Hi daganael,

Eurocom went through a similar debate when we started to move from mel to
python.  At the time we were just learning OOP with python.  We struggled to
write Python in a OO way because of the cmds wrapping.  We also had problems
mixing our python code with our extensive mel code base.  pymel.melGlobals[]
and pymel.mel.myMelScript() realy went a long way to bridging the gap for
us.  Since we started to play and investigate Python it was a NATURAL
progression/realisation that we could be doing things much more
intutetively.  So 6 months of writing code with python the pymel
argument/discussion we were having internally faded.  Lets just say the
pro's out weighed the con's.

My 2 pennies,

-Dave



On Fri, Dec 11, 2009 at 6:24 PM, Paul Molodowitch <[email protected]>wrote:

> Ok, well, first of all, let me say I'm a contributor to the pymel project,
> so I'm hardly an unbiased opinion. =P
>
> However, here's my take:
>
> First of all, as far as having issues... well, I could go on about how hard
> we've worked to try and eliminate bugs (we currently have ~ 1450 unit tests,
> I believe)... and mention that it's been used successfully in major
> studios... but any software has bugs.  However, I would argue that, despite
> the lack of official support, it's actually easier to fix / find a
> workaround for a pymel bug than it is for a "normal" autodesk one.
>
> First of all, there's the fact that it's OpenSource - all your normal
> debugging options are open to you, and if you find the root source of the
> problem, you can fix it yourself.  With a regular maya command, it's
> generally a black box... and even if you know the exact conditions that
> cause the problem, can reproduce it reliably, and submit a ticket to
> autodesk... well (assuming the ticket gets noticed and given a high-enough
> priority to get fixed), simply due to the nature of Maya's corporate release
> schedule, you'll likely have to wait a while before you see the fix
> incorporated into Maya.  Due to the fact that we're open source, you can
> access any pymel fixes as soon as we make them.
>
> Secondly, consider that while, yes, pymel will inevitably have bugs in it's
> own code, it ALSO fixes/hides a number of bugs in maya's own code.  Plus, it
> allows you to avoid, ah, 'confusing' elements of maya's python
> implementation which, while not technically bugs in and of themselves, are
> likely to introduce bugs of their own.  (*cough* MScriptUtil *cough*).  Then
> there's the simple fact that it can drastically reduce the number of lines
> of code it takes to write a program... and more lines of code mean a higher
> the probability of a bug.
>
> Remember, too, that pymel is NOT an either-or question.  It's another tool
> in your toolset.  If you are having problems with pymel (or suspect you
> are), you can quite easily fall back on the standard maya.cmds, or mix those
> in with pymel commands.
>
> As a final note on the whole 'support' question, while we may not be an
> 'official' support mechanism, Chad and I try to be as helpful as we can...
> as do a large number of other folks on this list.
>
> As far as pymel going 'poof'... well, of course, nothing is ever
> guaranteed.  But the chances of pymel dying at anytime in the near future
> are, ah... slim, to say the least.  It's very tightly integrated into our
> pipeline here at Luma, so even if nobody else were using it, we would keep
> on developing it.  And Autodesk is very aware of pymel's existence, and it's
> user base.  We have a fairly good relationship with Autodesk, and they know
> that doing something which would break pymel is not in their best interest.
>
> Anyway, that's my take... I'm sure others have different views. =)
>
> - Paul
>
>
>
>  --
> http://groups.google.com/group/python_inside_maya
>

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