Alternately, and especially since speed seems to be a concern, what you can do
is to re-write your own extract/duplicate command with python api. This is
what I use instead of maya commands, it takes about 50lines to can get all the
infos you need to create a new polygon. And, surprisingly,
I'd be curious to find something as well ! I had a quick look at it ages ago,
and couldn't find anything robust. If you're on Unix, you can attach infos
against a file (including a .mb), but that doesn't seem to exist on windows.
And I'd like to find something cross-platform
You can also write
hi !
I'm writing a node with compound attributes, and, as always, I'm struggling
with syntax !
I want my attributes to have this hierarchy :
element
|__element[0]
|__ element[0].position
|__element[0].positionX
|__element[0].positionY
|__element[0].positionZ
quick update in case someone else has the problem..
I just realized I was missing MArrayDataBuilder.addArrayElement() with the
api2.0 not because it's been replaced by something else, but just because it's
not implemented yet in 2017. Supposed to be available in 2018 (according to the
I remember having the same issue a few years ago (drawText() is REALLY small
^^), and I couldn't find any solution. I ended up writing my text using openGL
instead of maya.
something like
void yourLoc::vBitmapOutput(int x, int y, char *string, void *font){
int len;
glRasterPos2f(x,y) //
I'm not sure I understand what you want to achieve, but can't you use the
python version instead of the mel one ?
a = cmds.polyChipOff(dup=False)
b = cmds.polySeparate(your_mesh)
this way, you get a proper return value in a and b that you can work with.
What do you need to do exactly ?
--
You
Hi guys,
while working on a new MPxLocatorNode, I was wondering something :
how could I implement the drawingOverride (and more specifically the
overrideColor) to my openGL drawing ? Since drawingOverride is inherited by the
MPxLocatorNode class, we might have some handles inside the node, no
def createShader(shaderType='aiStandard', name='CHROME'):
name = pm.shadingNode(shaderType, asShader=True, name=name or
shaderType)
sg = pm.sets(renderable=True, noSurfaceShader=True, empty=True,
name='%sSG' %(name))
pm.setAttr('%s.weight' %(name),0.25)
--
Le mercredi 22 août 2018 18:30:22 UTC-4, Michał Frątczak a écrit :
> I didn't find solution, sadly
>
>
> czw., 23 sie 2018, 00:27 użytkownik napisał:
> So no working solution, really (based on your thread) ? How did you figure
> this out ?
>
>
>
>
>
>
>
> Le mercredi 22 août 2018
Hi,
I'm compiling a plugin in a different environment from usually, and I'm
experiencing some weird behaviors :
What I usually do when I modify my plugin is (in a scene where the plugin is
loaded already) :
- delete any node from the plugin
- flush undo
- unload the plugin
- reload the
So no working solution, really (based on your thread) ? How did you figure this
out ?
Le mercredi 22 août 2018 18:16:34 UTC-4, vince touache a écrit :
> hahaha I just found your thread via google, like 2 seconds ago ! Will have a
> look at it, thanks
>
> Le mercredi 22 août 2018 18:15:30
hi there,
I'm prototyping a deformer in python / maya2017, and while I usually draw a lot
of openGL for debugging purpose (draw points, curves, vectors, etc...), I'm
facing an issue with m2017/vp2.
The drawing is working differently in the new viewport, and I can't find a way
of drawing,
hi,
I'm trying to add an icon to a QTreeWidget, and maya doesn't seem to like the
way I do it.. I've got two versions below, the first one is working fine(ish),
the second makes maya crash, and I'd like to understand why !
from PySide.QtGui import *
# working version
tree = QTreeWidget()
hahahaha ! You want the awful truth ? this "someone" will probably be me... it
happened to me a couple of times -___-' No judgment please =p
(And this is how I became my self-hero ^^)
Le mardi 17 avril 2018 18:59:50 UTC-4, Marcus Ottosson a écrit :
> Haha, your messages are hilarious. Best
Le mardi 17 avril 2018 08:02:54 UTC-4, Rémi Deletrain a écrit :
> I found solution.
>
>
> With PySide QWidget transparancy have bug with QGraphicWidget. If
> QGraphicWidget have parent widget with transparent background mouseClickEvent
> doens't work.
> With PySide2 this bug is fixed.
>
>
>
djsus, how is it possible to be so stupid -___-'
One more time, I found my solution a few minutes after I create the post... I
just forgot to edit my cmakeList file and update the maya version number...
smart...
Sorry about that !
Le mardi 17 avril 2018 17:24:34 UTC-4, vince touache
Hello,
I'm trying to compile some of my plugins for maya 2017, and am facing an error
I don't understand.
While everything seems to work fine on 2015, when I try to load my plugin in
2017, I got this error :
Symbol not found: __ZN15MPxDeformerNode10outputGeomE
I have no idea what that means,
there is something really magic with this forum... I try not to post unless I'm
really stuck, and running out of ideas. But somehow, everytime I post here, I
find a solution to my problem within the day(s)
So again, a few hours after I created this topic, I found the solution ^^ If
someone else
hi folks,
I noticed something I never saw before, so I'd like to know if I'm missing
something :
in a nutshell, I got different results when I connect the outCurve datas from a
node to a motionPath, and when I pass the same connection through a nurbsCurve
before connecting it to a
Le lundi 5 novembre 2018 13:28:25 UTC-5, Neil Roche a écrit :
> Hi,
>
>
> Because of a weird bug in Maya when you set parametric length on a motion
> path you need to set the opposite;
>
>
> cmds.setAttr(mp + '.fractionMode', True)
>
>
> actually turns parametric off.
>
>
> So you need
Le mardi 6 novembre 2018 09:57:50 UTC-5, Neil Roche a écrit :
> I would guess that the curveFromSurfaceIso node will work like a parametric
> curve irrespective of whether parametric is set on or off as you have the min
> and max U values at 0 and 1 and it has no concept of where to draw any cvs
Same approach as Michael, maybe you should go for a curve that does have the
specificity of passing through every point (e.g. Catmull-Rom, kind of a
simplified version of hermite, both light and super easy to implement - the
wiki page has everything you need ). From there, you can try to
Hi folks,
I start looking at the "controller" nodes (new 2017 feature, if I'm correct),
used to tag objects as controllers and (finally !) override maya pickwalks.
It works great, but I'm looking for a clean way to disable them :
in a nutshell, while I'm still working on the rig, I want to
hi Marcus,
I initially started with listHistory, which works fine in 99.99% of the
situations, but in some complex situations I don't get accurate results (just
like sometimes maya fail in setting correctly the purple wireframe), no matter
which flags I use.
I just wanted to make sure I
Hi,
I was wondering if there is a way to get maya objects affected by a given
object ?
When you select something in the viewport, everything affected by your
selection will be displayed in wireframe purple. Is there a command to get this
result ? (something like obj1.isAffectedBy(obj2)
Le jeudi 2 mai 2019 03:25:42 UTC-4, Rémi Deletrain a écrit :
> Hi Marcus,
>
>
>
>
> Any two nodes with a connection will have their connection maintained on
> export.
>
>
> This is a problem. In process I disconnect output of pairBlend and after I
> export selected nodes.
> But at this
hi ,
not sure I understood what you want to achieve. Ultimately, you want your mesh
to look like a sphere ? If yes, I'd suggest you take the longest
centroid->vertex to define a sphere radius, then you do a line/sphere
intersection between each vector centroid->vertex (normalized) and your
Le lundi 18 mars 2019 17:27:16 UTC-4, Justin Israel a écrit :
> MVectorArray in python is a SWIG object wrapping the C++ type. I am not sure
> of a way to pass a pointer to the C++ MVectorArray and 'wrap' it in Python.
> But that would be the lowest overhead if it were possible since you
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