On Thu, Aug 27, 2009 at 22:13, Taylor Carrascocrackerbu...@gmail.com wrote:
Is there a way to validate a mel command is valid (not necessarily that it
will execute properly) before running it?
Something like .
cmdValid(setAttr PUP1:root_ctrl.extraRotY 20;) returns true
cmdValid(3etAttr
On Tue, Aug 18, 2009 at 21:35, Chad Dombrovachad...@gmail.com wrote:
thanks for clarifying. do MObjectHandles have a properly implemented
__eq__ and __ne__? i've come across some bogus ones on api classes
( MDagPath.__ne__ was one offender, if i remember correctly )
Yup. SWIG maps a
On Tue, Aug 18, 2009 at 02:16, Dimitrydima.archit...@gmail.com wrote:
it is possible to hide selected faces, by using pymel?
Maya does not currently provide a way for hiding just specific faces
of a mesh. The best you can do is to assign those faces to shader
which is fully transparent and
On Sun, Aug 16, 2009 at 05:15, Kinganimator...@gmail.com wrote:
def getNodeAttribute( nodeName=, attributeName= ):
node = PyNode( nodeName )
cmnd = (node.+attributeName+.get())
result = python(cmnd)
return result
Pymel way of getting an attribute's value is much easier. The
On Thu, Jul 30, 2009 at 18:52, Serguei
Kalentchoukserguei.kalentch...@gmail.com wrote:
When I add attributes to a custom node written Python API I am having
trouble having them show up in Hypershade as possible input connections.
This only seems to be an issue with incoming connections as the
On Tue, Jul 28, 2009 at 17:49, Paul Molodowitchelron...@gmail.com wrote:
Wilsimar - in short, maya simply doesn't keep track of that. If you
want to, you have to do it yourself, by setting a callback for
whenever the selection is changed, using scriptJob.
Depending upon the situation, it
On Sat, Jul 18, 2009 at 17:40, Chad Dombrovachad...@gmail.com wrote:
in the script editor i get this:
from pymel import *
ls()[0]
# Result: time1 #
but in the interpreter i get this:
from pymel import *
ls()[0]
Time(u'time1')
there's a big difference between time1 and
On Tue, Jul 14, 2009 at 15:48, Chad Dombrovachad...@gmail.com wrote:
am i right in my memory that there is no way to get an api callback for
render start/done for any renderer other than maya software?
That's correct, however in the 'Render Options' section of the 'Render
Settings' window you
On Thu, Jul 9, 2009 at 14:07, Matthew Chapmanchapman...@gmail.com wrote:
How do you set the M3dView::DisplayObjects shown in the current M3dView? I
cannot seem to find the method.
The necessary method is missing. Looks like an oversight to me.
That means that you're stuck using the
On Mon, Jul 6, 2009 at 05:10, Omar Agudoomar.ag...@gmail.com wrote:
I have tried what you said me but it doesn´t work. I have some questions,
If you want to render a mesh that have different colors you need to
assign different shaders to the mesh?
There are several ways to do it. That's one
On Thu, Jul 2, 2009 at 09:33, Omar Agudoomar.ag...@gmail.com wrote:
I have used the API command for coloring per vertex, but this command
doesn´t work properly, maybe I am doing somethig wrong, but I don´t
see what I am doing wrong. Have someone have the same problem??
Let's assume that you
Whoops. There was an error in the commands that I gave you. This:
# Set the color of vertex 2 to be red.
mc.select('myMeshShape.vtx[2]', r=1, g=0, b=0)
should be this:
# Set the color of vertex 2 to be red.
mc.polyColorPerVertex('myMeshShape.vtx[2]', r=1, g=0, b=0)
--
-deane
On Fri, Jun 26, 2009 at 04:17, prabu praburaj.rathi...@gmail.com wrote:
Hi all,
Do anybody tried using shave and haircut command shaveWriteRib in
python...
Is there any way to use it in python
How to use custom developed MEL command (ie user defined mel command
(or) mel command
On Thu, Jun 11, 2009 at 01:55, Chadrikchad...@gmail.com wrote:
just thinking out loud, here: is it possible to do create a command
outside of the context of a plugin?
At this point I was going to tell you how I thought it unlikely to work.
# get it's mobject and register the new command
Whenever I post a message to this list I get a failure from
'nostradamusf...@hanmail.net'. It looks like that email is dead.
Does this happen to the rest of you as well? If so, could one of the
list administrators remove that address from the list?
Thanx.
--
-deane
On Sat, Jun 6, 2009 at 17:31, barnabas79elron...@gmail.com wrote:
Hey - I was wondering if anyone here knew of a way to make an EMPTY
kSurfaceFaceComponent MObject?
Normally, I would use MFnDoubleInexedComponent.create - but there
seems to be a bug - it's not compatible with
On Tue, Jun 2, 2009 at 18:49, AK Eric warp...@sbcglobal.net wrote:
If I re-order the .addFlag's, whichever one is listed first won't be
captured. So if I list the radius first, anything I pass in via -r or
-radius simply won't be seen.
How are you determining that is it not seen?
Does Maya
It works fine for me in both 2008 and 2009.
How do you know that it's skipping the first flag. Does the 'help'
command not display it?
On Fri, May 29, 2009 at 17:09, Eric Pavey warp...@sbcglobal.net wrote:
This is probably a long shot, but I thought I'd ask in case anyone
else has ran into
On Mon, May 11, 2009 at 14:54, hapgilmore hapgilm...@hotmail.com wrote:
#get shell uv
floatArray = OpenMaya.MScriptUtil()
floatArray.createFromList([0.0,0.0],2)
shellUVptr = floatArray.asFloat2Ptr()
[...]
shellU = OpenMaya.MScriptUtil().getFloatArrayItem(shellUVptr,0)
To Python an array of
Maya does not come with a standalone version of mental ray.
mental ray has two APIs: the shader API, which is used for writing
custom shaders, and the integration API, which is used to embed the
mental ray renderer inside other applications.
Maya comes with a plugin called 'Mayatomr' which uses
On Tue, Mar 31, 2009 at 10:22, Omar Agudo omar.ag...@gmail.com wrote:
I want to use Mental ray stand alone.
The question is if I can have access to these options:
* Placeholders - Reuse memory for source geometry
* Approximation - Reuse memory with fine approximation
* Texture cache -
On Tue, Mar 24, 2009 at 19:11, Justin Ball justin.c.b...@gmail.com wrote:
I was using the line ls(type='mesh', ap=1)
and yes I get all the meshes... but I need their transform information.
and if I have instanced meshs, I am getting just the translation
information from the transform node.
Whoops. Forgot a line:
On Wed, Mar 25, 2009 at 01:04, Dean Edmonds dean.edmo...@gmail.com wrote:
import maya.OpenMaya as om
meshPath = om.MDagPath()
iter = om.MItDag(om.MItDag.kDepthFirst, om.MFn.kMesh)
while not iter.isDone():
iter.getPath(meshPath
On Fri, Mar 20, 2009 at 17:23, barnabas79 elron...@gmail.com wrote:
Dynamic attributes created with addAttr that have the storable flag
set to false are still written out to the file - see:
http://pastebin.com/f3b83af36
[...]
# Now, re-open that scene we just saved
On Thu, Mar 19, 2009 at 09:58, barnabas79 elron...@gmail.com wrote:
Hi all - so, I ran across an undocumented method of MFnMesh,
getUvShellsIds, which is used in
/docs/Maya2009/en_US/API/flip_u_v_cmd_8cpp-example.html
Might anyone know if undocumented function such as this are
On Sun, Feb 15, 2009 at 22:40, Adam Mechtley adam.mecht...@gmail.com wrote:
I would like to point out by the way that although almost all friend
functions are listed as having no script support, the first version of slerp
On Sun, Feb 15, 2009 at 14:16, jasonosipa jason.os...@gmail.com wrote:
What do const, , and * each mean?
When you look at documentation for an object, each argument can have a
lot of different markup, and I'm not confident with guesses at what
those mean, so I'll just ask:
What do const,
On Sun, Feb 8, 2009 at 14:48, jasonosipa jason.os...@gmail.com wrote:
I want to throw a specific print statement up if a node failed to do
something. I'm finding it easy to just print a generic message, but
how would I use a node's own name to make it easier to know which
specific one is
Ignore this second copy of the message as it contains misinformation.
Something weird happened to me in gmail and it sent both the good
version and the bad. The other version of this message is the
good/correct one.
On Fri, Feb 6, 2009 at 00:01, Dean Edmonds dean.edmo...@gmail.com wrote:
Before
On Thu, Feb 5, 2009 at 13:42, jasonosipa jason.os...@gmail.com wrote:
where do you see that/learn
that? Where would someone like me get better equipped to have figured
that out on his own? Is it a matter of understanding how to
translate the c++ api stuff? If so, what page would I look up
On Mon, Oct 6, 2008 at 2:48 PM, [EMAIL PROTECTED] wrote:
Anyone have a clue why checkers don't work?
I don't know about the specific method used in the cgtalk since I
haven't read it, but I've had no problem using sampleShadingNetwork()
to sample checker textures in the past. One thing you do
On Fri, Sep 26, 2008 at 7:59 AM, Horvátth Szabolcs
[EMAIL PROTECTED] wrote:
I'm writing a command to query and modify fluid voxel data and having
some difficulties understanding a python data type.
MFnFluid.density is supposed to return a pointer to a float array but
the Python API returns a
On Thu, Sep 25, 2008 at 5:42 AM, Mario Dubec [EMAIL PROTECTED] wrote:
I used this ccecking in compute while I was translating one C++ node from
devkit (particleAttributeNode I think).
I would still recommend moving that code out to either the
legalConnection/legalDisconnection methods or
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