I updated the topic since it's off the original at this point.
That's on a "one of these days" list for me. My tool is for my Master's
Thesis, and part of the original specification was that it would run on
any version of Maya that supports Python. I got an adjustment to allow
for PyQt, but if I moved to PySide I'd at the very least have to set up
dual compatibility for older versions of Maya. Although, I'd really
like to get this functional for 2014, has anyone had any luck getting
PyQt to compile for it? I've never been able to get Qt to finish
compiling without erroring out when following the Autodesk instructions,
so I've never been able to build PyQt natively (and had to rely on
pre-built versions).
On 2/16/2014 2:06 PM, Justin Israel wrote:
Also if you use PySide (which is now distributed with Maya 2014),
their API is more like SIP v2, where they don't have the QVariants at
all, as well as no QStrings.
On Mon, Feb 17, 2014 at 10:58 AM, Joe Weidenbach <[email protected]
<mailto:[email protected]>> wrote:
The biggest thing for me has been to embrace the widget model. I
had a lot of struggles trying to convert existing Maya interfaces
over, which led to a lot of "how do I get x interface element in
PyQt" questions (The framelayout was a particular headache for me,
but I learned a lot about the internals of the layout system
trying to rebuild it). The thing is, PyQt gives you the base
widgets to build just about anything you want, where maya gives
you a lot of prebuilt interfaces so you can build very rapidly
(while losing some flexibility in the process).
So for me, the key was to redesign my interfaces from the ground
up--not thinking about "how can I recreate this existing
interface?", and instead thinking about "How do I want the user to
experience this tool?" It was a bit painful with all of the
existing work I'd put in before I hit the limits of Maya's
interface functionality, but once I started redesigning I realized
that a lot of the choices I'd made before were to work within the
limitations of the old system, and I was wasting a lot of time
trying to recreate something that wasn't really necessary. From
there, it was just "which element will accomplish what I'm looking
for," and then diving into the documentation and forums to figure
out how to do it.
Working with the Qt Model/View/Delegate system has also been
challenging, but no more so than it was with WPF for me. The
biggest challenge there is in working with the QVariants that Qt
uses internally. I also just discovered that you can put a
definition in your imports to remove QVariants entirely for sip,
but at this point my codebase has gotten rather large again so I
just deal with them.
On 2/16/2014 1:48 AM, Mark Serena wrote:
Cheers Joe. Any other things helped you get a grasp of it? Always
good to find some golden egg hidden on the inter-web/warren
On Sun, Feb 16, 2014 at 5:06 PM, Joe Weidenbach
<[email protected] <mailto:[email protected]>> wrote:
Hey Mark,
Just wanted to throw this out to you, I switched to PyQt
about 8 months ago, and am finally getting the hang of it (of
course I'm working on it part time between school, my day job
(Where I use C# with WPF), my second job, and running an
indie game development team, so that could contribute to how
long it's taken me to pick it up :P). It does take time to
get used to the PyQt thought process, but it will come. Of
all the resources I've used, I keep coming back to Justin's,
so you're on the right track with that one.
Best of luck,
Joe
On 2/15/2014 5:39 PM, Mark Serena wrote:
Cool, well there's a lot of new territory for me to cover,
I'm currently watching your cmiVFX vid on PyQt and also got
the one off CGSociety, so hopefully I'll feel less lost soon.
Thanks again Justin.
On Sun, Feb 16, 2014 at 12:35 PM, Justin Israel
<[email protected] <mailto:[email protected]>> wrote:
Hah, ya no worries. This wasn't the type of question I
had posted about. It was based on my existing previous
example, and more theoretical about how much could be
done with the render view panel. I was interested in
testing it.
Technically mostly everything in the Maya UI can be
hijacked to some extent. The render view button calls a
runtime command that you could probably swap out to
launch yours. If you made your app a scripted plugin,
then you could have it hijack that functionality on
plugin load, and restore it on unload maybe.
On Feb 16, 2014 2:26 PM, "Mark Serena"
<[email protected] <mailto:[email protected]>>
wrote:
Ooooo that's perfect!!! Thank you very much for
looking into that Justin, I remember your post about
people asking questions and expecting the answer
laid out for them, I wasn't trying to coax you into
writing anything, but thank you for the example!
It's possible to make the default render button
launch my new UI right? I'm sure the Charcoal Script
Editor that Chris Zubrigg does this. I might look
into that and that should stop the focus being stolen?
Thanks again!
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