[Maya-Python] Re: aniMeta - simple rigging tools

2022-01-11 Thread Jan Berger
Hi Marcus, saw you ragdoll stuff, pure awesomeness! Regarding your 
questions, HumanIK is IMHO only good for retargeting animation(mocap) data 
in Maya. It is integrated in aniMeta by creating a hik character along with 
the actual rig and than there is an extra group with a pairBlend on each 
relevant control so one can dial in or out the hik effect ( "mocap" 
attribute on each control ). This allows one to animate/tweak the mocap 
data, ie for foot locking. I have not implemented a baking step, yet, I 
guess that depends if it gets becomes a priority for some reason, so far I 
had exported the animation then directly to game engines, mostly UE.

Your question regarding a comparison to other solutions is very 
interesting, as it touches the design choices made. There are already a few 
options for auto-rigging out there, why bother putting out another one? 
First, the key idea behind aniMeta is simplicity with having novice users 
in mind. In my experience it can be already a challenge for users to 
install a script/plug-in. My idea was to have everything needed in a 
compact format with no dependencies/build/platform/installation issues, 
that is way I made the choice that aniMeta needs to be a single text file 
that can be started from the plug-in manager.  Second, regarding features, 
the biped template would probably be considered basic when compared to 
other options out there, especially mGear. but that also makes it fast and 
has only what I consider the most important features to get some decent 
game animation loops. It is also vanilla Maya, so a rig created with 
aniMeta can be opened on another machine that does not have the plug-in 
installed. That is also a difference to mGear, which uses custom nodes. So 
IMHO mGear is definitely the choice if you need to customize stuff and want 
advanced features, aniMeta is more of a light-weight but fast solution, but 
offers some neat features that maya make it interesting for character TDs. 
For example. there is a tool to export/import hierarchies(json), there is 
skinning IO(json) and a procedural build system, which I used last year to 
build a couple of mGear characters with. So it complements Maya where I see 
some Maya`s rigging features lack and aniMeta can easily combined with 
other rigging tools and solutions out there. Some students told me that the 
smooth weights tool alone already makes it  worth having around.

I know there isn`t any info about usage of aniMeta yet. But I am in the 
process of putting info stuff together so people can get a more specific 
idea of what it is and how to use it.  But so far thanks for your interest! 
: )

Marcus Ottosson schrieb am Dienstag, 11. Januar 2022 um 16:24:07 UTC+1:

> Very exciting. :) I'm familiar with your work on Character Modular System, 
> years ago from Suntoucher Labs. That stuff was next-gen. Keen to dive into 
> this.
>
> One question comes to mind from your feature summary above, what are your 
> thoughts on HumanIK? Is it intended for use by animators, or is it an 
> integration kind of thing? Like for motion capture, Motion Builder or 
> Unreal/Unity?
>
> Also what are your thoughts on other auto riggers out there, in terms of 
> comparison. When should (or shouldn't) one choose to look at aniMeta over 
> anything else? Of particular interest to me personally is a comparison with 
> mGear.
>
> On Tuesday, 11 January 2022 at 15:17:25 UTC loopy@gmail.com wrote:
>
>>
>> Howdy, I created this auto-riggerfor my students that has features that I 
>> find vanilla maya lacks and published it on github as open-source. It is 
>> easy to install, it is just one py file that can be started via the plug-in 
>> manager. I thought it may be interesting to some of you, so here you go:
>> https://github.com/janberger/aniMeta
>>
>> Here are some features:
>> - Biped template ( Unity and Unreal compatible )
>> - HumanIK inegration
>> - Skinning IO
>> - Very nice Smooth Weights Tool ; )
>> - Picker UI
>> - Rig, Pose, Animation IO
>> - Transform tools ( mirroring, matching et al )
>>
>> Overall the rigging features may seem limited for the Biped, because they 
>> are ; ) but keep in mind it is for students, especially game design 
>> students. For more advanced stuff. there is a procedural build system for a 
>> data-cantric workflow integrated, but I guess I need to write some 
>> documentation before anybody but me can use it.  
>>
>> Please let me know if you have any questions! 
>> Jan Berger
>>
>

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[Maya-Python] aniMeta - simple rigging tools

2022-01-11 Thread Jan Berger

Howdy, I created this auto-riggerfor my students that has features that I 
find vanilla maya lacks and published it on github as open-source. It is 
easy to install, it is just one py file that can be started via the plug-in 
manager. I thought it may be interesting to some of you, so here you go:
https://github.com/janberger/aniMeta

Here are some features:
- Biped template ( Unity and Unreal compatible )
- HumanIK inegration
- Skinning IO
- Very nice Smooth Weights Tool ; )
- Picker UI
- Rig, Pose, Animation IO
- Transform tools ( mirroring, matching et al )

Overall the rigging features may seem limited for the Biped, because they 
are ; ) but keep in mind it is for students, especially game design 
students. For more advanced stuff. there is a procedural build system for a 
data-cantric workflow integrated, but I guess I need to write some 
documentation before anybody but me can use it.  

Please let me know if you have any questions! 
Jan Berger

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Re: [Maya-Python] Re: addAttributeChangedCallback within deformer?

2011-09-05 Thread Jan Berger


I second Chad Vernon`s comment and suggest using the 
setDependentsDirty method for this purpose.


At 03:20 04.09.2011, you wrote:

Try using myNode.thisMObject() instead of OpenMaya.MObject(), thus
removing the need to have a myMojbect at all
Also, the callback function needs to have and only have the arguments
found in MNodeMessage::MAttr2PlugFunction. If *args
isn't that, then it isn't going to work...
On Sep 3, 5:10 pm, johnvdz john.vanderz...@gmail.com wrote:
 thanks guys.

 this is basically what i have.

 class myNode(OpenMayaMPx.MPxDeformerNode ):
  myMobject=OpenMaya.MObject()
  def __init__(self):
  OpenMayaMPx.MPxDeformerNode.__init__( self )
  def postConstructor(self):

 attrChangedCBId=OpenMaya.MNodeMessage.addAttributeChangedCallback(
 myNode.myMobject, myNode.attrChangedCallback, self)
   def attrChangedCallback(*args):
  print 'this node callback is working'

 however i generally get a

 # RuntimeError: (kInvalidParameter): Unexpected Internal Failure //
 this is in the post constructor.

 not sure if i have implemented it wrong

 john

 On 09/04/2011 05:44 AM, Chad Vernon wrote:







  You can also use setDependentsDirty to check when things change.

  On Sat, Sep 3, 2011 at 12:33 PM, notanymike notanym...@gmail.com
  mailto:notanym...@gmail.com wrote:

  In c++ I usually install it in MPxNode's postConstructor method and
  remove it in it's ~MPxNode method

  However I don't know what the ~ equivalent to Python is...

  On Sep 3, 7:49 am, johnvdz john.vanderz...@gmail.com
  mailto:john.vanderz...@gmail.com wrote:
   hi all,

   i'm really scratching my head here. anyone know of an example
  out there
   for attributeCallbacks
  (MNodeMessage.addAttributeChangedCallback) within
   a deformer or mpxnode.

   not sure if i should be putting this in the __init__ func or in
  its own
   custom constructor.

   I'm not really sure about what its passing how to deal with what it
   passes so any examples would be great. Google search doesn't
  bring up
   much python stuff.

   i need to be able to pass some message to update for the node to
   recalculate an array of values.

   thanks in advance

   john

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Re: [Maya-Python] Re: environment for API calls ?

2011-09-02 Thread Jan Berger


A short answer would be yes, you can do it and it gives a lt of 
possibilities,

but if you are talking abou a script in the context of a bunch of commands
being executed one after another, you should realize that with calling the API
you may run into undo/redo issues.

I have done it in production but only to do really opportunistic stuff,
like copying mesh data around without creating tweaks etc.
and where creating a scripted or not plug-in would have caused
too much overhead.

But I really like this combo of API and Python and can only 
encouraged to go down

the path of Dark Magic Power Moves as I call it ; )

At 18:56 02.09.2011, you wrote:

More precisely, if there is a boundary between python scripting and
API calls, how is it formalized ?

Thanks

Adam

On 2 sep, 18:52, wannAPI urbnc...@hotmail.com wrote:
 This is a very basic question:

 Is it possible to make API calls from the command line, or should they
 in general be considered apart from python scripts ? Aren't both of
 the same nature ?

 This might sound odd but that's one of the conceptual point I'm
 missing personally.

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Re: [Maya-Python] issues with mPlug

2011-08-23 Thread Jan Berger


hard to tell from the info provided what might be the cause, 
especially if it seems

to work in other maya versions. Are array attributes or arrays involved?
A wrong index can easily crap out maya, but if it works in other versions...


At 16:09 23.08.2011, you wrote:

Just out of curiosity has anyone encountered issues using MPLug

one of our programmers is having an issue with a script that works 
fine in maya on windows 2011, and 2012 and linux 2011, but not in 
linux maya 2012.


ontop of that he's not quite able to isolate the issue down to the 
function call.


 he made a test script out of the same code he's using, but it 
works fine ( go figure) .
 however in the much larger script the exact same code  totally 
crashes maya out.


 i still have my doubts, but I thought I'd throw it out there to 
see if anyone else has run into anything similar.


thanks

-=s


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Re: [Maya-Python] custom constraint

2011-08-20 Thread Jan Berger


Didnt they introduce a MPXConstraint class at some point for custom constraints
to get this behaviour?

At 21:29 20.08.2011, you wrote:

I`m working on custom constraint and wonder how Maya does the
connections to translate or rotate attribute, so they can be still
changed. I will explain it more. If you make Maya constraint, you can
still move constrained object around, even if there are connections.
Actually Maya keyframes work the same way, you couldn`t animate really
if once keyframe is connected object`s attribute values couldn`t
change.
So I wonder if this is internal way of plug evaluation or I need
specific type of attribute (constraintTranslate seems to be simple
double3 type). Does anyone know how this works? thanks.

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Re: [Maya-Python] Turning off orient joint in the move options?

2011-08-16 Thread Jan Berger



jointCtx

command maybe?


At 06:14 16.08.2011, you wrote:

Sent this already, but I never saw it come through...
I've been digging for a global var to turn off the orient joint move 
option (turned on by default in Maya 2012), but I have not managed 
to find one. I know this is not directly related to Python but I 
wanted to ping this to all the expertise in here. Anyone know how to 
set that option to off (through code)?


Thanks
/ Christian

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Re: [Maya-Python] Re: Adding up child rotations

2011-03-21 Thread Jan Berger


The example in the blog just spits out what has 
been put into the TransformationMatrix.
The question is whether when you add a rotation 
this will be kept track of as well, right?
If I were you I would take the code from the blog 
and add some rotation either with rotateBy
or addRotation and then see what it spits out. 
Sorry I can not give you direct answers and/or write code ...



At 10:34 AM 3/21/2011, you wrote:

My current mel script that I'd like to turn into a scripted plugin:
for ($obj in $hir){
 string $type = `nodeType $obj`;
 if (`gmatch joint $type`){
  float $jo[] ={};
  $jo[0] = `getAttr ($obj + .jointOrientX)`;
  $jo[1] = `getAttr ($obj + .jointOrientY)`;
  $jo[2] = `getAttr ($obj + .jointOrientZ)`;
  rotate -r -os  $jo[0] $jo[1]  $jo[2] c;
 }
 float $rot[] = `xform -q -os -ro $obj`;
 rotate -r -os $rot[0] $rot[1] $rot[2] $target;
}
By classic way do you mean using the MMatrix class?
Because 'AK Eric' says in the above mentioned description that the
MTransformationMatrix [class] will keep track of rotations past 360
degrees  rotation order of the node, while MMatrix objects will not.
It makes sense: A matrix itself stores orientations as vectors, which
have no concept how how far they’ve been ‘rotated’, so the MMatrix
object doesn’t track this data. But behind the scenes, the
MTransformationMatrix does track this info... 
http://www.akeric.com/blog/?p=1067

The whole point of the plugin I want to create is to add up how many
times the source nodes have spun and incrementaly add the rotations
together and output it on to one node. It sounds like
MTransformationMatrix::rotateBy would allow me to do this?
http://download.autodesk.com/us/maya/2010help/api/class_m_transformation_matrix.html#554b247da58575f45b45446e04bb1afa
Thanks!

On Mar 21, 6:25 pm, j...@janberger.de j...@janberger.de wrote:

 You can match transformations with different rotation orders,
 because internally the rotation order is irrelevant, it is only used
 when calculating the input and the output ( given it is rotation ).
 Internally the 4x4 matrix is just a bunch of vectors, that dont
 know anything about rotation orders and how many times they spun around.
 So I am not sure if the classic way will get you what you are looking for.




 t nojun...@gmail.com hat am 21. März 2011 um 03:04 geschrieben:



  OK! Due to further research, it seems that matching rotations of
  different rotation orders is a mathmatical imposibility;
 http://en.wikipedia.org/wiki/Rotation_(mathematics)
  So, the question now is;

  What would be the scripted plugin code to do 'relative' additive
  rotations on one transform from the rotation values of nodes in a
  hierarchy?

  I'd like to use this class that supports rotations past 360 degrees
  using MTransformationMatrix::rotateBy
 http://download.autodesk.com/us/maya/2010help/api/class_m_transformat...

  Thanks!

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Re: [Maya-Python] Re: object matrix

2011-01-22 Thread Jan Berger


Have you tried using 
MScriptUtil.http://download.autodesk.com/us/maya/2010help/API/class_m_script_util.html#891ecce0036c4ca210c39b27b1ead805asDouble3Ptr 
?



From the docs:
Utility class for working with pointers and references.

Utility class for working with pointers to basic types such as int, 
float and arrays of these types. Class is more applicable for script 
programming rather than C++. C++ pointers and references have no 
equivalent in script so this class provides utility methods for 
working with these type of parameters and return values.


References are treated as pointers in script. This class allows 
creating data and then acquiring a pointer to the data so that 
information can be passed to class methods requiring references.


Common scenarios:

   * A reference to an integer is required for a parameter: create 
the 
http://download.autodesk.com/us/maya/2010help/API/class_m_script_util.htmlMScriptUtil 
object with the integer create() method, acquire a pointer using 
http://download.autodesk.com/us/maya/2010help/API/class_m_script_util.html#d9ea6a06354c1e489730649a2d9bf1edasIntPtr(), 
pass that pointer to the method requiring the reference, create 
another 
http://download.autodesk.com/us/maya/2010help/API/class_m_script_util.htmlMScriptUtil 
object using the int pointer that was returned, query the integer 
return value using 
http://download.autodesk.com/us/maya/2010help/API/class_m_script_util.html#e42e1236dd42fccf9f98516deebcbe24asInt().
   * A pointer to a list of floats are required for a parameter: 
create the 
http://download.autodesk.com/us/maya/2010help/API/class_m_script_util.htmlMScriptUtil 
object with createFromList(), call asFloatPointer() and pass that to 
the method.
   * Several static methods are available for converting python 
lists to matrices and integer/float arrays.


This class is cumbersome to use but it provides a way of building 
parameters and accessing return values for methods which would 
normally not be scriptable.




At 05:44 AM 1/22/2011, you wrote:

hi,
i would love to get the worldspace scales but can get the getScale
arguments right. What did you use?
I end up with

tMatrix.getScale(ptr, om.MSpace.kWorld)
# Error: line 1: in method 'MTransformationMatrix_getScale', argument
2 of type 'double [3]'
# Traceback (most recent call last):
#   File maya console, line 1, in module
# TypeError: in method 'MTransformationMatrix_getScale', argument 2 of
type 'double [3]' #

Best Regards,
katrin
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Re: [Maya-Python] Re: object matrix

2011-01-22 Thread Jan Berger


If you have the worldMatrix the scale is in matrix[0][0] matrix[1][1] 
and matrix[2][2]



At 01:17 PM 1/22/2011, you wrote:

hi,
yes, i did as described here 
http://groups.google.com/group/python_inside_maya/browse_thread/thread/1b0eae1c73c93042/ebbf7af9b00a26e4?hl=deq=#ebbf7af9b00a26e4

but couls figure out th emissing argument...
I only need worldspace scale from marix, maybe there is an easyer 
way after all?

Thanks,
katrin


 Original-Nachricht 
 Datum: Sat, 22 Jan 2011 12:08:16 +0100
 Von: Jan Berger j...@janberger.de
 An: python_inside_maya@googlegroups.com
 Betreff: Re: [Maya-Python] Re: object matrix


 Have you tried using
 
MScriptUtil.http://download.autodesk.com/us/maya/2010help/API/class_m_script_util.html#891ecce0036c4ca210c39b27b1ead805asDouble3Ptr

 ?


  From the docs:
 Utility class for working with pointers and references.

 Utility class for working with pointers to basic types such as int,
 float and arrays of these types. Class is more applicable for script
 programming rather than C++. C++ pointers and references have no
 equivalent in script so this class provides utility methods for
 working with these type of parameters and return values.

 References are treated as pointers in script. This class allows
 creating data and then acquiring a pointer to the data so that
 information can be passed to class methods requiring references.

 Common scenarios:

 * A reference to an integer is required for a parameter: create
 the
 
http://download.autodesk.com/us/maya/2010help/API/class_m_script_util.htmlMScriptUtil

 object with the integer create() method, acquire a pointer using
 
http://download.autodesk.com/us/maya/2010help/API/class_m_script_util.html#d9ea6a06354c1e489730649a2d9bf1edasIntPtr(),

 pass that pointer to the method requiring the reference, create
 another
 
http://download.autodesk.com/us/maya/2010help/API/class_m_script_util.htmlMScriptUtil

 object using the int pointer that was returned, query the integer
 return value using
 
http://download.autodesk.com/us/maya/2010help/API/class_m_script_util.html#e42e1236dd42fccf9f98516deebcbe24asInt().

 * A pointer to a list of floats are required for a parameter:
 create the
 
http://download.autodesk.com/us/maya/2010help/API/class_m_script_util.htmlMScriptUtil

 object with createFromList(), call asFloatPointer() and pass that to
 the method.
 * Several static methods are available for converting python
 lists to matrices and integer/float arrays.

 This class is cumbersome to use but it provides a way of building
 parameters and accessing return values for methods which would
 normally not be scriptable.



 At 05:44 AM 1/22/2011, you wrote:
 hi,
 i would love to get the worldspace scales but can get the getScale
 arguments right. What did you use?
 I end up with
 
 tMatrix.getScale(ptr, om.MSpace.kWorld)
 # Error: line 1: in method 'MTransformationMatrix_getScale', argument
 2 of type 'double [3]'
 # Traceback (most recent call last):
 #   File maya console, line 1, in module
 # TypeError: in method 'MTransformationMatrix_getScale', argument 2 of
 type 'double [3]' #
 
 Best Regards,
 katrin
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Re: [Maya-Python] getting a node's typeID

2010-09-24 Thread Jan Berger


I`m not sure I have enough info to give specific advice, I presume 
the node may not exist that you want to get the typeId for?
If MDGModifier does not do the job how about just creating one and 
then use MGlobal::deleteNode() to get rid of it?

Just a thought...

At 09:56 PM 9/22/2010, you wrote:


On Sep 22, 2010, at 9:39 PM, Jan Berger wrote:



there is MFnDependencyNode::typeId()
to get it for a specific node type I guess one would need to use 
the create function beforehand


yes, it's not a static/class method so the MFnDependencyNode class 
needs to be instantiated to use that method... meaning you need an 
existing node.  i've done some very nasty things using dg modifiers 
to create ghosedt nodes that do not yet exist to find out their 
type, the revert the dgmod, but i'd rather not have to do that.


-chad






At 08:26 PM 9/22/2010, you wrote:
i've searched for this before without avail, but it's biting me 
again in a different context, so i thought i'd check:


is there a way to get the typeId of a node without having an 
existing instance of the node?


i would expect a static method on MFnDependencyNode, like the following:

MFnDependencyNode.getTypeId('transform')

but i can't find anything

-chad


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Re: [Maya-Python] getting a node's typeID

2010-09-22 Thread Jan Berger


there is MFnDependencyNode::typeId()
to get it for a specific node type I guess one would need to use the 
create function beforehand



At 08:26 PM 9/22/2010, you wrote:
i've searched for this before without avail, but it's biting me 
again in a different context, so i thought i'd check:


is there a way to get the typeId of a node without having an 
existing instance of the node?


i would expect a static method on MFnDependencyNode, like the following:

MFnDependencyNode.getTypeId('transform')

but i can't find anything

-chad


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