BSpiritCorrectiveShape.mel修型

BSpiritCorrectiveShape v1.2是一款免费软件,用于为绑定网格创建校正混合形状。它通过将混合形状的世界位置转换到皮肤网格的本地空间来修正绑定网格上顶点的行为,适用于Maya环境。

/*___________________________________________________________________________
|
| BSpiritCorrectiveShape v1.2
|
| Copyright © 2004 Christian Breitling
| Last modified: Oktober 13, 2004 Germany
|
| Email: christian.breitling@gmx.de
|
|
| This program is free software; you can redistribute it and/or
| modify it under the terms of the GNU General Public License
| as published by the Free Software Foundation; either version 2
| of the License, or (at your option) any later version.
|
| This program is distributed in the hope that it will be useful,
| but WITHOUT ANY WARRANTY; without even the implied warranty of
| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
| GNU General Public License for more details.
|
| You should have received a copy of the GNU General Public License
| along with this program; if not, write to the Free Software
| Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
| The GNU GPL is also available at http://www.gnu.org/licenses/gpl.html
|
|____________________________________________________________________________

What CorrectiveShape is for:

Create a corrective blend shape for your binded mesh.

How is it working:

In general vertices in Maya behave different than normal if they are binded.
The rotation of a joint also affects the local space of the binded vertices.
Moving them in the viewport causes very funny effects. But for creating
corrective blend shapes normal behavior would be best. Duplicating the binded
mesh and applying it afterwards as blend shape causes wrong vertex behavior.
So the world position of the blend shape has to be translated to the local
space of the skinned mesh.

This is done by the following script wich uses an equitation to get the right
motion vector.

How to use it:

1. Installation:
----------------

  - Copy this mel script in one of your script directories of Maya.



2. Normal Usage:
----------------

  1. Move the skinned mesh to the desired pose. You might key all important 
     handles and joints for recalling them later.

  2. Duplicate it without any connections. 
     The duplicate can be translated freely [you`ll have to unlock the transformation]. 
     The original mesh mustn`t change [except you keyed the pose -> restore before calculation]. 

  3. Model the appropriate corrections for this pose.

  4. Select the newly created corrective shape and then the original mesh [in this order].

  5. run "BSpiritCorrectiveShape" in the command line or script editor.



3. Advanced Usage:
------------------

  To calculate and move only specific vertices: 

  1. - 3. Same procedure as above

  4. Select the newly created corrective shape in "Object Mode". 
     Via right mouse button change to "Vertex Mode" and select the appropriate vertices.
     Add the original mesh to your selection.

  5. run "BSpiritCorrectiveShape" in the command line or script editor.

You will receive a perfect blend shape mesh. Assigning it is your task.
Don`t forget to change the input connection order. Blend shapes have to be
first (bottom) in the stack.

If anything could be better, nothing is functioning or you just want to write
me - don`t bother

Christian Breitling

christian.breitling@gmx.de


*/

// __________________________________________________________________________________________
// VertexPosition procedure
// __________________________________________________________________________________________

proc BSpiritCorrectiveShapeVectorMove( string $TweakVertexName, string $BaseModelVertexName,
float $WorldPosX, float $WorldPosY, float $WorldPosZ,
float $targetPosX, float $targetPosY, float $targetPosZ,
float $relPosX, float $relPosY, float $relPosZ ) {

float $tempPos[3];
float $Matrix[12];

setAttr ( T w e a k V e r t e x N a m e + " ] . x V e r t e x " ) ( TweakVertexName + "].xVertex") ( TweakVertexName+"].xVertex")(relPosX + 1);
$tempPos = pointPosition -w $BaseModelVertexName;
$Matrix[0] = t e m p P o s [ 0 ] − tempPos[0]- tempPos[0]WorldPosX;
$Matrix[4] = t e m p P o s [ 1 ] − tempPos[1]- tempPos[1]WorldPosY;
$Matrix[8] = t e m p P o s [ 2 ] − tempPos[2]- tempPos[2]WorldPosZ;
$Matrix[3] = $targetPosX;

setAttr ( T w e a k V e r t e x N a m e + " ] . x V e r t e x " ) ( TweakVertexName + "].xVertex") ( TweakVertexName+"].xVertex")(relPosX);
setAttr ( T w e a k V e r t e x N a m e + " ] . y V e r t e x " ) ( TweakVertexName + "].yVertex") ( TweakVertexName+"].yVertex")(relPosY + 1);
$tempPos = pointPosition -w $BaseModelVertexName;
$Matrix[1] = t e m p P o s [ 0 ] − tempPos[0]- tempPos[0]WorldPosX;
$Matrix[5] = t e m p P o s [ 1 ] − tempPos[1]- tempPos[1]WorldPosY;
$Matrix[9] = t e m p P o s [ 2 ] − tempPos[2]- tempPos[2]WorldPosZ;
$Matrix[7] = $targetPosY;

setAttr ( T w e a k V e r t e x N a m e + " ] . y V e r t e x " ) ( TweakVertexName + "].yVertex") ( TweakVertexName+"].yVertex")(relPosY);
setAttr ( T w e a k V e r t e x N a m e + " ] . z V e r t e x " ) ( TweakVertexName + "].zVertex") ( TweakVertexName+"].zVertex")(relPosZ + 1);
$tempPos = pointPosition -w $BaseModelVertexName;
$Matrix[2] = t e m p P o s [ 0 ] − tempPos[0]- tempPos[0]WorldPosX;
$Matrix[6] = t e m p P o s [ 1 ] − tempPos[1]- tempPos[1]WorldPosY;
$Matrix[10] = t e m p P o s [ 2 ] − tempPos[2]- tempPos[2]WorldPosZ;
$Matrix[11] = $targetPosZ;

float $return[3];
float $Denominator =

( M a t r i x [ 0 ] ∗ ( ( Matrix[0] * (( Matrix[0]((Matrix[5] M a t r i x [ 10 ] ) − ( Matrix[10]) - ( Matrix[10])(Matrix[6] M a t r i x [ 9 ] ) ) ) − ( Matrix[9]))) - ( Matrix[9])))(Matrix[1] * (( M a t r i x [ 4 ] ∗ Matrix[4]* Matrix[4]Matrix[10]) - ( M a t r i x [ 6 ] ∗ Matrix[6]* Matrix[6]Matrix[8]))) +
( M a t r i x [ 2 ] ∗ ( ( Matrix[2] * (( Matrix[2]((Matrix[4] M a t r i x [ 9 ] ) − ( Matrix[9] ) - ( Matrix[9])(Matrix[5]$Matrix[8])));

if ($Denominator != 0) {

$return[0] = 

(
($Matrix[3] * (($Matrix[5]*$Matrix[10]) - ($Matrix[6]*$Matrix[9]  ))) - 
($Matrix[1] * (($Matrix[7]*$Matrix[10]) - ($Matrix[6]*$Matrix[11] ))) + 
($Matrix[2] * (($Matrix[7]*$Matrix[9] ) - ($Matrix[5]*$Matrix[11] )))
) / $Denominator;

$return[1] = 

(
($Matrix[0] * (($Matrix[7]*$Matrix[10]) - ($Matrix[6]*$Matrix[11] ))) -
($Matrix[3] * (($Matrix[4]*$Matrix[10]) - ($Matrix[6]*$Matrix[8]  ))) + 
($Matrix[2] * (($Matrix[4]*$Matrix[11]) - ($Matrix[7]*$Matrix[8]  )))
) / $Denominator;

$return[2] =

(
($Matrix[0] * (($Matrix[5]*$Matrix[11]) - ($Matrix[7]*$Matrix[9]  ))) - 
($Matrix[1] * (($Matrix[4]*$Matrix[11]) - ($Matrix[7]*$Matrix[8]  ))) + 
($Matrix[3] * (($Matrix[4]*$Matrix[9] ) - ($Matrix[5]*$Matrix[8]  )))
) / $Denominator;

setAttr ($TweakVertexName + "].xVertex") ($relPosX + $return[0]);
setAttr ($TweakVertexName + "].yVertex") ($relPosY + $return[1]);
setAttr ($TweakVertexName + "].zVertex") ($relPosX + $return[2]);

}
}

// __________________________________________________________________________________________
// VertexMatrix procedure
// __________________________________________________________________________________________

proc float[] BSpiritCorrectiveShapePosition( string $BlendShapeVertexName,
string $BaseModelVertexName,
float $OffsetX, float $OffsetY, float $OffsetZ) {

float $targetPos[3];
float $Pos[3];
float $relVertexPos[3];

$targetPos = pointPosition -w $BlendShapeVertexName;
$Pos = pointPosition -w $BaseModelVertexName;
$relVertexPos = getAttr $BaseModelVertexName;

t a r g e t P o s [ 0 ] − = ( targetPos[0] -= ( targetPos[0]=(Pos[0]+$OffsetX);
t a r g e t P o s [ 1 ] − = ( targetPos[1] -= ( targetPos[1]=(Pos[1]+$OffsetY);
t a r g e t P o s [ 2 ] − = ( targetPos[2] -= ( targetPos[2]=(Pos[2]+$OffsetZ);

if (( t a r g e t P o s [ 0 ] &gt; 0.001 ) ∣ ∣ ( targetPos[0]&gt;0.001) || ( targetPos[0]>0.001)(targetPos[0]<-0.001) ||
( t a r g e t P o s [ 1 ] &gt; 0.001 ) ∣ ∣ ( targetPos[1]&gt;0.001) || ( targetPos[1]>0.001)(targetPos[1]<-0.001) ||
( t a r g e t P o s [ 2 ] &gt; 0.001 ) ∣ ∣ ( targetPos[2]&gt;0.001) || ( targetPos[2]>0.001)(targetPos[2]<-0.001))

return { 1.0,
         $Pos[0],          $Pos[1],          $Pos[2],
         $targetPos[0],    $targetPos[1],    $targetPos[2],
         $relVertexPos[0], $relVertexPos[1], $relVertexPos[2] };

else

return { -1.0 };     

}

// __________________________________________________________________________________________
// Main Procedure
// __________________________________________________________________________________________

global proc BSpiritCorrectiveShape() {

// __________________________________________________________________________________________
// Declaring main variables & Query names and selections
// __________________________________________________________________________________________

string $SelectedVertexArray[] = filterExpand -sm 31; // Vertex
string $SelectedItemArray[] = ls -selection -long; // All - with hierarchy
string $SelectedMeshArray[] = filterExpand -sm 12; // Polygon
string $BaseModel;
string $BlendShape;

int $SelectedVertexNumberArray[];
int $SelectionTrue = 0;
int $BREAK = 0;
int $FailureList = 0; // [0: Everything OK] [1: Selection is false] [2: Skin is missing] [3: User abort] [4: PolyCount not identical] [5: Nothing to Move]

int $VertexCount = size $SelectedVertexArray;
int $ItemCount = size $SelectedItemArray;
int $MeshCount = size $SelectedMeshArray;

if ((KaTeX parse error: Expected 'EOF', got '&' at position 18: …rtexCount > 0) &̲& (MeshCount == 1)) {

$SelectionTrue = 1;
string $Temp[];
$BaseModel = $SelectedItemArray[($ItemCount - 1)];   
tokenize $SelectedItemArray[0] "." $Temp;
$BlendShape = $Temp[0];
tokenize $SelectedVertexArray[0] "[" $Temp;
int $TempPrefixSize = `size $Temp[0]` + 2; 

for ($i = 0; $i < ($VertexCount); $i++) {

  string $TempString = $SelectedVertexArray[$i];
  int $TempSuffixSize = `size $TempString` - 1;
  $SelectedVertexNumberArray[$i] = `substring $TempString $TempPrefixSize $TempSuffixSize`;

}  

}

else if ((KaTeX parse error: Expected 'EOF', got '&' at position 17: …eshCount == 2) &̲& (ItemCount == 2)) {

$BlendShape = $SelectedItemArray[0];
$BaseModel = $SelectedItemArray[1];    

}

else {

$BREAK = 1;
$FailureList = 1;

}

// __________________________________________________________________________________________
// Finding appropriate skinClusters & tweakNode
// __________________________________________________________________________________________

string $TweakNode;
string $Skin[];

float $Progress = 0.0;

if (! $BREAK) {

string $BaseHistory[] = `listHistory`;

int $HistorySize = `size $BaseHistory`;

for ($i = 0; $i < $HistorySize; $i++) {

  string $TempHistory = `nodeType $BaseHistory[$i]`;

  if ($TempHistory == "tweak") 
    $TweakNode = $BaseHistory[$i];
  else if ($TempHistory == "skinCluster")
    $Skin[`size $Skin`] = $BaseHistory[$i];

}

if ($TweakNode == "" || $Skin[0] == "") {

  $BREAK = 1;
  $FailureList = 2;

}

}

// __________________________________________________________________________________________
// Initializing & PolyCount
// __________________________________________________________________________________________

float $Offset[3];

int $BaseVertexCount[];

string $vertexNameArray[];
string $TweakVertexArray[];
string $BaseModellVertexNameArray[];

if (! $BREAK) {

progressWindow

  -title "BSpirit Corrective Shape"
  -progress $Progress
  -status "Calculating VertexMovements"
  -isInterruptable true
  -min 0
  -max 100;

float $BaseTempOffset[3];
float $BlendTempOffset[3];

$BaseVertexCount = `polyEvaluate -v $BaseModel`;
$BaseTempOffset = `getAttr ($BaseModel+".translate")`;
$BlendTempOffset = `getAttr ($BlendShape+".translate")`;

$Offset[0] = $BlendTempOffset[0] - $BaseTempOffset[0];
$Offset[1] = $BlendTempOffset[1] - $BaseTempOffset[1];
$Offset[2] = $BlendTempOffset[2] - $BaseTempOffset[2];


int $BlendVertexCount[] = `polyEvaluate -v $BlendShape`;

string $ShapeNode[] = `pickWalk -d down $BaseModel`;

if (! `connectionInfo -isDestination ($ShapeNode[0] + ".tweakLocation")`)
  connectAttr ($TweakNode + ".vlist[0].vertex[0]") ($ShapeNode[0] + ".tweakLocation");


if ($BaseVertexCount[0] != $BlendVertexCount[0]) {

  $BREAK = 1;
  $FailureList = 4;     

}

}

// __________________________________________________________________________________________
// Query VertexPosition
// __________________________________________________________________________________________

float $targetPosArray[];
float $absPosArray[];
float $relPosArray[];

if (! $BREAK) {

if (! $SelectionTrue) {

  $VertexCount = $BaseVertexCount[0];

}

for ($i = 0; $i < $VertexCount; $i++) {

  if ( `progressWindow -query -isCancelled` ) {
  
    $BREAK = 1;
    $FailureList = 3; 
    break;

  }

  int $LastProgress = $Progress;
  $Progress = `trunc (20.0 * $i / $VertexCount + 0.5)`;
      
  if ($LastProgress != $Progress)
    progressWindow -e -progress $Progress;

  string $VertexAppendix;

  if (! $SelectionTrue)
    $SelectedVertexNumberArray[$i] = $i;

  $VertexAppendix = ".vtx[" + $SelectedVertexNumberArray[$i] + "]";

  string $BaseModelVertexName = $BaseModel + $VertexAppendix;
  string $BlendShapeVertexName = $BlendShape + $VertexAppendix;

  float $PositionArray[10];

  $PositionArray = `BSpiritCorrectiveShapePosition $BlendShapeVertexName $BaseModelVertexName $Offset[0] $Offset[1] $Offset[2]`;

  if ($PositionArray[0] == 1) {

    int $vertexArraySize = `size $vertexNameArray` * 3;

    $vertexNameArray[$vertexArraySize / 3] = $BaseModelVertexName;
    $TweakVertexArray[$vertexArraySize / 3] = $TweakNode + ".vlist[0].vertex[" + $SelectedVertexNumberArray[$i];

    $absPosArray[$vertexArraySize] = $PositionArray[1];
    $absPosArray[$vertexArraySize + 1] = $PositionArray[2];
    $absPosArray[$vertexArraySize + 2] = $PositionArray[3];

    $targetPosArray[$vertexArraySize] = $PositionArray[4];
    $targetPosArray[$vertexArraySize + 1] = $PositionArray[5];
    $targetPosArray[$vertexArraySize + 2] = $PositionArray[6];

    $relPosArray[$vertexArraySize] = $PositionArray[7];
    $relPosArray[$vertexArraySize + 1] = $PositionArray[8];
    $relPosArray[$vertexArraySize + 2] = $PositionArray[9];

  }
}

}

// __________________________________________________________________________________________
// Ask user about high VertexMovements
// __________________________________________________________________________________________

int $vertexNameArraySize = size $vertexNameArray;
int $PercentMoved;

if ($vertexNameArraySize > 0)
$PercentMoved = trunc (0.5 + $vertexNameArraySize / $VertexCount * 100);

else {

$BREAK = 1;
$FailureList = 5;

}

if ($PercentMoved > 50) {

if (`confirmDialog 

                  -title "Moving Vertex"
                  -message ("About " + $PercentMoved +"% vertices will be moved. Proceed?")
                  -button "Proceed" -button "Abort"
                  -defaultButton "Proceed" -cancelButton "Abort"
                  -dismissString "Abort"` 

   == "Abort") {
   $BREAK = 1;
   $FailureList = 3;
   
}

}

// __________________________________________________________________________________________
// Calculating vertexMatrix & moving
// __________________________________________________________________________________________

if (! $BREAK) {

progressWindow -e -status ("Moving " + $vertexNameArraySize + " vertices");


for ($i = 0; $i < $vertexNameArraySize; $i++) {

  if ( `progressWindow -query -isCancelled` ) {
  
    $BREAK = 1;
    $FailureList = 3; 
    break;

  }


  int $LastProgress = $Progress;
  $Progress = `trunc (20.0 + 60.0 * $i / $vertexNameArraySize + 0.5)`;

  if ($LastProgress != $Progress)
    progressWindow -e -progress $Progress;

  int $ArrayPos = $i * 3;

  BSpiritCorrectiveShapeVectorMove $TweakVertexArray[$ArrayPos / 3] $vertexNameArray[$ArrayPos / 3]
                                   $absPosArray[$ArrayPos]          $absPosArray[$ArrayPos + 1]     $absPosArray[$ArrayPos + 2]
                                   $targetPosArray[$ArrayPos]       $targetPosArray[$ArrayPos + 1]  $targetPosArray[$ArrayPos + 2]
                                   $relPosArray[$ArrayPos]          $relPosArray[$ArrayPos + 1]     $relPosArray[$ArrayPos + 2];

}

}

// __________________________________________________________________________________________
// Duplicating baseMesh
// __________________________________________________________________________________________

string $AllInputs[] = listHistory $BaseModel;
string $MutedTypes[] = {“skinCluster”, “blendShape”};

if (! $BREAK) {

for ($i = 0; $i < `size $AllInputs`; $i++){
  for ($z = 0; $z < `size $MutedTypes`; $z++){

  if (`nodeType $AllInputs[$i]` ==  $MutedTypes[$z])
    setAttr ($AllInputs[$i] + ".nodeState") 1;

  }
}

string $BlendDuplicate[] = `duplicate -rc -rr $BaseModel`;
string $UnlockAttributes[] = {".tx",".ty",".tz",".rx",".ry",".rz",".sx",".sy",".sz"};

for ($i = 0; $i < 9; $i++) {

  setAttr -lock 0 ($BlendDuplicate[0] + $UnlockAttributes[$i]);

}
 
select -r $BlendDuplicate[0];  

}

// __________________________________________________________________________________________
// Reseting baseMesh
// __________________________________________________________________________________________

progressWindow -e -st “Reseting BaseMesh”;

for ($i = 0; $i < $vertexNameArraySize; $i++) {

int $LastProgress = $Progress;
$Progress = `trunc (80.0 + 20.0 * $i / $vertexNameArraySize + 0.5)`;

if ($LastProgress != $Progress)
  progressWindow -e -progress $Progress;

int $ArrayPos = $i * 3;

setAttr ($TweakVertexArray[$ArrayPos / 3] + "].xVertex") $relPosArray[$ArrayPos];
setAttr ($TweakVertexArray[$ArrayPos / 3] + "].yVertex") $relPosArray[$ArrayPos + 1];
setAttr ($TweakVertexArray[$ArrayPos / 3] + "].zVertex") $relPosArray[$ArrayPos + 2];

}

for ($i = 0; $i < size $AllInputs; KaTeX parse error: Expected '}', got 'EOF' at end of input: i++){ for (z = 0; $z < size $MutedTypes; $z++){

if (`nodeType $AllInputs[$i]` ==  $MutedTypes[$z])
  setAttr ($AllInputs[$i] + ".nodeState") 0;

}

}

progressWindow -endProgress;

// __________________________________________________________________________________________
// Feedback to user
// __________________________________________________________________________________________

if ($FailureList != 0) {

string $Feedback;
switch ($FailureList) {

  case 1:
    $Feedback = "Wrong number of objects selected!";
    break;
  case 2:
    $Feedback = "Second mesh has no skinCluster!";
    break;
  case 3:
    $Feedback = "Procedure aborted by user!";
    break;
  case 4:
    $Feedback = "Not identical amount of vertices!";
    break;
  case 5:
    $Feedback = "Nothing to move!";
    break;
}

confirmDialog   -title "Failure - Procedure aborted" 
                -message $Feedback
                -button "OK";

}
}
BSpiritCorrectiveShape;

【顶级EI复现】计及连锁故障传播路径的电力系统 N-k 多阶段双层优化及故障场景筛选模(Matlab代码实现)内容概要:本文介绍了名为《【顶级EI复现】计及连锁故障传播路径的电力系统 N-k 多阶段双层优化及故障场景筛选模(Matlab代码实现)》的研究资源,重点围绕电力系统中连锁故障的传播机制,提出了一种N-k多阶段双层优化模,并结合故障场景筛选方法提升系统安全性与鲁棒性。该模通过Matlab代码实现,可用于模拟复杂电力系统在多重故障下的响应特性,支持对关键故障路径的识别与优化决策,适用于高水平科研复现与工程仿真分析。文中还列举了大量相关技术方向的配套资源,涵盖智能优化算法、电力系统管理、机器学习、路径规划等多个领域,并提供了网盘链接以便获取完整代码与资料。; 适合人群:具备电力系统、优化理论及Matlab编程基础的研究生、科研人员及从事能源系统安全分析的工程技术人员,尤其适合致力于高水平论文(如EI/SCI)复现与创新的研究者。; 使用场景及目标:①复现顶级期刊关于N-k故障与连锁传播的优化模;②开展电力系统韧性评估、故障传播分析与多阶段防御策略设计;③结合YALMIP等工具进行双层优化建模与场景筛选算法开发;④支撑科研项目、学位论文或学术成果转化。; 阅读建议:建议读者按照文档提供的目录顺序系统学习,优先掌握双层优化与场景筛选的核心思想,结合网盘中的Matlab代码进行调试与实验,同时参考文中提及的智能算法与电力系统建模范例,深化对复杂电力系统建模与优化的理解。
<think>嗯,用户问的是关于Maya的MEL脚本错误,具体文件是contextXGenSwitchToolsMEL.mel。首先,我需要确认这个脚本的用途。ContextXGenSwitchToolsMEL.mel应该与XGen在Maya中的工具切换有关,可能涉及毛发或植被生成。常见的错误可能包括脚本缺失、版本不兼容、依赖问题或者权限不足。 接下来,考虑用户可能的操作场景。用户可能在尝试使用XGen功能时遇到错误提示,比如无法加载脚本,或者工具无法切换。这时候需要检查Maya的版本是否支持该脚本,尤其是如果用户使用的是较新或较旧的Maya版本,可能存在兼容性问题。 然后,常见的解决方案包括重新安装XGen插件,检查脚本路径是否正确,或者手动替换缺失的脚本文件。用户可能没有管理员权限,导致脚本无法写入,这也是一个可能的因素。此外,查看错误日志是关键,需要引导用户找到脚本日志的位置,通常是在脚本编辑器中查看详细报错信息。 另外,用户可能不太熟悉MEL脚本的调试,可能需要指导他们如何启用脚本回显或使用print语句来跟踪问题。还要考虑到第三方插件冲突的可能性,建议用户禁用其他插件测试。如果问题依旧,联系Autodesk支持或社区论坛寻求帮助也是必要的步骤。 最后,确保回答结构清晰,分步骤给出解决方案,从简单到复杂,让用户逐步排查问题。同时提醒用户备份场景文件,避免数据丢失。需要确认所有建议的安全性和适用性,避免给出可能导致进一步问题的错误指导。</think>关于Maya中出现的"contextXGenSwitchToolsMEL.mel"错误,以下是系统化的排查指南: 1. **错误背景分析** - 该脚本属于XGen毛发系统工具组,主要用于切换雕刻/笔刷工具模式 - 常见于Maya 2018及更新版本 - 错误多发生在切换XGen雕刻工具时 2. **常见触发原因** ✓ 脚本文件缺失或损坏 ✓ XGen插件未正确加载 ✓ 用户偏好设置(prefs)冲突 ✓ 图形驱动不兼容(特别是NVIDIA显卡) ✓ 场景文件损坏 3. **分步解决方案** **第一步:基础验证** ```mel // 在脚本编辑器中执行 print(`pluginInfo -q -loaded xgenToolkit`); ``` - 预期返回1(已加载) - 若返回0,执行:`loadPlugin "xgenToolkit"` **第二步:文件完整性检查** 定位脚本路径: $$ \plugins\xgen\scripts\contextXGenSwitchToolsMEL.mel $$ - 验证文件存在性(建议大小:~3KB) - 可尝试从官方安装包提取原始文件替换 **第三步:深度清理复** 1. 关闭Maya 2. 删除用户设置: ``` C:\Users\<用户名>\Documents\maya\<版本>\prefs\xgen ``` 3. 重置工具架: ```mel deleteUI -pof ShelfLayout; ``` **第四步:显卡设置优化** - NVIDIA控制面板 → 3D设置 → 添加Maya.exe - 线程优化:开启 - 电源管理模式:最高性能优先 **4. 高级调试技巧** 在脚本首行添加调试输出: ```mel global proc contextXGenSwitchToolsMEL(){ print("Debug - Script entry\\n"); // 原有代码... } ``` 通过脚本编辑器观察执行流程 **5. 版本适配注意** - Maya 2020+ 需要配合XGen 4.5+ - 旧版场景文件建议使用: $$ File > Export\ All\ (Specialized\ XGen\ Archive) $$ **已知问题记录表**: | 现象描述 | 解决方案 | |---------|----------| | 工具切换时崩溃 | 禁用Viewport 2.0抗锯齿 | | 笔刷无响应 | 清除`xgen/golbalBrushSettings`节点 | | 图标丢失 | 重建工具架图标缓存 | 建议定期检查Autodesk官方更新(最新复版本:XGen 4.7.2.3),若问题持续,可通过以下命令生成诊断包: ```mel xgen -diagnostics; ```
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