Perfect answer Paul, I'm set now... my turn to give some.

Yes I'm looking after scripted plugins creation, for a featured
exporter using XML scene description.

Plugins will involve new shaders, utilities and new DAG nodes in
general. I want AE support for these nodes and specific HyperShade
tabs, off course :)

How much API is this ?

Parsing XML with MEL is... sick ?

My take was that there must be better than just MEL to parse DAG and
stuff, plus achieving deep UI integration, question mark.

Thanks so far.

Adam

On 20 avr, 00:38, Paul Molodowitch <[email protected]> wrote:
> Ditto what Judah said - if you want to use the api, you're gonna
> either need to know python or C++... and if you don't want to
> compile...
>
> However, regarding pymel + maya API... first, you need to ask yourself
> a question: what do you want to use the API for?  Are you looking to
> gain access to all of the API methods / functions to use when writing
> scripts? Or do you want to write plugins  - which allows the creation
> of custom node types, manipulators, locators, etc, as Count Zero
> pointed out?
>
> It's a very important distinction, because, depending on which you
> intend to do, there are very different restrictions on what methods /
> etc you can safely use.  If you're doing script-level programming, you
> can use... pretty much everything.  There are dangers associated with
> mixing in some of the API functions in in scripts (mainly due to
> issues with undo), but there are ways around these (the simplest /
> most brute force being just disabling undo, for instance).  If this is
> your goal, then pymel may be a good option for you - it will enable
> you to get at a lot of the API functionality without the extra hassle
> that dealing directly with the API can involve.
>
> If, on the other hand, you want to do api-level programming - ie,
> plugins - there are a lot more restrictions on what you can use:
> essentially, you're stuck with only using what the API provides, and
> none of the script level stuff - ie, maya.cmds, which has all the
> mel-like functions you're probably used to.  In this context, pymel is
> less useful, for the simple reason that it's never really been
> designed to be used in this context.  While it does have a fair amount
> of internal workings for dealing with the api, they're not really
> easily accessible, and would probably just make things even more
> confusing for someone new to the API.  (We do have plans to eventually
> provide more API-level support, but that's another discussion
> entirely...)
>
> In either case, though, if your goal is really to LEARN the maya API,
> pymel is probably NOT the best option.  While it provides access to a
> lot of the API functionality, it's also essentially trying to protect
> you from it.  The goal with pymel is that you shouldn't need to know
> the details of the api - which is great if you just want to use it,
> but not if you want to learn it.  If you want to learn about the API,
> then either check out MRV or just use the standard python API... (or,
> bite the bullet and learn it in C++... the python API is just a crude
> wrap over the top of the C++ api, and introduces a number of other
> complications, so in many ways the API only really makes sense when
> you view it through a C++ lens...)
>
> - Paul
>
> --http://groups.google.com/group/python_inside_maya

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