream, or to filter one. For example:

Meshes()

creates a Stream of maya mesh nodes. If you print out Meshes() you'll get a list of all the meshes in the scene -- the same list you'd get back from typing `cmds.ls(type='mesh').

If you pass a list of objects to one of the node classes, you will get a stream limited to of objects _only of that type`. So, for exmaple:

Meshes(['pCube1', 'perspShape'])

will produce a stream but the stream will be empty: pCube1 is a transform, not a mesh, and perspShape is a camera and not a mesh. This is similar to the behavior of `cmds.ls(*objects, type='mesh').

Pre-defined node types

This table lists the pre-defined node types

Class Name Maya type string Notes
Existing 'entity' Use this to filter for actual scene objects in an arbitrary stream
Transforms 'transform'
Constraints 'constraint'
ControlPoints 'controlPoint'
CurveShapes 'curveShape'
DagNodes 'dagNode'
DeformableShapes 'deformableShape'
Fields 'field'
GeometryShapes 'geometryShape'
IkSolvers 'ikSolver'
Lights 'light'
Planes 'plane'
PolyBases 'polyBase'
PolyCreators 'polyCreator'
PolyModifiers 'polyModifier'
PolyPrimitives 'polyPrimitive'
Primitives 'primitive'
ShadingDependNodes 'shadingDependNode'
Shapes 'shape'
SubdBases 'subdBase'
SubdModifiers 'subdModifier'
SurfaceShapes 'surfaceShape'
Texture2ds 'texture2d'
Texture3ds 'texture3d'
TextureEnvs 'textureEnv'
ShaderfxShaders 'ShaderfxShader'
StingrayPBSs 'StingrayPBS'
AnimCurves 'animCurve'
BlendShapes 'blendShape'
Brushes 'brush'
Cameras 'camera'
Characters 'character'
Cloths 'cloth'
Clusters 'cluster'
Containers 'container'
DagContainers 'dagContainer'
DagPoses 'dagPose'
DisplayLayers 'displayLayer'
Expressions 'expression'
GeoConnectors 'geoConnector'
GeomBinds 'geomBind'
GeometryFilters 'geometryFilter'
HikSolvers 'hikSolver'
IkEffectors 'ikEffector'
IkHandles 'ikHandle'
ImagePlanes 'imagePlane'
Joints 'joint'
JointClusters 'jointCluster'
Lamberts 'lambert' As usual with Maya, 'lambert' returns all shader types except ShaderFX
Locators 'locator'
LodGroups 'lodGroup'
Meshes 'mesh'
Mutes 'mute'
NCloths 'nCloth'
NComponents 'nComponent'
NParticles 'nParticle'
NRigids 'nRigid'
Networks 'network'
NonLinears 'nonLinear'
NurbsCurves 'nurbsCurve'
NurbsSurfaces 'nurbsSurface'
ObjectSets 'objectSet'
ObjectTypeFilters 'objectTypeFilter'
Particles 'particle'
Partitions 'partition'
Phongs 'phong'
PolyProjs 'polyProj'
Projections 'projection'
References 'reference'
Scripts 'script'
Sculpts 'sculpt'
ShadingEngines 'shadingEngine'
SkinClusters 'skinCluster'
Transforms 'transform'
Trims 'trim'
Unknowns 'unknown'
UnknownDags 'unknownDag'
UnknownTransforms 'unknownTransform'
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