Thank you ! that did the trick !
2010/8/5 damon shelton damondshel...@gmail.com
mel.eval('filetest -d '+var1 + ';')
you have to put around your path in the eval statement
On Wed, Aug 4, 2010 at 6:15 AM, Red jan@gmail.com wrote:
Hello all,
can anyone explain why this does
. However, I'm not sure it's clear
in which manner it SHOULD behave in this case (ie, should it emulate the
behavior of the python or mel command?)... so I'd lean towards leaving it
the way it is, since that won't break anyone's existing code...
- Paul
On Wed, Aug 25, 2010 at 7:18 AM, Red jan
For pymel you can use the tools provided with it.
Maya2012\Python\lib\site-packages\pymel\tools\scriptEditor
Put the pymelScrollFieldReporter into the plugins dir
Replace the original scriptEditorPanel.mel file inside:
Maya2012\scripts\startup
with the one from the pymel tools folder
you need
oh sorry forgot to mention one thing.
in the script editor goto:
History - HistoryOutput - Convert mel to Python.
That should do the trick.
2011/10/21 Eric Nersesian eric.nerses...@my3dti.com
Hi Jan,
I followed your instructions but my script editor is still spitting
out MEL. I made sure
Hi Yury,
I do not think there is mel syntax available for VS 2010 but here is an
explanation for pymel.
https://pytools.codeplex.com/discussions/276754
If it does not work give VS 2010 a restart. that should do the trick.
Hope that helps!
Jan
2011/10/25 ynedelin ynede...@gmail.com
Hi Mike
this on several machines. Now I presume this is a bug somewhere
in pymel.
2)
Does anyone know of another way of getting the vertex Coordinates in a
reliable way?!
Thanks!
Jan
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] , query = True)
2013/1/15 Jan: jan@gmail.com
1)
I ran into a wierd problem in maya 2013. (maya2012 seems to be fine)
if you grab any polygon object and run:
for x in range(0, 10):
print pm.selected()[0].getUVAtPoint(1)
I seem to get on average a
75% chance of getting [0.0, 0.0
make that
uvMap[0] instead of 1 (typo)
2013/1/15 Jan: jan@gmail.com
Found a workaround.
Just kept it all in cmds:
vtxNumber = 1
sel = cmds.ls(sl = True)
## Get uvMap uv nrs
uvMap = cmds.polyListComponentConversion(sel[0]+'.vtx[%s]' %vtxNumber,
fromVertex = True, toUV = True)
## get
Hi,
What you can try is an open and close chunk of your undo queue.
## Opens a new undo chunk
cmds.undoInfo(openChunk = True)
## Closes the chunk again
cmds.undoInfo(closeChunk = True)
Keep in mind though that if you have an error in your script halfway you
might lose your entire undo stack.
with the test results.
Jan
2013/2/8 Justin Israel justinisr...@gmail.com
I am not sure what platform you are running, but on OSX this is even more
problematic. It creates orphaned processes that don't close and keep
spinning the cpus.
The problem, as I understand
add those lines to your script and that deletes the old window.
Jan
2013/7/10 Mike Malinowski (LIONHEAD) mich...@microsoft.com
Hey All,
** **
I’m getting an issue whereby my PySide windows are not being properly
destroyed when they’re closed.
** **
** **
code
import
) :
print 'not visible'
pm.deleteUI( 'testWindow' )
2013/7/10 Jan: jan@gmail.com
Hi Mike,
I ran into the same problem and the easiest way I came up with was just by
forcing the window to be destroyed every time the script ran.
Just like you would do in the old days with mel
Ah yes good point. I'll modify the script to only take global procs.
Also ill add an argument to just do the commands that maya returns with its
help function. This should create a file that resembles the commands that
are listed in the documentation.
Cheers for the feedback!
Jan.
On 3 Apr 2014
*noticed that the attachments dont show up on the online archive so added
them to my website.
Description:
http://www.janpijpers.com/mel-autocompletion-for-sublime-and-mayasublime/
Files:
http://www.janpijpers.com/wp-content/uploads/2014/04/SublimeAutoComplete.zip
2014-04-04 12:52 GMT+01:00 Jan
Hi,
although this is quite an old thread, I wanted to post a work around for
the sake of completeness
http://www.dict.cc/englisch-deutsch/for+the+sake+of+completeness.html:
import maya.OpenMaya as om
import maya.cmds as cmds
def GetDagPath(nodeName):
sel = om.MSelectionList()
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()
I don't think there is an API function for that. You could write your own
function to find the closest UV based on the mesh's UV list.
However it might be a lot easier to just skip the results that are not within
the coverage (ie. sorting out each result that is 0.0,0.0)
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You received this
Hi,
I'm working on a custom mesh exporter on the basis of this one:
https://github.com/Volodymyrk/pbrtMayaPy/blob/master/PBRT/ExportModules/MeshOpt.py
However Maya crashes when I reset the MItMeshPolygon to cache out the same
geometry on each frame. Somewhere in the back of my head I remember
Hello Everybody,
First: thank you for this very usefull mailinglist!!
Second: i want to work with the MNurbsIntersector class but I don't
manage to get it right.
nurbIntersect = OpenMaya.MNurbsIntersector()
gives me the error:
# AttributeError: 'module' object has no attribute
/python_inside_maya
Jan Berger
j...@janberger.de :: www.janberger.de
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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
'MTransformationMatrix_getScale', argument 2 of
type 'double [3]' #
Best Regards,
katrin
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Jan Berger
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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
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have a clue how this could work? Any help is greatly
appreciated, thank you!
All the best, jan
PS: the glGeometry method also takes a pointer-to-pointer argument for
the normalArrays, i was also wondering if it's possible to acces that
with the MScriptUtil in some way??? getFloat4ArrayItem
Very interesting, just ordered a copy!
On 12 Okt., 22:14, Ehsan Kiani ehsankiani.t...@gmail.com wrote:
thanks !
On Wed, Oct 12, 2011 at 11:42 PM, Ricardo Viana cgolhei...@gmail.comwrote:
Thank you very much
For this book just bought the kindle version. This time im really gonna
Does this help:
http://download.autodesk.com/us/maya/2010help/Commands/scriptCtx.html
?
On 17 Okt., 17:20, André Adam a_adam_li...@gmx.de wrote:
Hi again,
most Maya tools rely on input selections to be made prior to executing
a command working on the selection. Now, instead of doing that I'm
ng, 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 i
use it.
Please let me know if you have any questions!
Jan Berger
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