Also, as I understand it, since Qt is actually bundled into Maya, I don't
think I need to buy a license of it, from what I've been looking at.


On Mon, Feb 17, 2014 at 11:21 AM, Joe Weidenbach <[email protected]> wrote:

> Ok, not bad at all :)
>
>
> On Mon, Feb 17, 2014 at 1:49 AM, Marcus Ottosson 
> <[email protected]>wrote:
>
>> PyQt is priced at £350 per developer. The main cost if probably Qt itself.
>> http://www.riverbankcomputing.co.uk/commercial/buy
>>
>>
>> On 17 February 2014 06:11, Joe Weidenbach <[email protected]> wrote:
>>
>>>  Marcus,
>>>
>>> Thanks for the heads up on that.  But, as I said, I got approval for the
>>> switch to PyQt, knowing that QT was only in Maya 2011+, so I'm still good.
>>> With that said, I'd rather not introduce a dependency on PySide at this
>>> stage (I've only got about two months left before I have to turn in my
>>> Thesis).  I'll definitely keep everything in mind for the future--I'm
>>> planning on selling my rigging tool at some point when it's done and
>>> tested, so I'll need to switch to PySide at that point to bypass the
>>> licensing issues with PyQt depending on what the commercial licensing costs.
>>>
>>>
>>> On 2/16/2014 2:24 PM, Marcus Ottosson wrote:
>>>
>>> If you're specification is for *any* version that supports Python, then
>>> you might be out of luck with versions of Maya not using PyQt at all (<
>>> 2010)
>>>
>>>  If you could stretch as far as not having to *run* your code from
>>> *within* Maya, then you could potentially be able to develop it on the side
>>> and simply trigger it from Maya; communicating back and forth via
>>> inter-process communication protocols such as the 
>>> socket<http://docs.python.org/2/library/socket.html>module of Python,
>>> RPyC <http://rpyc.readthedocs.org/en/latest/> or even Maya's 
>>> CommandPort<http://download.autodesk.com/global/docs/maya2014/en_us/CommandsPython/commandPort.html>
>>> .
>>>
>>>  I posted some examples a while back on something like that could work
>>> with Rpyc, near the bottom of this 
>>> thread<https://groups.google.com/forum/#%21topic/python_inside_maya/IHFutzkupLs>
>>> .
>>>
>>>
>>> On 16 February 2014 22:17, Joe Weidenbach <[email protected]> wrote:
>>>
>>>>  And now I answered my own question LOL--apparently you don't need to
>>>> build qt anymore to build PyQT :)  I'll see how things go.
>>>>
>>>>
>>>> On 2/16/2014 2:14 PM, Joe Weidenbach wrote:
>>>>
>>>> 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]>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]>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]> 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]>
>>>>>>> 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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>>>
>>>
>>>
>>>  --
>>> *Marcus Ottosson*
>>> [email protected]
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>>
>>
>>
>> --
>> *Marcus Ottosson*
>> [email protected]
>>
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