ls [-absoluteName] [-allPaths] [-assemblies] [-cameras] [-containerType string] [-containers] [-dagObjects] [-defaultNodes] [-dependencyNodes] [-exactType string] [-excludeType string] [-flatten] [-geometry] [-ghost] [-head int] [-hilite] [-intermediateObjects] [-invisible] [-leaf] [-lights] [-live] [-lockedNodes] [-long] [-materials] [-modified] [-noIntermediate] [-nodeTypes] [-objectsOnly] [-orderedSelection] [-partitions] [-persistentNodes] [-planes] [-preSelectHilite] [-readOnly] [-recursive boolean] [-referencedNodes] [-references] [-renderGlobals] [-renderQualities] [-renderResolutions] [-renderSetups] [-selection] [-sets] [-shapes] [-shortNames] [-showNamespace] [-showType] [-tail int] [-templated] [-textures] [-transforms] [-type string] [-undeletable] [-untemplated] [-visible]
[object [object...]]
ls は、取り消し可能、照会不可能、および編集不可能です。
ls コマンドでは、シーン内のオブジェクトの名前(およびオプションでタイプ名)が返されます。
ls は一般的に、名前(ワイルドカードを含む)またはタイプに基づいて、オブジェクトのフィルタ処理または突き合せを行うのに使用します。既定では ls コマンドはシーン内のすべてのオブジェクトと突き合せを行いますが、-selection フラグを一緒に使用すると、選択したオブジェクトをフィルタリングまたはリスト表示することができます。
showType フラグを使用してタイプ名を要求すると、結果はオブジェクト名を挟んだ <object, type> の組み合わせで返されます。
内部ノード(例: itemFilter ノード)は、通常、シーン オブジェクトのみを返すようにフィルタリングされます。ただし、ワイルドカードを使用すると、ワイルドカードに一致するすべてのノードが内部ノードも含めて表示されてしまいます。たとえば、ls * の場合、内部ノードかどうかに関係なくすべてのノードがリスト表示されます。
Maya が relativeNames モードにある場合、ls コマンドは現在のネームスペースに関連する名前を返し、ls * は現在のネームスペースからリスト表示します。詳細については、namespace コマンドの -relativeNames フラグを参照してください。
| string[] |
| ロング ネーム(ショート ネーム) | 引数タイプ | プロパティ | ||
|---|---|---|---|---|
-long(-l)
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-shortNames(-sn)
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-head(-hd)
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int
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-tail(-tl)
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int
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-type(-typ)
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string
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-exactType(-et)
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string
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-containerType(-ct)
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string
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-showType(-st)
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-showNamespace(-sns)
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-absoluteName(-an)
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-excludeType(-ext)
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string
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-modified(-mod)
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-objectsOnly(-o)
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-selection(-sl)
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-orderedSelection(-os)
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-live(-lv)
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-hilite(-hl)
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-preSelectHilite(-psh)
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-geometry(-g)
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-dependencyNodes(-dep)
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-dagObjects(-dag)
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-leaf(-lf)
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-assemblies(-as)
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-allPaths(-ap)
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-transforms(-tr)
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-shapes(-s)
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-lights(-lt)
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-cameras(-ca)
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-planes(-pl)
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-partitions(-pr)
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-sets(-set)
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-textures(-tex)
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-materials(-mat)
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-renderQualities(-rq)
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-renderResolutions(-rr)
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-renderGlobals(-rg)
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-renderSetups(-rs)
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-nodeTypes(-nt)
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-readOnly(-ro)
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-referencedNodes(-rn)
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-undeletable(-ud)
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-defaultNodes(-dn)
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-lockedNodes(-ln)
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-persistentNodes(-pn)
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-flatten(-fl)
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-visible(-v)
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-invisible(-iv)
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-intermediateObjects(-io)
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-noIntermediate(-ni)
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-templated(-tm)
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-untemplated(-ut)
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-ghost(-gh)
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-recursive(-r)
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boolean
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-references(-rf)
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-containers(-con)
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// create some objects to operate on and select them all.
// Note that there are two objects named circle1;
circle -n circle1; group; circle -n circle1;
sphere -n sphere1; group; instance;
select -ado;
// list all objects
ls;
// List all selected objects
ls -selection;
// List all hilited objects
ls -hilite;
// List last selected object
ls -selection -tail 1;
// List all objects named "sphere1". Note that since sphere1 is
// instanced, the command below lists only the first instance.
ls sphere1;
// To list all instances of sphere1, use the -ap/allPaths flag.
ls -ap sphere1;
// List all selected objects named "group*"
ls -sl "group*";
// List all geometry, lights and cameras in the DAG.
ls -geometry -lights -cameras;
// List all shapes in the dag.
ls -shapes;
// One thing to note is that it is better to always use the
// -l/long flag when listing nodes without any filter. This is
// because there may be two nodes with the same name (in this
// example, circle1). 'ls' will list the names of all the objects
// in the scene. Objects with the same name need a qualified
// path name which uniquely identifies the object. A command
// to select all objects such as "select `ls`" will fail because
// the object lookup can't resolve which "circle1" object is
// intended. To select all objects, you need the following:
// select `ls -l`;
// When trying to find a list of all objects of a specific
// type, one approach might be to list all objects and then
// use the nodeType command to then filter the list. As in:
// string $allObjects[];
// string $obj;
// $allObjects = `ls -l`;
// for ( $obj in $allObjects ) {
// if ( `nodeType $obj` == "surfaceShape" ) {
// print ($obj + "\n");
// }
// }
//
// The problem with this is that 'nodeType' returns the
// most derived type of the node. In this example, "surfaceShape"
// is a base type for nurbsSurface so nothing will be printed.
// To do this properly, the -typ/type flag should be used
// to list objects of a specific type as in:
// $allObjects = `ls -type surfaceShape`;
// for ( $obj in $allObjects ) {
// print ($obj + "\n");
// }
// List all geometry shapes and their types
ls -type geometryShape -showType;
// List all paths to all leaf nodes in the DAG
ls -dag -lf -ap;
// List all nodes below the selected node
ls -dag -ap -sl;
// List all ghosting objects
ls -ghost;
// List all dag nodes that are read-only (i.e. referenced nodes)
ls -dag -ro;
// List reference nodes associated with specific files
ls -references;
// List all reference nodes, including unknown and shared reference
// nodes
ls -type reference;
// Select some components and then get the list in both selected and numeric order
string $obj1[] = `polySphere -r 1 -sx 20 -sy 20 -ax 0 1 0 -cuv 2 -ch 1`;
select -clear;
selectPref -trackSelectionOrder 1;
select ($obj1[0]+".f[100]");
select -add ($obj1[0]+".f[50:55]");
select -add ($obj1[0]+".f[0]");
select -add ($obj1[0]+".f[56:60]");
// regular -selection flag returns the components in compacted numeric order.
ls -selection;
// Result: pSphere1.f[0] pSphere1.f[50:60] pSphere1.f[100] //
// -orderedSelection flag returns the components in the order that we selected them.
ls -orderedSelection;
// Result: pSphere1.f[100] pSphere1.f[50:55] pSphere1.f[0] pSphere1.f[56:60] //
// turn off tracking when we are done
selectPref -trackSelectionOrder 0;
// init some namespace
namespace -add "A:B:C";
// add object into namespace
namespace -set ":A:B";
polySphere -name "obj1";
namespace -set ":A:B:C";
polySphere -name "obj1";
polySphere -name "obj2";
// The current Namespace is ":A:B:C" and relative mode is off
// List all objects and their namespace in the scene
// If the object is in the root namespace, then return root ":"
// Note that the results shown below have been elided (...) for documentation purposes.
ls -showNamespace;
// Result: time1 : sequenceManager1 : renderPartition : (...) A:B:obj1 A:B A:B:C:obj1 A:B:C A:B:C:obj2 A:B:C //
select -r ":A:B:obj1";
select -add ":A:B:C:obj2";
// List both name and namespace of each selected object
ls -showNamespace -selection;
// Result: A:B:obj1 A:B A:B:C:obj2 A:B:C //
// List name and namespace of all objects named "obj1"
ls -showNamespace -recursive true "obj1";
// Result: A:B:obj1 A:B A:B:C:obj1 A:B:C //
// set current Namespace
namespace -set ":A:B";
// enable relative mode
namespace -relativeNames true;
// Now the current Namespace is ":A:B" and relative mode is on
// Note that the name of the current namespace is "" in relative mode
// List both name and namespace of each selected objects
ls -showNamespace -selection;
// Result: obj1 C:obj1 C //
//make a new scene modify the transform of the camera perspective, play with the timeline and modified the camera's shape
file -new -force
setAttr "persp.translateX" 10;
currentTime 8 ;
setAttr "perspShape.horizontalFilmAperture" 16;
//list all modified objects of type camera and type time
ls -modified -type time -type camera;
// Result: perspShape time1 //
ls -modified;
// Result: persp perspShape time1 //
ls -excludeType camera -modified
// Result: persp time1 //