We're not talking about using pymel or not - when I say command, I mean a
pymel command (which returns a PyNode instance) vs. maya node creation via
direct instantiation of a pymel class.  You're using the command in your
example, for instance :)

As an aside, I still don't like to import everything from pymel into the
root namespace.  It's too easy for me to accidentally overwrite things (even
though it's perfectly safe if you're more careful).


On Wed, Apr 20, 2011 at 10:44 PM, Count Zer0 <[email protected]> wrote:

> > 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
>



-- 
John Patrick
404-242-2675
[email protected]
http://www.canyourigit.com

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