> 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

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