To Owen: this was the link:

http://mayastation.typepad.com/maya-station/2009/12/maya-api-where-to-start.html

Adam

On 20 avr, 03:54, wannAPI <[email protected]> wrote:
> 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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