Below is an example demonstrating how you can use script accessible settings to control the saving of a Character Preset..., without causing the output options or file save dialogs to be displayed.
// Define an anonymous function; // serves as our main loop, // limits the scope of variables (function(){ // Initialize 'static' variables that hold modifier key state var s_bShiftPressed = false; var s_bControlPressed = false; var s_bAltPressed = false; var s_bMetaPressed = false; // If the "Action" global transient is defined, and its the correct type if( typeof( Action ) != "undefined" && Action.inherits( "DzScriptAction" ) ){ // If the current key sequence for the action is not pressed if( !App.isKeySequenceDown( Action.shortcut ) ){ updateModifierKeyState(); } // If the "Action" global transient is not defined } else if( typeof( Action ) == "undefined" ) { updateModifierKeyState(); } /*********************************************************************/ // void : A function for updating the keyboard modifier state function updateModifierKeyState() { // Get the current modifier key state var nModifierState = App.modifierKeyState(); // Update variables that hold modifier key state s_bShiftPressed = (nModifierState & 0x02000000) != 0; s_bControlPressed = (nModifierState & 0x04000000) != 0; s_bAltPressed = (nModifierState & 0x08000000) != 0; s_bMetaPressed = (nModifierState & 0x10000000) != 0; }; /*********************************************************************/ // void : A function for printing only if debugging function debug() { // If we are not debugging if( !s_bAltPressed ){ // We are done... return; } // Convert the arguments object into an array var aArguments = [].slice.call( arguments ); // Print the array print( aArguments.join(" ") ); }; /*********************************************************************/ // String : A function for retrieving a translation if one exists function text( sText ) { // If the version of the application supports qsTr() if( typeof( qsTr ) != "undefined" ){ // Return the translated (if any) text return qsTr( sText ); } // Return the original text return sText; }; /*********************************************************************/ // Boolean : A function for testing whether or not a QObject instance // inherits one of a list of types function inheritsType( oObject, aTypeNames ) { // If the object does not define the 'inherits' function if( !oObject || typeof( oObject.inherits ) != "function" ){ // We are done... it is not a QObject return false; } // Iterate over the list of type names for( var i = 0, nTypes = aTypeNames.length; i < nTypes; i += 1 ){ // If the object does not inherit the 'current' type if( !oObject.inherits( aTypeNames[i] ) ){ // Next!! continue; } // Return the result return true; } // Return the result return false; }; /*********************************************************************/ // DzNode : A function for getting the root of a node function getRootNode( oNode ) { // If we have a node and it is a bone if( oNode && inheritsType( oNode, ["DzBone"] ) ){ // We want the skeleton return oNode.getSkeleton(); } // Return the original node return oNode; }; /*********************************************************************/ // void : A function for setting the default options function setDefaultOptions( oSettings, sRootLabel ) { // If the root label is not empty if( !sRootLabel.isEmpty() ){ // Set the label of the root node to find it in the scene; // this can be used to override selection within the scene oSettings.setStringValue( "RootLabel", sRootLabel ); } }; /*********************************************************************/ // void : A function for setting the required options function setRequiredOptions( oSettings, bShowOptions ) { // Set the initial state of the compress file checkbox oSettings.setBoolValue( "CompressOutput", false ); // Do not to show the options oSettings.setBoolValue( "RunSilent", !bShowOptions ); }; /*********************************************************************/ // Get the asset IO manager var oAssetIOMgr = App.getAssetIOMgr(); // Define the class name of the asset filter we want to use var sClassName = "DzCharacterAssetFilter"; // Find the index of the asset filter with the class name we want var nAssetIOFilter = oAssetIOMgr.findFilter( sClassName ); // If we did not find an asset filter with the class name we wanted if( nAssetIOFilter < 0 ){ // Inform the user MessageBox.critical( text( "An asset filter with the class name " + "\"%1\" could not be found.").arg( sClassName ), text( "Critical Error" ), text( "&OK" ) ); // We are done... return; } // Get the asset filter at the prescribed index var oAssetIOFilter = oAssetIOMgr.getFilter( nAssetIOFilter ); // If we do not have a valid asset filter if( !oAssetIOFilter ){ // Inform the user MessageBox.critical( text( "An asset filter with the class name " + "\"%1\" could not be found.").arg( sClassName ), text( "Critical Error" ), text( "&OK" ) ); // We are done... return; } // Create a settings object var oSettings = new DzFileIOSettings(); // Get the default settings oAssetIOFilter.getDefaultOptions( oSettings ); // Define whether or not to show options var bShowOptions = s_bControlPressed; var bOptionsShown = false; // Get the root of the primary selection var oRootNode = getRootNode( Scene.getPrimarySelection() ); // If we had a node selected, get its name otherwise use a default var sRootName = (oRootNode ? oRootNode.getName() : "Genesis8Female"); var sRootLabel = (oRootNode ? oRootNode.getLabel() : ""); // Get the content manager var oContentMgr = App.getContentMgr(); // Get the base path - the first mapped content directory var sBasePath = oContentMgr.getContentDirectoryPath( 0 ); // Set the default options; this can be used to set // options before the dialog is displayed setDefaultOptions( oSettings, sRootLabel ); // Debug debug( "Defaults:", oSettings.toJsonString() ); // If we are showing options, we can override the last saved state // by passing in the settings we want to override; // if we cannot get the default/saved options for the asset filter, // without displaying the options dialog if( !oAssetIOFilter.getOptions( oSettings, bShowOptions, "" ) ){ // We are done... return; // If we can get the options for the importer } else { // Capture that options were shown bOptionsShown = true; // Debug debug( "Get:", oSettings.toJsonString() ); } // If we are not showing options if( !bShowOptions ){ // Set whether to write shape settings oSettings.setBoolValue( "WriteShapes", true ); // Set whether to write material settings oSettings.setBoolValue( "WriteMaterials", true ); } // Set the required options; override user settings if needed setRequiredOptions( oSettings, !bOptionsShown ); // Debug debug( "Required:", oSettings.toJsonString() ); // Construct the name of the file to save to; omit file extension var sFile = String("%1/%2 Test").arg( sBasePath ).arg( sClassName ); // Use the asset manager to save a file, using the filter and defined settings var oError = oAssetIOMgr.doSaveWithOptions( oAssetIOFilter, oSettings, false, sFile, sBasePath, "" ); // If there was no error if( oError.valueOf() == 0x00000000 ){ // Debug debug( "Saved:", sFile ); // If there was an error } else { // Debug debug( "Error:", getErrorMessage( oError ) ); } // Clean up; do not leak memory oAssetIOFilter.deleteLater(); // Finalize the function and invoke })();