> That being said, maybe there's a situation where using the PyNode > constructor like a command would be convenient, I just haven't run into one > :)
Nah man, You definitely want to create all objects with PyMEL classes, that way you get an instance object and method completion in your Script Editor or IDE. No need to worry about importing in Maya2011/2012. This works straight up: cube1 = polyCube()[0] cube2 = polyCube()[0] pCon = parentConstraint(cube1, cube2, mo=1, w=1) Then type 'pCon.' in your Editor/IDE and watch the code-completion save your day. Even if you're using older Maya you can go ahead and import with asterisk and not have to worry about namespaces, like this: from pymel.core import * If you are not embracing PyMEL at this point, you are falling way behind the curve. Those who are, are racing ahead writing tons of readable, powerful OOP maya code, super-duper fast. Just sayin. -- http://groups.google.com/group/python_inside_maya
