Slightly related question about C++11; given that plug-ins for Maya need to
be compiled with a particular compiler (on Windows, at least), and that
this compiler (MSVC 2013 for Maya 2016) doesn't provide good support for
C++11, is it possible to somehow benefit from a later compiler, such as
MSVC 2015, when building plug-ins for Maya; even if that means going the
long way via interprocess communication or otherwise sharing memory space?
Is that feasable at all?

On 7 January 2016 at 09:22, Leonardo Bruni <[email protected]> wrote:

> Hi,
> with Python API, you can start without problems, but when you will start
> to need develop deformers, you will throw away Python API and you will need
> for sure switch to C++
> I started years ago with David Gould books:
> http://www.davidgould.com/Books/ but i knew already a bit of C++
> After some years i switched on Python API, for small nodes plugins that
> don't need heavy computation, first of all for portability (in Python you
> can write code for all Maya versions and platform, in C++ you have to
> recompile for different versions and platform)
> Now, after some years i make everything in C++, because it's more standard
> and before Autodesk make less changements.
> Anyway if you goal is build a deformer or heavy computation nodes, switch
> to C++ and take the hard way, is my suggestion.
>
> Good luck and cheers
>
> 2016-01-06 23:46 GMT+01:00 Justin Israel <[email protected]>:
>
>>
>>
>> On Thu, Jan 7, 2016 at 8:07 AM Benjam901 <[email protected]>
>> wrote:
>>
>>> Hello all,
>>>
>>> So I have wanted to jump into the Maya API for a while but have not had
>>> the need to, or really knew where to start, but is has come to a point
>>> where I really want to know it and feel I should to advance myself.
>>>
>>> Firstly the Python API will be the ticket for me. My C++ is kinda sparse
>>> and I am not a dedicated programmer of that spectrum.
>>>
>>> I am going to be looking through building a plugin with Chad Vernon as I
>>> think it might be a good starting block but I was after some extra advice
>>> from the group.
>>>
>>> - What can the API (Python or C++) be used for and what is a good best
>>> case scenario in which you will need it?
>>>
>>
>> You can get better performance on some things, doing it through the
>> objects and iterators as opposed to strings with the commands module.
>>
>> You usually have to use it to write plugins.
>>
>> You may find features that are only exposed through the API as opposed to
>> the commands module.
>>
>>
>>> - Where should you start, i.e. are there example projects/generic ideas
>>> that could be useful to build a plugin of sorts?
>>>
>>
>> It can be helpful to read through the bundled Maya examples that include
>> both C++ and Python plugin code.
>>
>>
>>> - Is it generally used quite sparingly? (In my experience so far I have
>>> had no need for it but am aware it is very powerful)
>>>
>>
>> I don't have any official data to back this up, but I would wager that it
>> is used quite often as a more powerful way to develop features for Maya. If
>> you have to write a plugin, you usually write with the API. If you are
>> doing your project in C++ already, then you have to use the C++ API
>> anyways.
>>
>>
>>>
>>> Any other advice would be awesome also.
>>>
>>> As always thanks to the group you guys are awesome.
>>>
>>> Cheers,
>>>
>>> Ben
>>>
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-- 
*Marcus Ottosson*
[email protected]

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