My bad, had thought I had added in my dictionary example.
Here you go - https://pastebin.com/raw/wb9gw3L9
And my actual codes:
from datetime import datetime
def sortedPage(d):
return {k: {'elements': sorted([v1 for k1 ,v1 in
v['elements'].items()], key=lambda el:
Hi all, does anyone have a script they can share for selecting objects
inside a given frustum? I am currently using the selectFromScreen(...)
function in MGlobal, but that doesn't seem to pick up everything. I figured
this is a common problem so rather than write my own, I'd take the lazy
route :P
On Wed, Dec 12, 2018 at 10:57 AM yann19 wrote:
> My bad, had thought I had added in my dictionary example.
> Here you go - https://pastebin.com/raw/wb9gw3L9
>
> And my actual codes:
> from datetime import datetime
>
> def sortedPage(d):
> return {k: {'elements': sorted([v1 for k1 ,v1 in
>
I apologize in advance as this is not much of a Maya question but I am
trying to convert this 'list' within nested dictionaries into a dictionary
type.
I had a function where it ingests in a nested dictionary and allows me to
sort the contents by a specified value eg. name.
This is a portion
On Wed, Dec 12, 2018 at 9:07 AM yann19 wrote:
> I apologize in advance as this is not much of a Maya question but I am
> trying to convert this 'list' within nested dictionaries into a dictionary
> type.
>
> I had a function where it ingests in a nested dictionary and allows me to
> sort the
Dictionaries are basically hash maps and therefore are not ordered. You
can't preserve the order of the entries in a dict, indeed when you use sort
you are doing it on a list. There is something called ordered dictionary
that you can check out, otherwise you could use a list of tuples. I hope
On Wed, Dec 12, 2018 at 9:32 AM Daniele Dolci
wrote:
> Dictionaries are basically hash maps and therefore are not ordered. You
> can't preserve the order of the entries in a dict, indeed when you use sort
> you are doing it on a list. There is something called ordered dictionary
> that you can
Hi Guys,
I have created a custom blendshape with certain functionalities. It also,
as a normal blendshape, takes as input multiple targets which I would like
to paint the weights for.
I watched the tutorial of Chad Vernon about doing it with a paintIndex
attribute and callbacks but I would