Hi Luke, this is very useful.
I save out all the edits to an editMB file before cleaning it. And when I
save out that file as well as when I re-apply it later down the road, Maya
crashes sporadically. Currently, I’m not unloading the reference when
performing the edits export and the edits
Whoops … I meant to write that Maya crashes when I export the editMB
(sometimes) and later down the road it also crashes (sometimes) when I save
down the edits into the actual scene (“Save reference edits”).
By the way, this is how I save down the reference edits on a loaded
reference:
filepath
Crashing reference updates is surprisingly common I think. One stable way
I've gone about it in the past is to update the .ma file. The results are
the same, except Maya won't have to keep the old and new reference in
memory while switching; which has been, in my experience, the cause of the
Sugiro que aprendas el ingles primero.
Despues aprendes Python en la web. Es gratuito en muchos sítios. Como
learntocode thehardway (Google it).
On Wednesday, October 29, 2014, Juan Carlos Chavez hernandez
cerebrodigita...@gmail.com wrote:
hla perdone pero necesito aprender comprender y
One stable way I've gone about it in the past is to update the .ma file.
How do you mean, exactly?
Do you mean launching a separate process such as maya -batch -command [mel
code] -file hello.ma or do you mean reading in the .ma contents and
modifying it with Python?
--
You received this
You can either modify the .ma in a text-editor, as it is text, or through
Python via something like regular expressions. Each reference will be
clearly prefixed by it's unique command in the header of the file, along
with its absolute path.
On 31 October 2014 08:15, Fredrik Averpil
Hello Fredrik,
Regarding the remove all edits,
have you tryed the referenceEdit command with the flag
*removeEdits?*probably is safer, but you have to unload the reference first.
Cheers!
Eduardo
On Fri, Oct 31, 2014 at 5:27 AM, Marcus Ottosson konstrukt...@gmail.com
wrote:
You can either modify
Hello Hyun,
I may be misunderstanding the question, but I'll give it a try if you don't
mind ;)
As far as I know, when you have attributes and they have the default value,
maya doesn't save them anywhere, and when you ask for them, the default
value is returned
( and sometimes only the values that
Hi all,
I'm revisiting the Red9_Meta caching setup and am looking at the
possibility of using the MObjectHandles hashID as a key in the MetaCache
that I build up, currently I store the key as the dag path which is
obviously not optimal. The cache saves any object being instantiated twice
by the
Hola Juan Carlos,
Te paso unos links...
(I'm sending you some links)
Aqui documentacion de python en español
(Here you have spanish documentation for python)
http://pyspanishdoc.sourceforge.net/
Y aqui, un tutorial en español, o en castellano, como decimos los
argentinos ;)
(And here you have a
Sounds like what you want to do is cache on the hash code combined with a
type identifier, since seems a hash code may not be unique across different
types.
On Sat, 1 Nov 2014 12:07 AM Mark Jackson mark...@gmail.com wrote:
Hi all,
I'm revisiting the Red9_Meta caching setup and am looking at
Hi Mark,
Hows things?
I think the MObjectHandle is returning the its MObject.__hash__() and as 2
MObjectHandles can point to the same MObject you'll get the same uuid.
-Dave
On Fri, Oct 31, 2014 at 11:07 AM, Mark Jackson mark...@gmail.com wrote:
Hi all,
I'm revisiting the Red9_Meta caching
yeah, that's pretty much what I thought, just checking before I ditch the
idea, if I'm going to be checking the hashID against the node Type in-order
to extract a matching key from the dict then I may as well just revert to
the system I had. Not that big a hit to re-instantiate the node if
Yes, however, that just simply does not work at all.
Try this;
for ref in cmds.ls(references=True):
cmds.referenceEdit( ref, removeEdits=True)
Here in my scene, nothing happens. No reference edits was removed.
On Fri, Oct 31, 2014 at 11:56 AM, Eduardo Grana eduardo.gr...@gmail.com
wrote:
Hey Fredrik,
Your right, it doesn't do anything! hahaha
try this:
import maya.cmds as cmds
for ref in cmds.ls(references=True):
cmds.file(unloadReference=ref)
cmds.file (cr=ref) # *cleanReference*
thats how the reference editor does it...
(C:/Program
Aaahhh... yes, that did work. Thank you!
On Fri, Oct 31, 2014 at 5:13 PM, Eduardo Grana eduardo.gr...@gmail.com
wrote:
import maya.cmds as cmds
for ref in cmds.ls(references=True):
cmds.file(unloadReference=ref)
cmds.file (cr=ref) # *cleanReference*
--
You received this message because
I think I found a bug in Maya. After having fiddled around with reference
edits in a script, something broke and it is impossible to load an “editMB”
file back into Maya using Python or MEL. See the example script below. Step
4 won't work.
However, if you re-open the scene after having run this
Hi all,
Frontend is live http://event.pyblish.com!
Interact with it using it’s RESTful API
https://github.com/pyblish/pyblish-event#api
- GitHub Repo https://github.com/pyblish/pyblish-event
- More Details
https://github.com/abstractfactory/pyblish/issues/99#issuecomment-61304407
The following script gets you the world position from a random uv-coordinate of
the selected object.
I affraid I don't know what you mean with symmetry line.
import maya.OpenMaya as om
import maya.cmds as cmds
import random
def GetDagPath(nodeName):
sel = om.MSelectionList()
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