[Maya-Python] matrix attribute array issue

2021-11-01 Thread Todd Widup
hey all,

I have a tool that has an array of transformation Matrix.  a few random
matrix will not allow the use to update the values, even though its not
locked or connected on the input.

this is in Maya 2020 btw.  anyone seen issues like that?


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Todd Widup
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[Maya-Python] adjustable control in PySide

2021-07-24 Thread Todd Widup
is there a widget os something that would allow you to specify where the
stretch occurs and to adjust size of panels in the UI?

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Re: [Maya-Python] C++ api issue

2021-06-25 Thread Todd Widup
so tracked it to the compound, its failing to add it..thanks for the
pointer Marcus, not to track down what is causing the fail

On Fri, Jun 25, 2021 at 11:22 AM Todd Widup  wrote:

> caught that last night and fixed it, still dont get the compound
>
> On Thu, Jun 24, 2021 at 10:41 PM Marcus Ottosson 
> wrote:
>
>> Looks like poseDriver is added twice.
>>
>> cmpAttr.addChild(poseDriver);
>> cmpAttr.addChild(poseDriver);
>>
>> Don’t forget to check the status after each call. It’ll tell you when any
>> of them fails, which in this case is likely the second call to adding
>> poseDriver.
>>
>> On Fri, 25 Jun 2021 at 05:53, Todd Widup  wrote:
>>
>>> MStatus ArsenalPoseManager2::initialize()
>>> {
>>> MStatus status;
>>> MFnNumericAttribute nAttr;
>>> MFnMatrixAttribute mAttr;
>>> MFnMessageAttribute meAttr;
>>> MFnTypedAttribute tAttr;
>>> MFnCompoundAttribute cmpAttr;
>>>
>>> dataFile = tAttr.create("PoseFile", "psf", MFnData::kString);
>>> tAttr.setInternal(true);
>>> tAttr.setUsedAsFilename(true);
>>> tAttr.setStorable(true);
>>> tAttr.setKeyable(false);
>>> addAttribute(dataFile);
>>>
>>> poseDriver = meAttr.create("poseDriver", "pd");
>>> meAttr.setArray(false);
>>> meAttr.setStorable(true);
>>> meAttr.setKeyable(false);
>>> addAttribute(poseDriver);
>>>
>>> poseDriverValue = nAttr.create("poseAttribute", "pa",
>>> MFnNumericData::kFloat);
>>> nAttr.setArray(false);
>>> nAttr.setStorable(true);
>>> nAttr.setKeyable(true);
>>> addAttribute(poseDriverValue);
>>>
>>> poseName = tAttr.create("poseName", "pn", MFnData::kString);
>>> tAttr.setArray(false);
>>> tAttr.setStorable(true);
>>> tAttr.setKeyable(false);
>>> addAttribute(poseName);
>>>
>>> poseNode = meAttr.create("poseNode", "pnd");
>>> meAttr.setArray(false);
>>> meAttr.setStorable(true);
>>> meAttr.setKeyable(false);
>>> addAttribute(poseNode);
>>>
>>> poseMatrix = mAttr.create("poseMatrix", "pm",
>>> MFnMatrixAttribute::kDouble);
>>> mAttr.setArray(false);
>>> mAttr.setStorable(true);
>>> mAttr.setKeyable(true);
>>> addAttribute(poseMatrix);
>>>
>>> poseSets = cmpAttr.create("poseSet", "ps");
>>> cmpAttr.setArray(true);
>>> cmpAttr.addChild(poseNode);
>>> cmpAttr.addChild(poseMatrix);
>>> cmpAttr.setReadable(true);
>>> cmpAttr.setUsesArrayDataBuilder(false);
>>> addAttribute(poseSets);
>>>
>>> poseData = cmpAttr.create("poseData", "pd");
>>> cmpAttr.setArray(true);
>>> cmpAttr.addChild(poseDriver);
>>> cmpAttr.addChild(poseDriver);
>>> cmpAttr.addChild(poseName);
>>> cmpAttr.addChild(poseSets);
>>> cmpAttr.setReadable(true);
>>> cmpAttr.setUsesArrayDataBuilder(false);
>>> addAttribute(poseData);
>>>
>>> return MS::kSuccess;
>>> }
>>>
>>>
>>> that was working on the build I did the other day, but all of a sudden
>>> its not adding the compound attribute, no error or anything just not
>>> there.  Any thoughts as to why?
>>>
>>>
>>> --
>>> Todd Widup
>>> Creature TD / Technical Artist
>>> todd.wi...@gmail.com
>>>
>>> --
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>>> .
>>>
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>> .
>>
>
>
> --
> Todd Widup
> Creature TD / Technical Artist
> todd.wi...@gmail.com
>


-- 
Todd Widup
Creature TD / Technical Artist
todd.wi...@gmail.com

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Re: [Maya-Python] C++ api issue

2021-06-25 Thread Todd Widup
caught that last night and fixed it, still dont get the compound

On Thu, Jun 24, 2021 at 10:41 PM Marcus Ottosson 
wrote:

> Looks like poseDriver is added twice.
>
> cmpAttr.addChild(poseDriver);
> cmpAttr.addChild(poseDriver);
>
> Don’t forget to check the status after each call. It’ll tell you when any
> of them fails, which in this case is likely the second call to adding
> poseDriver.
>
> On Fri, 25 Jun 2021 at 05:53, Todd Widup  wrote:
>
>> MStatus ArsenalPoseManager2::initialize()
>> {
>> MStatus status;
>> MFnNumericAttribute nAttr;
>> MFnMatrixAttribute mAttr;
>> MFnMessageAttribute meAttr;
>> MFnTypedAttribute tAttr;
>> MFnCompoundAttribute cmpAttr;
>>
>> dataFile = tAttr.create("PoseFile", "psf", MFnData::kString);
>> tAttr.setInternal(true);
>> tAttr.setUsedAsFilename(true);
>> tAttr.setStorable(true);
>> tAttr.setKeyable(false);
>> addAttribute(dataFile);
>>
>> poseDriver = meAttr.create("poseDriver", "pd");
>> meAttr.setArray(false);
>> meAttr.setStorable(true);
>> meAttr.setKeyable(false);
>> addAttribute(poseDriver);
>>
>> poseDriverValue = nAttr.create("poseAttribute", "pa",
>> MFnNumericData::kFloat);
>> nAttr.setArray(false);
>> nAttr.setStorable(true);
>> nAttr.setKeyable(true);
>> addAttribute(poseDriverValue);
>>
>> poseName = tAttr.create("poseName", "pn", MFnData::kString);
>> tAttr.setArray(false);
>> tAttr.setStorable(true);
>> tAttr.setKeyable(false);
>> addAttribute(poseName);
>>
>> poseNode = meAttr.create("poseNode", "pnd");
>> meAttr.setArray(false);
>> meAttr.setStorable(true);
>> meAttr.setKeyable(false);
>> addAttribute(poseNode);
>>
>> poseMatrix = mAttr.create("poseMatrix", "pm",
>> MFnMatrixAttribute::kDouble);
>> mAttr.setArray(false);
>> mAttr.setStorable(true);
>> mAttr.setKeyable(true);
>> addAttribute(poseMatrix);
>>
>> poseSets = cmpAttr.create("poseSet", "ps");
>> cmpAttr.setArray(true);
>> cmpAttr.addChild(poseNode);
>> cmpAttr.addChild(poseMatrix);
>> cmpAttr.setReadable(true);
>> cmpAttr.setUsesArrayDataBuilder(false);
>> addAttribute(poseSets);
>>
>> poseData = cmpAttr.create("poseData", "pd");
>> cmpAttr.setArray(true);
>> cmpAttr.addChild(poseDriver);
>> cmpAttr.addChild(poseDriver);
>> cmpAttr.addChild(poseName);
>> cmpAttr.addChild(poseSets);
>> cmpAttr.setReadable(true);
>> cmpAttr.setUsesArrayDataBuilder(false);
>> addAttribute(poseData);
>>
>> return MS::kSuccess;
>> }
>>
>>
>> that was working on the build I did the other day, but all of a sudden
>> its not adding the compound attribute, no error or anything just not
>> there.  Any thoughts as to why?
>>
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> todd.wi...@gmail.com
>>
>> --
>> You received this message because you are subscribed to the Google Groups
>> "Python Programming for Autodesk Maya" group.
>> To unsubscribe from this group and stop receiving emails from it, send an
>> email to python_inside_maya+unsubscr...@googlegroups.com.
>> To view this discussion on the web visit
>> https://groups.google.com/d/msgid/python_inside_maya/CABBPk36ThRdY1qiR_6JU4JY3%3DH--LVqqtc9ZYHAfu6X15iH%2BCA%40mail.gmail.com
>> <https://groups.google.com/d/msgid/python_inside_maya/CABBPk36ThRdY1qiR_6JU4JY3%3DH--LVqqtc9ZYHAfu6X15iH%2BCA%40mail.gmail.com?utm_medium=email_source=footer>
>> .
>>
> --
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>


-- 
Todd Widup
Creature TD / Technical Artist
todd.wi...@gmail.com

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[Maya-Python] C++ api issue

2021-06-24 Thread Todd Widup
MStatus ArsenalPoseManager2::initialize()
{
MStatus status;
MFnNumericAttribute nAttr;
MFnMatrixAttribute mAttr;
MFnMessageAttribute meAttr;
MFnTypedAttribute tAttr;
MFnCompoundAttribute cmpAttr;

dataFile = tAttr.create("PoseFile", "psf", MFnData::kString);
tAttr.setInternal(true);
tAttr.setUsedAsFilename(true);
tAttr.setStorable(true);
tAttr.setKeyable(false);
addAttribute(dataFile);

poseDriver = meAttr.create("poseDriver", "pd");
meAttr.setArray(false);
meAttr.setStorable(true);
meAttr.setKeyable(false);
addAttribute(poseDriver);

poseDriverValue = nAttr.create("poseAttribute", "pa",
MFnNumericData::kFloat);
nAttr.setArray(false);
nAttr.setStorable(true);
nAttr.setKeyable(true);
addAttribute(poseDriverValue);

poseName = tAttr.create("poseName", "pn", MFnData::kString);
tAttr.setArray(false);
tAttr.setStorable(true);
tAttr.setKeyable(false);
addAttribute(poseName);

poseNode = meAttr.create("poseNode", "pnd");
meAttr.setArray(false);
meAttr.setStorable(true);
meAttr.setKeyable(false);
addAttribute(poseNode);

poseMatrix = mAttr.create("poseMatrix", "pm", MFnMatrixAttribute::kDouble);
mAttr.setArray(false);
mAttr.setStorable(true);
mAttr.setKeyable(true);
addAttribute(poseMatrix);

poseSets = cmpAttr.create("poseSet", "ps");
cmpAttr.setArray(true);
cmpAttr.addChild(poseNode);
cmpAttr.addChild(poseMatrix);
cmpAttr.setReadable(true);
cmpAttr.setUsesArrayDataBuilder(false);
addAttribute(poseSets);

poseData = cmpAttr.create("poseData", "pd");
cmpAttr.setArray(true);
cmpAttr.addChild(poseDriver);
cmpAttr.addChild(poseDriver);
cmpAttr.addChild(poseName);
cmpAttr.addChild(poseSets);
cmpAttr.setReadable(true);
cmpAttr.setUsesArrayDataBuilder(false);
addAttribute(poseData);

return MS::kSuccess;
}


that was working on the build I did the other day, but all of a sudden its
not adding the compound attribute, no error or anything just not there.
Any thoughts as to why?


-- 
Todd Widup
Creature TD / Technical Artist
todd.wi...@gmail.com

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Re: [Maya-Python] Re: skin wieights at a UV position

2021-06-18 Thread Todd Widup
thanks vince, and that code was from the example I was building from...and
I had changed it to not be list in mine, but was running into the same error

On Fri, Jun 18, 2021 at 9:32 AM vince touache  wrote:

> 1. don't override python keywords (e.g. "list")
> 2. are you stuck to api1 or is that ok to use api2?
> 3. Provide dag path instead of mobjects to your function sets if you can,
> that'll let you work with world space
>
> Then, you could start with something like this (api2):
> fnSphere =
> MFnMesh(MGlobal.getSelectionListByName('pSphereShape1').getDagPath(0))
> u, v = 0.52, 0.52
> polyIds, positions = fnSphere.getPointsAtUV(u, v, tolerance=0.1)
> it = MItMeshPolygon(fnSphere.object())
> it.setIndex(polyIds[0])
> it.getVertices()
>
> I'm sure there are faster ways to do it, by working with triangles and not
> poly all the way long, but can't retreive the command off top of my head.
> But this should give you a good starting point already
>
> Le jeudi 17 juin 2021 à 20:13:56 UTC-4, todd.wi...@gmail.com a écrit :
>
>> ok so on thisI have my UV coord, there is no function for converting
>> that to a face and the examples im finding ONLY cover using a map ID not a
>> random UV position, additionally, the code example actually doesnt even work
>>
>>
>> import maya.cmds as cmds
>> import maya.OpenMaya as OpenMaya
>>
>> list = OpenMaya.MSelectionList()
>> sphereName = "pSphereShape1"
>> planeName = "pPlaneShape1"
>>
>> list.add(sphereName)
>> list.add(planeName)
>>
>> sphereObj = OpenMaya.MObject()
>> planeObj = OpenMaya.MObject()
>>
>> list.getDependNode(0, sphereObj)
>> list.getDependNode(1, planeObj)
>>
>> sphereMesh = OpenMaya.MFnMesh(sphereObj) # errors out here with #
>> RuntimeError: (kInvalidParameter): Object is incompatible with this method
>> #
>> planeMesh = OpenMaya.MFnMesh(planeObj)
>>
>>
>> On Thu, Jun 17, 2021 at 2:59 PM Todd Widup  wrote:
>>
>>> that would work :)
>>> wasnt thinking about getting faces
>>>
>>>
>>> On Thu, Jun 17, 2021 at 2:46 PM vince touache 
>>> wrote:
>>>
>>>> you can get the polygon (as in "the face") at a given u and v, and from
>>>> the polygon, you query the vertices. Once there, you can get the
>>>> skinweights and barycentric. Or am I missing something?
>>>>
>>>> Le jeudi 17 juin 2021 à 17:43:25 UTC-4, todd@gmail.com a écrit :
>>>>
>>>>> lol what I meant is how can you query the weight if given the UV
>>>>> position?
>>>>>
>>>>> On Thu, Jun 17, 2021 at 2:26 PM vince touache 
>>>>> wrote:
>>>>>
>>>>>> I believe maya is using barycentric coordinates, that would be an
>>>>>> easy way of doing what you need (although the "UVs" part is not 
>>>>>> mandatory)
>>>>>>
>>>>>> Le jeudi 17 juin 2021 à 17:25:14 UTC-4, todd@gmail.com a écrit :
>>>>>>
>>>>>>> hey all, any good way of getting skin weights at a UV position (not
>>>>>>> a vtx) in python?
>>>>>>>
>>>>>>> --
>>>>>>> Todd Widup
>>>>>>> Creature TD / Technical Artist
>>>>>>> todd@gmail.com
>>>>>>>
>>>>>> --
>>>>>> You received this message because you are subscribed to the Google
>>>>>> Groups "Python Programming for Autodesk Maya" group.
>>>>>> To unsubscribe from this group and stop receiving emails from it,
>>>>>> send an email to python_inside_m...@googlegroups.com.
>>>>>> To view this discussion on the web visit
>>>>>> https://groups.google.com/d/msgid/python_inside_maya/9364d2d3-6100-4aac-b7a7-d81d01a78fd9n%40googlegroups.com
>>>>>> <https://groups.google.com/d/msgid/python_inside_maya/9364d2d3-6100-4aac-b7a7-d81d01a78fd9n%40googlegroups.com?utm_medium=email_source=footer>
>>>>>> .
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Todd Widup
>>>>> Creature TD / Technical Artist
>>>>> todd@gmail.com
>>>>>
>>>> --
>>>> You received this message because you are subscribed to the Google
>>>> Groups "Python Programming for Autodesk Maya" group.
>>>> To unsubscribe from this group and 

Re: [Maya-Python] Re: skin wieights at a UV position

2021-06-17 Thread Todd Widup
ok so on thisI have my UV coord, there is no function for converting
that to a face and the examples im finding ONLY cover using a map ID not a
random UV position, additionally, the code example actually doesnt even work


import maya.cmds as cmds
import maya.OpenMaya as OpenMaya

list = OpenMaya.MSelectionList()
sphereName = "pSphereShape1"
planeName = "pPlaneShape1"

list.add(sphereName)
list.add(planeName)

sphereObj = OpenMaya.MObject()
planeObj = OpenMaya.MObject()

list.getDependNode(0, sphereObj)
list.getDependNode(1, planeObj)

sphereMesh = OpenMaya.MFnMesh(sphereObj) # errors out here with #
RuntimeError: (kInvalidParameter): Object is incompatible with this method
#
planeMesh = OpenMaya.MFnMesh(planeObj)


On Thu, Jun 17, 2021 at 2:59 PM Todd Widup  wrote:

> that would work :)
> wasnt thinking about getting faces
>
>
> On Thu, Jun 17, 2021 at 2:46 PM vince touache 
> wrote:
>
>> you can get the polygon (as in "the face") at a given u and v, and from
>> the polygon, you query the vertices. Once there, you can get the
>> skinweights and barycentric. Or am I missing something?
>>
>> Le jeudi 17 juin 2021 à 17:43:25 UTC-4, todd.wi...@gmail.com a écrit :
>>
>>> lol what I meant is how can you query the weight if given the UV
>>> position?
>>>
>>> On Thu, Jun 17, 2021 at 2:26 PM vince touache 
>>> wrote:
>>>
>>>> I believe maya is using barycentric coordinates, that would be an easy
>>>> way of doing what you need (although the "UVs" part is not mandatory)
>>>>
>>>> Le jeudi 17 juin 2021 à 17:25:14 UTC-4, todd@gmail.com a écrit :
>>>>
>>>>> hey all, any good way of getting skin weights at a UV position (not a
>>>>> vtx) in python?
>>>>>
>>>>> --
>>>>> Todd Widup
>>>>> Creature TD / Technical Artist
>>>>> todd@gmail.com
>>>>>
>>>> --
>>>> You received this message because you are subscribed to the Google
>>>> Groups "Python Programming for Autodesk Maya" group.
>>>> To unsubscribe from this group and stop receiving emails from it, send
>>>> an email to python_inside_m...@googlegroups.com.
>>>> To view this discussion on the web visit
>>>> https://groups.google.com/d/msgid/python_inside_maya/9364d2d3-6100-4aac-b7a7-d81d01a78fd9n%40googlegroups.com
>>>> <https://groups.google.com/d/msgid/python_inside_maya/9364d2d3-6100-4aac-b7a7-d81d01a78fd9n%40googlegroups.com?utm_medium=email_source=footer>
>>>> .
>>>>
>>>
>>>
>>> --
>>> Todd Widup
>>> Creature TD / Technical Artist
>>> todd@gmail.com
>>>
>> --
>> You received this message because you are subscribed to the Google Groups
>> "Python Programming for Autodesk Maya" group.
>> To unsubscribe from this group and stop receiving emails from it, send an
>> email to python_inside_maya+unsubscr...@googlegroups.com.
>> To view this discussion on the web visit
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>> <https://groups.google.com/d/msgid/python_inside_maya/b965c34d-a1de-4ed6-af53-32e4d1c32973n%40googlegroups.com?utm_medium=email_source=footer>
>> .
>>
>
>
> --
> Todd Widup
> Creature TD / Technical Artist
> todd.wi...@gmail.com
>


-- 
Todd Widup
Creature TD / Technical Artist
todd.wi...@gmail.com

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Re: [Maya-Python] Re: skin wieights at a UV position

2021-06-17 Thread Todd Widup
that would work :)
wasnt thinking about getting faces


On Thu, Jun 17, 2021 at 2:46 PM vince touache  wrote:

> you can get the polygon (as in "the face") at a given u and v, and from
> the polygon, you query the vertices. Once there, you can get the
> skinweights and barycentric. Or am I missing something?
>
> Le jeudi 17 juin 2021 à 17:43:25 UTC-4, todd.wi...@gmail.com a écrit :
>
>> lol what I meant is how can you query the weight if given the UV
>> position?
>>
>> On Thu, Jun 17, 2021 at 2:26 PM vince touache  wrote:
>>
>>> I believe maya is using barycentric coordinates, that would be an easy
>>> way of doing what you need (although the "UVs" part is not mandatory)
>>>
>>> Le jeudi 17 juin 2021 à 17:25:14 UTC-4, todd@gmail.com a écrit :
>>>
>>>> hey all, any good way of getting skin weights at a UV position (not a
>>>> vtx) in python?
>>>>
>>>> --
>>>> Todd Widup
>>>> Creature TD / Technical Artist
>>>> todd@gmail.com
>>>>
>>> --
>>> You received this message because you are subscribed to the Google
>>> Groups "Python Programming for Autodesk Maya" group.
>>> To unsubscribe from this group and stop receiving emails from it, send
>>> an email to python_inside_m...@googlegroups.com.
>>> To view this discussion on the web visit
>>> https://groups.google.com/d/msgid/python_inside_maya/9364d2d3-6100-4aac-b7a7-d81d01a78fd9n%40googlegroups.com
>>> <https://groups.google.com/d/msgid/python_inside_maya/9364d2d3-6100-4aac-b7a7-d81d01a78fd9n%40googlegroups.com?utm_medium=email_source=footer>
>>> .
>>>
>>
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> todd@gmail.com
>>
> --
> You received this message because you are subscribed to the Google Groups
> "Python Programming for Autodesk Maya" group.
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Re: [Maya-Python] Re: skin wieights at a UV position

2021-06-17 Thread Todd Widup
lol what I meant is how can you query the weight if given the UV position?

On Thu, Jun 17, 2021 at 2:26 PM vince touache  wrote:

> I believe maya is using barycentric coordinates, that would be an easy way
> of doing what you need (although the "UVs" part is not mandatory)
>
> Le jeudi 17 juin 2021 à 17:25:14 UTC-4, todd.wi...@gmail.com a écrit :
>
>> hey all, any good way of getting skin weights at a UV position (not a
>> vtx) in python?
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> todd@gmail.com
>>
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[Maya-Python] skin wieights at a UV position

2021-06-17 Thread Todd Widup
hey all, any good way of getting skin weights at a UV position (not a vtx)
in python?

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Re: [Maya-Python] maya API ?? reading an external json file

2021-05-23 Thread Todd Widup
Thanks marcus, will give that a try

On Sun, May 23, 2021 at 2:11 AM Marcus Ottosson 
wrote:

> It would only be computed outputMatrix is pulled, so a first step is
> testing that.
>
> cmds.setAttr(yourNode + ".PoseFile", "changed.txt", type="string")# Compute 
> not called yet..
> cmds.getAttr(yourNode + ".outputMatrix")# Compute called
>
> If that doesn’t happen, it’s possible strings aren’t part of normal
> evaluation. Try making the attribute a setInternalValue instead. It’ll
> notify you whenever the value changes, which is probably what you want
> anyway, since it can only ever be updated manually by the user or Python
> (rather than a connection). If that doesn’t work, then another option is to
> implement MNodeMessage::addNodeDirtyPlugCallback to check for it yourself.
>
> On Sun, 23 May 2021 at 01:04, Todd Widup  wrote:
>
>> hey  quick follow up on this...finally got a bit of time to start on this
>> more...but getting an odd issue...or it could be a normal thing.
>>
>> code for adding :
>>
>> poseFilePath = tAttr.create("PoseFile", "psf", MFnData::kString);
>> tAttr.setUsedAsFilename(true);
>> tAttr.setStorable(true);
>> tAttr.setKeyable(false);
>> addAttribute(poseFilePath);
>> attributeAffects(poseFilePath, outputMatrix);
>>
>>
>> in my compute :
>>
>> if (plug != outputMatrix)
>> {
>> if (plug == poseFilePath)
>> {
>> fileUpdate = false;
>> MStreamUtils::stdOutStream() << "update " << std::endl;
>> }
>> return MS::kUnknownParameter;
>> }
>>
>>
>>
>> if (fileUpdate == false)
>> {
>> MPlug filePath(myNode, poseFilePath);
>> char file = filePath.asChar();
>> MStreamUtils::stdOutStream() << "bob " << std::endl;
>> MStreamUtils::stdOutStream() << file << std::endl;
>>
>> fileUpdate = true;
>> }
>>
>>
>> So the issue :  when I set the file, it doesnt run the compute at all.
>> it will only run compute when one of the other attrs is changed.  What
>> should I do to get it to run when the file is updated or set?
>>
>> On Tue, May 18, 2021 at 12:29 PM Justin Israel 
>> wrote:
>>
>>>
>>>
>>> On Wed, May 19, 2021 at 7:21 AM Marcus Ottosson 
>>> wrote:
>>>
>>>> pybind11 is great, but it is incrdibly slow to compile. Like 20
>>>> seconds for a handful of bound methods. It’s insane.
>>>>
>>>> That aside, I’ve got a recent project that might make a good example of
>>>> what it is and how it can be used to re-create the Maya Python API.
>>>>
>>>>- https://github.com/mottosso/cmdc
>>>>
>>>>
>>> Nice one! Well, slow compile time is probably better than carrying
>>> around a boost dependency and dealing with symbol conflicts :-)
>>>
>>>
>>>>
>>>>
>>>>
>>>> On Tue, 18 May 2021 at 19:53, Alok Gandhi 
>>>> wrote:
>>>>
>>>>> Thanks Justin! pybind definitely seems interesting.
>>>>>
>>>>> And yes, Cython is definitely great. I have used it in production
>>>>> previously for some generic algorithms implementations where performance
>>>>> was needed in python centric api interface. And it is super easy to write
>>>>> too.
>>>>>
>>>>> On Tue, May 18, 2021, 23:58 Justin Israel 
>>>>> wrote:
>>>>>
>>>>>>
>>>>>>
>>>>>> On Wed, May 19, 2021 at 6:10 AM Alok Gandhi <
>>>>>> alok.gandhi2...@gmail.com> wrote:
>>>>>>
>>>>>>> As a side note, for generic use (outside of maya) you can use boost
>>>>>>> python to call python from C++ and vice versa:
>>>>>>>
>>>>>>> https://www.boost.org/doc/libs/1_63_0/libs/python/doc/html/tutorial/index.html
>>>>>>>
>>>>>>
>>>>>> Boost is a super heavy dependency. These days pybind11 might be a
>>>>>> better choice if your project is C++ centric:
>>>>>> https://github.com/pybind/pybind11
>>>>>>
>>>>>> It's header-only so you don't have to worry about boost version
>>>>>> conflicts.
>>>>>>
>>>>>> And if you have a python-centric project, cython is pretty good for
>>>>>> being able 

Re: [Maya-Python] maya API ?? reading an external json file

2021-05-22 Thread Todd Widup
hey  quick follow up on this...finally got a bit of time to start on this
more...but getting an odd issue...or it could be a normal thing.

code for adding :

poseFilePath = tAttr.create("PoseFile", "psf", MFnData::kString);
tAttr.setUsedAsFilename(true);
tAttr.setStorable(true);
tAttr.setKeyable(false);
addAttribute(poseFilePath);
attributeAffects(poseFilePath, outputMatrix);


in my compute :

if (plug != outputMatrix)
{
if (plug == poseFilePath)
{
fileUpdate = false;
MStreamUtils::stdOutStream() << "update " << std::endl;
}
return MS::kUnknownParameter;
}



if (fileUpdate == false)
{
MPlug filePath(myNode, poseFilePath);
char file = filePath.asChar();
MStreamUtils::stdOutStream() << "bob " << std::endl;
MStreamUtils::stdOutStream() << file << std::endl;

fileUpdate = true;
}


So the issue :  when I set the file, it doesnt run the compute at all.  it
will only run compute when one of the other attrs is changed.  What
should I do to get it to run when the file is updated or set?

On Tue, May 18, 2021 at 12:29 PM Justin Israel 
wrote:

>
>
> On Wed, May 19, 2021 at 7:21 AM Marcus Ottosson 
> wrote:
>
>> pybind11 is great, but it is incrdibly slow to compile. Like 20
>> seconds for a handful of bound methods. It’s insane.
>>
>> That aside, I’ve got a recent project that might make a good example of
>> what it is and how it can be used to re-create the Maya Python API.
>>
>>- https://github.com/mottosso/cmdc
>>
>>
> Nice one! Well, slow compile time is probably better than carrying around
> a boost dependency and dealing with symbol conflicts :-)
>
>
>>
>>
>>
>> On Tue, 18 May 2021 at 19:53, Alok Gandhi 
>> wrote:
>>
>>> Thanks Justin! pybind definitely seems interesting.
>>>
>>> And yes, Cython is definitely great. I have used it in production
>>> previously for some generic algorithms implementations where performance
>>> was needed in python centric api interface. And it is super easy to write
>>> too.
>>>
>>> On Tue, May 18, 2021, 23:58 Justin Israel 
>>> wrote:
>>>
>>>>
>>>>
>>>> On Wed, May 19, 2021 at 6:10 AM Alok Gandhi 
>>>> wrote:
>>>>
>>>>> As a side note, for generic use (outside of maya) you can use boost
>>>>> python to call python from C++ and vice versa:
>>>>>
>>>>> https://www.boost.org/doc/libs/1_63_0/libs/python/doc/html/tutorial/index.html
>>>>>
>>>>
>>>> Boost is a super heavy dependency. These days pybind11 might be a
>>>> better choice if your project is C++ centric:
>>>> https://github.com/pybind/pybind11
>>>>
>>>> It's header-only so you don't have to worry about boost version
>>>> conflicts.
>>>>
>>>> And if you have a python-centric project, cython is pretty good for
>>>> being able to call into C++. It also produces a library that has no runtime
>>>> link dependency to anything since it transpiles to C and only links against
>>>> Python.
>>>>
>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On Tue, May 18, 2021, 23:30 Todd Widup  wrote:
>>>>>
>>>>>> Thanks Marcus,
>>>>>> the txt file will be just a bunch of values and matrices ... it might
>>>>>> be binary it might be ascii..not 100% yet, depends how big the files
>>>>>> get. was leaning towards JSon for easy of use/setup
>>>>>> the python Q was purely curiosity
>>>>>>
>>>>>> On Tue, May 18, 2021 at 9:50 AM Marcus Ottosson <
>>>>>> konstrukt...@gmail.com> wrote:
>>>>>>
>>>>>>> what would I use to allow the plugin to read an external user
>>>>>>> specified file, either a txt or json?
>>>>>>>
>>>>>>> You could make a string attribute on the node, and set 
>>>>>>> MFnAttribute::isUsedAsFilename
>>>>>>> = true
>>>>>>> <https://help.autodesk.com/view/MAYAUL/2020/ENU/?guid=__cpp_ref_class_m_fn_attribute_html#a47fb4f02f1619e47363c39c9794d8191>,
>>>>>>> which will let users browse for a file.
>>>>>>>
>>>>>>> Once you’ve got access to a path from C++, have a look at RapidJSON
>>>>>>> <https://rapidjson.org/> or nlohmann/json
>>>>>>>

Re: [Maya-Python] maya API ?? reading an external json file

2021-05-18 Thread Todd Widup
Thanks Marcus,
the txt file will be just a bunch of values and matrices ... it might be
binary it might be ascii..not 100% yet, depends how big the files get.
was leaning towards JSon for easy of use/setup
the python Q was purely curiosity

On Tue, May 18, 2021 at 9:50 AM Marcus Ottosson 
wrote:

> what would I use to allow the plugin to read an external user specified
> file, either a txt or json?
>
> You could make a string attribute on the node, and set 
> MFnAttribute::isUsedAsFilename
> = true
> <https://help.autodesk.com/view/MAYAUL/2020/ENU/?guid=__cpp_ref_class_m_fn_attribute_html#a47fb4f02f1619e47363c39c9794d8191>,
> which will let users browse for a file.
>
> Once you’ve got access to a path from C++, have a look at RapidJSON
> <https://rapidjson.org/> or nlohmann/json
> <https://github.com/nlohmann/json> for a fast or convenient option, in
> that order. They’re both header-only and work just fine with something like
> Maya. You’ll likely get more options from others, because there are just so
> many options here. If you drill down into more specifics about your
> requirements, e.g. should it be human-readable? Does it need to be JSON?
> Does it need to be small? Network friendly? Is the data large, like a
> pointcache or small like a set of attributes? Will you be serialising data?
> Would you need something that can be deserialised into the same data
> structure? Etc.
>
> is there a way to have a C++ plugin run python at all?
>
> Yes, you can either call on Maya’s Python from C++ via 
> MGlobal::executePythonCommand("print('hello
> world!')");
> <https://help.autodesk.com/view/MAYAUL/2020/ENU/?guid=__cpp_ref_class_m_global_html#af47e37db0e53940620c6cd1fe41d>
> or you can embed another Python yourself and call that. The latter would
> have the benefit of not polluting the global Python namespace and memory,
> and is something you could use to spin up multiple Python interpreters in
> parallel if your code is performance sensitive (though I’d question why
> you’d turn to Python in that case).
>
> On Tue, 18 May 2021 at 16:34, Todd Widup  wrote:
>
>> me writing maya plugins has been limited to mostly utility nodes and an
>> occasionally deformer.  I am working on something a bit bigger and what
>> would I use to allow the plugin to read an external user specified file,
>> either a txt or json?  also, been wondering, is there a way to have a C++
>> plugin run python at all?
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> todd.wi...@gmail.com
>>
>> --
>> You received this message because you are subscribed to the Google Groups
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>> <https://groups.google.com/d/msgid/python_inside_maya/CABBPk35P29DnsEqw3Chjv%2Biy0GuHkRFDOaf-jJx_o5moTA1e%2Bg%40mail.gmail.com?utm_medium=email_source=footer>
>> .
>>
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>


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[Maya-Python] maya API ?? reading an external json file

2021-05-18 Thread Todd Widup
me writing maya plugins has been limited to mostly utility nodes and an
occasionally deformer.  I am working on something a bit bigger and what
would I use to allow the plugin to read an external user specified file,
either a txt or json?  also, been wondering, is there a way to have a C++
plugin run python at all?

-- 
Todd Widup
Creature TD / Technical Artist
todd.wi...@gmail.com

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[Maya-Python] Maya 2022 and output windows

2021-05-06 Thread Todd Widup
so while Maya doesnt open the output window by default now, its still there.
In the past, I used it to print info to instead of the script editor as its
faster.
in python 2.7 i used sys.__stdout__.write(), which isnt used in in Python
3...so is there a way to print to the output window in Maya 2022 now?

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Re: [Maya-Python] numpy, pylab, matplotlib inside of Maya

2021-03-31 Thread Todd Widup
thanks all and yea, I was aware of the issue with Numpy..Ive seena  few ppl
release version they have compiled for various version, just nothing for
2020 or 2022 yet

On Wed, Mar 31, 2021 at 11:09 AM Marcus Ottosson 
wrote:

> You can totally run NumPy in Maya, albeit compiling it is necessary and
> not easy. :S
>
> Here’s someone doing it for 2018.
>
>-
>
> http://discourse.techart.online/t/numpy-1-13-1-scipy-0-19-1-for-maya-2018/9121
>
> I doubt there’s anything you could build for Python that didn’t also build
> for Maya. As I understand it, the differences in Maya’s Python are
> *additions* to the source rather than removals. So if anything you’d be
> able to compile things with mayapy that you *couldn’t* compile with
> vanilla Python.
>
> On Wed, 31 Mar 2021 at 15:38, Jakob Kousholt  wrote:
>
>> That's a fair point! I haven't used pip to install NumPy. I used pip to
>> install a couple of other libraries which I've had no issues with, so I was
>> unaware of the issues Marcus and Hannes are pointing to.
>>
>> On Wed, 31 Mar 2021 at 10:14, Hannes Delbeke 
>> wrote:
>>
>>> Adding to Marcus his point
>>>
>>> installing from numpy wont work due to compile issues
>>> however at a previous work place i asked the engineers to compile it for
>>> the maya specific version and this kept erroring out
>>> the result: i never managed to get numpy working in maya
>>>
>>> so if people online talk about "just use pip", they likely haven't tried
>>> it themselves.
>>>
>>> a way to handle this might be run numpy outside of maya and set up a
>>> bridge between python in maya and python outside of maya
>>>
>>>
>>>
>>> On Wednesday, 31 March 2021 at 14:04:15 UTC+1 Marcus Ottosson wrote:
>>>
>>>> Remember that anything installed via pip that was compiled, like numpy,
>>>> was compiled for a *specific version of Python*; and it wasn’t the
>>>> version of Python in Maya. Not even for Maya 2022.
>>>>
>>>> Instead, you’d get the version coming off of PyPI, which is where pip
>>>> gets its packages. Those have all been built for the vanilla Python off of
>>>> python.org. So you should expect those libraries to either refuse to
>>>> load outright (if you’re lucky), or to load and believe it got loaded into
>>>> vanilla Python when really it’s Maya’s custom build. The result is either
>>>> crashes, memory faults or worse; silent errors. Random errors that occur
>>>> from bad memory being accessed but not always invalid. The kind that are
>>>> next to impossible to debug.
>>>>
>>>> If you do want numpy and other compiled things in Maya without worrying
>>>> about that, if compile it *for* Maya (mayapy). There are
>>>> semi-exceptions though; I used to use PyQt4 off of PyPI for Maya 2014-2015
>>>> for years without issue. Odds are the parts of Python used by that compiled
>>>> library was identical across mayapy and python.org. But there’s no way
>>>> (?) to know up-front!
>>>>
>>>> For anything that *isn’t* compiled however - like six or black - this
>>>> isn’t an issue and all of PyPI is at Maya’s disposal.
>>>>
>>>> If you’d rather not take my word for it, Google about it or search this
>>>> mailing list; it’s a topic that’s been rehashed a number of times over the
>>>> years.
>>>>
>>>> Stay safe!
>>>>
>>>> On Wed, 31 Mar 2021 at 01:45, Jakob Kousholt  wrote:
>>>>
>>>>> Hey Todd,
>>>>>
>>>>>
>>>>> (This will be for maya 2020, and on windows. Let me know if your
>>>>> system is different)
>>>>>
>>>>> So to install pip in in maya you have to download the get-pip.py
>>>>> script from here:
>>>>> https://bootstrap.pypa.io/pip/2.7/get-pip.py
>>>>>
>>>>>
>>>>> The easiest way is to place that in your maya bin directory (Usually
>>>>> located at C:\Program Files\Autodesk\Maya2020\bin).
>>>>> Then cd into that directory within a terminal and run the following
>>>>> command:
>>>>>
>>>>> mayapy.exe get-pip.py
>>>>>
>>>>> After that, you are now able to use pip to install any back you want
>>>>> using this command:
>>>>> (from your bin directory)
>>>>>
>>>>> mayap

[Maya-Python] numpy, pylab, matplotlib inside of Maya

2021-03-30 Thread Todd Widup
what is the easiest way of getting them running correctly inside of Maya?
or even Pip for that matter?

thanks
-todd

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[Maya-Python] pose interp nodes

2021-02-01 Thread Todd Widup
hey all...  there is no command specific for it, has anyone got a helpful
hint on how to add a new pose to an existing now? trying to automate a
setup for it so our assets are consistent

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Re: [Maya-Python] annotation pop up over QComboBox item

2020-10-24 Thread Todd Widup
lol..teach me to actually try it...I see tooltip and I immediately think
the tooltip panel in Maya at the botton of the UI lol, ill try it thanks

On Fri, Oct 23, 2020 at 5:01 PM Justin Israel 
wrote:

>
>
> On Sat, Oct 24, 2020, 12:51 PM Todd Widup  wrote:
>
>> anyone ever done something like that?
>>
>
> I'm not in front of a computer so I can't confirm (or remember). But would
> it just be something like your model that defines a tooltip data role for
> its items? Or using an item delegate that implements the helpEvent method?
>
>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> todd.wi...@gmail.com
>>
>> --
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>> <https://groups.google.com/d/msgid/python_inside_maya/CABBPk34ATXEh3Yg93YwBbv4mVDVhSS7TiAsEow6fpbvB7C26fA%40mail.gmail.com?utm_medium=email_source=footer>
>> .
>>
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[Maya-Python] annotation pop up over QComboBox item

2020-10-23 Thread Todd Widup
anyone ever done something like that?

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[Maya-Python] animLayers

2020-08-13 Thread Todd Widup
so new area for me...lol, dealing with adding an anim layer and adding some
nodes to it

creating layer no big, but when I add the node, like a bone, it adds all
the bone attrs BUT those that are keyed

thru pymel

for x in nodesToAdd:
layer.addMember(x) #works, but doenst add the channelbox attrs
for c in "tr":
for a in "xyz":
attr = pm.PyNode("{0}.{1}{2}".format(str(x), c, a))
layer.addMember(attr) # doesnt work at all




that doesnt work at all


any suggestions?

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[Maya-Python] plugin fails to initialize

2020-03-03 Thread Todd Widup
hey guys...

working on a new plugin and ran into a bug.
As i am one that like to try to solve it myself, I am just looking for a
few pointers on where to look to start troubleshooting this.

First, plug in compiles fine, no issues

I put a few cout in the main to see where, but all print fine, but none of
the ones in teh plugin cpp print at all

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Re: [Maya-Python] Maya API

2020-02-20 Thread Todd Widup
youre on target with the first one Marcus, thanks

On Thu, Feb 20, 2020 at 11:11 AM Marcus Ottosson 
wrote:

> There’s not enough information in the question. xD
>
> Assuming you mean getting a unit conversion when you connect e.g.
> polyCube.rotateX to your custom attribute, and that you’re wondering what
> function set you need to use to create such an attribute without Maya
> automatically creating such a conversion node, then have a look at
> MFnUnitAttribute. That’s the one that does any unit-related attributes,
> including time, distances and angles.
>
> You could also be talking about cmds.addAttr which would be different,
> and it also depends on when and how you get a conversion node.
>
> A reproducible would help.
>
> On Thu, 20 Feb 2020 at 19:56, Jesse Kielman 
> wrote:
>
>> Im pretty sure it's MAngle
>>
>> On Thu, 20 Feb 2020, 19:55 Todd Widup,  wrote:
>>
>>> hey..what attribute numericData type do you need to you dont get a unit
>>> conversion node for rotations?
>>>
>>>
>>>
>>> --
>>> Todd Widup
>>> Creature TD / Technical Artist
>>> todd.wi...@gmail.com
>>>
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[Maya-Python] Maya API

2020-02-20 Thread Todd Widup
hey..what attribute numericData type do you need to you dont get a unit
conversion node for rotations?



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Re: [Maya-Python] Re: C++ array attr question

2020-02-10 Thread Todd Widup
not sure...when I had tried it previously it didnt work...this time it
did...my example had a small typo and I fixed it

On Mon, Feb 10, 2020 at 9:36 PM Ravi Jagannadhan  wrote:

> What was the issue?
>
> —
> “There are no dumb questions” - Carl Sagan.
>
> On Feb 10, 2020, at 21:35, Todd Widup  wrote:
>
> 
> well..got it working
>
> On Mon, Feb 10, 2020 at 5:19 PM Todd Widup  wrote:
>
>> I am trying to add an array attr to my node,  thats easy...but I am
>> having an issue when I make that attr a vector
>>
>>  aInValueX2 = nAttr.create("inX2", "ix2", MFnNumericData::kFloat);
>> nAttr.setKeyable(true);
>> nAttr.setHidden(false);
>> nAttr.setWritable(true);
>> nAttr.setChannelBox(true);
>>
>> aInValueY2 = nAttr.create("inY2", "iy2", MFnNumericData::kFloat);
>> nAttr.setKeyable(true);
>> nAttr.setHidden(false);
>> nAttr.setWritable(true);
>> nAttr.setChannelBox(true);
>>
>> aInValueZ2 = nAttr.create("inZ2", "i2z", MFnNumericData::kFloat);
>> nAttr.setKeyable(true);
>> nAttr.setHidden(false);
>> nAttr.setWritable(true);
>> nAttr.setChannelBox(true);
>>
>> aInValue2 = nAttr.create("in2", "i2", aInValueX2, aInValueY2, aInValueZ2,
>> );
>> nAttr.setArray(true);
>> nAttr.setKeyable(true);
>> nAttr.setHidden(false);
>> nAttr.setWritable(true);
>> nAttr.setChannelBox(true);
>> addAttribute(aInValue);
>>
>> This is not adding the attribute in the node at all.  I can add each
>> channel as an array, but when I make them the child of an attr and that
>> attr an array it does nothing..it does compile fine, just no in2 attr in
>> Maya...any suggestions?
>>
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> todd.wi...@gmail.com
>>
>
>
> --
> Todd Widup
> Creature TD / Technical Artist
> todd.wi...@gmail.com
>
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[Maya-Python] Re: C++ array attr question

2020-02-10 Thread Todd Widup
well..got it working

On Mon, Feb 10, 2020 at 5:19 PM Todd Widup  wrote:

> I am trying to add an array attr to my node,  thats easy...but I am having
> an issue when I make that attr a vector
>
>  aInValueX2 = nAttr.create("inX2", "ix2", MFnNumericData::kFloat);
> nAttr.setKeyable(true);
> nAttr.setHidden(false);
> nAttr.setWritable(true);
> nAttr.setChannelBox(true);
>
> aInValueY2 = nAttr.create("inY2", "iy2", MFnNumericData::kFloat);
> nAttr.setKeyable(true);
> nAttr.setHidden(false);
> nAttr.setWritable(true);
> nAttr.setChannelBox(true);
>
> aInValueZ2 = nAttr.create("inZ2", "i2z", MFnNumericData::kFloat);
> nAttr.setKeyable(true);
> nAttr.setHidden(false);
> nAttr.setWritable(true);
> nAttr.setChannelBox(true);
>
> aInValue2 = nAttr.create("in2", "i2", aInValueX2, aInValueY2, aInValueZ2,
> );
> nAttr.setArray(true);
> nAttr.setKeyable(true);
> nAttr.setHidden(false);
> nAttr.setWritable(true);
> nAttr.setChannelBox(true);
> addAttribute(aInValue);
>
> This is not adding the attribute in the node at all.  I can add each
> channel as an array, but when I make them the child of an attr and that
> attr an array it does nothing..it does compile fine, just no in2 attr in
> Maya...any suggestions?
>
>
> --
> Todd Widup
> Creature TD / Technical Artist
> todd.wi...@gmail.com
>


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[Maya-Python] C++ array attr question

2020-02-10 Thread Todd Widup
I am trying to add an array attr to my node,  thats easy...but I am having
an issue when I make that attr a vector

 aInValueX2 = nAttr.create("inX2", "ix2", MFnNumericData::kFloat);
nAttr.setKeyable(true);
nAttr.setHidden(false);
nAttr.setWritable(true);
nAttr.setChannelBox(true);

aInValueY2 = nAttr.create("inY2", "iy2", MFnNumericData::kFloat);
nAttr.setKeyable(true);
nAttr.setHidden(false);
nAttr.setWritable(true);
nAttr.setChannelBox(true);

aInValueZ2 = nAttr.create("inZ2", "i2z", MFnNumericData::kFloat);
nAttr.setKeyable(true);
nAttr.setHidden(false);
nAttr.setWritable(true);
nAttr.setChannelBox(true);

aInValue2 = nAttr.create("in2", "i2", aInValueX2, aInValueY2, aInValueZ2,
);
nAttr.setArray(true);
nAttr.setKeyable(true);
nAttr.setHidden(false);
nAttr.setWritable(true);
nAttr.setChannelBox(true);
addAttribute(aInValue);

This is not adding the attribute in the node at all.  I can add each
channel as an array, but when I make them the child of an attr and that
attr an array it does nothing..it does compile fine, just no in2 attr in
Maya...any suggestions?


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Re: [Maya-Python] MPlug issue

2020-01-10 Thread Todd Widup
yea  found it..I got it working...thanks Justin

On Thu, Jan 9, 2020 at 6:44 PM Justin Israel  wrote:

> MPlug.getValue(MMatrix, MDGContext)  does not appear to exist as an
> overload, so I think that error is valid:
>
> http://help.autodesk.com/view/MAYAUL/2019/ENU/?guid=Maya_SDK_MERGED_cpp_ref_class_m_plug_members_html
>
>
> Usage examples suggestion one would use getValue(MObject) to get the
> MMatrix, and then operate on it using MFnMatrixData:
>
> http://help.autodesk.com/view/MAYAUL/2019/ENU/?guid=Maya_SDK_MERGED_cpp_ref_cv_color_node_2cv_color_node_8cpp_example_html
>
>
>
> On Fri, Jan 10, 2020 at 2:52 PM Todd Widup  wrote:
>
>> MDGContext timeOff(time - 1.0);
>> MPlug inPrev(myNode, aInValue);
>> MMatrix inputPrev;
>> inPrev.getValue(inputPrev, timeOff);
>>
>> I am doing this just fine on a float or double, but for some reason VS is
>> saying there is no overload function for MPlug getValue that matches that
>> input
>>
>> any suggestions or ideas?
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> todd.wi...@gmail.com
>>
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[Maya-Python] MPlug issue

2020-01-09 Thread Todd Widup
MDGContext timeOff(time - 1.0);
MPlug inPrev(myNode, aInValue);
MMatrix inputPrev;
inPrev.getValue(inputPrev, timeOff);

I am doing this just fine on a float or double, but for some reason VS is
saying there is no overload function for MPlug getValue that matches that
input

any suggestions or ideas?

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[Maya-Python] resize window in PySide2 event

2019-05-18 Thread Todd Widup
anyone have a link or an example of using events and resizing a window?

basically, I want to set up an event trigger when the window is resized to
adjust the size of a panel to it doesnt get too big

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[Maya-Python] skin weight values

2018-10-02 Thread Todd Widup
hey all,

haven't had a chance to look but I am needing to get a skin weight value
near a point in space relative to a skinned mesh...ie, my position is 3,4,5
and I need to know what the skin weight is at the closest point on a mesh
to that..not vertex but arbitrary pointany suggestions at where to
start looking?

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Re: [Maya-Python] plug-in "anti hacking" measures.

2018-08-03 Thread Todd Widup
a previous company also would ping the world atomic clock website to
timebomb the plugin.  if it was past a hard coded date, it would stop
working.
so a combination of that and the IP range would be a great start.  the
atomic clock would lock it into a time frame limited run so if the project
was to go for 8 months, then it would only run till then.  if they need an
extention cause of overrun, then simply charge them for the update

On Fri, Aug 3, 2018 at 4:03 AM  wrote:

> What about a network mask detection?
>
> Most companies have an intranet, so let's say everything in ip range
> 192.168.9.* is valid all other ip's are invalid. Of course this is not
> rocksolid, but it it easy to implement and give you good start.
>
> Am 2018-08-03 12:38, schrieb Rudi Hammad:
>
> hey,
> I said "delete everything" in the scene has an example. Of course I would
> try to do something that won't damage anything, but just make the plugin
> stop working.
> The reason why I am so concerned is that I had a very a bad experience a
> year and a half ago. I trusted the client with my personal work that took
> me a year of hard work, and he ended up lying to me and giving anyone that
> he wanted all of it.
> That hurt me a lot, and I lost more than 3000 pounds. So I learned from
> that experience. I think it is important to protect your work.
> Thanks for your advice. I 'll try to figure out a clean and none
> destructive way to do it. If I don't, I`'ll consider a license key solution.
>
>
>
>
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Re: [Maya-Python] mirroring a matrix without busting scale

2018-04-25 Thread Todd Widup
hey Phil..

yea, trans is no big, and agree on scale...that would be insane

rotation is the tricky one and yea, ive considered doing the temp aim
con, but was leaning towards doing it in quat land

On Wed, Apr 25, 2018 at 5:57 PM, Phil Sloggett <philslogg...@gmail.com> wrote:
> Yeah you’re probably not trying to mirror the matrix as you might
> intuitively think (the way negatively scaling geometry would do), you’re
> trying to find a reflective origin point (probably just tx *-1) and then a
> mirrored rotation.
>
> Mirroring the rotation is the tricky part, you could do the math in matrix
> or quaternion land - then decompose to Euler. You could even just have some
> clumsy logic that interprets rotation order and rotation values and can
> generate the flipped rotation values. or you could do it the hacky way I do
> and use a temporary aimconstraint with 3 mirrored points. This will probably
> be slower to run ( lots of creating/ destroying constraints) but the math
> knowledge required is minimal.
>
> Scale shouldn’t ever need to be mirrored (scale values on a “correctly” set
> up rig should be identical left to right, straight up copy and paste)
> On Thu, 26 Apr 2018 at 10:22 am, Todd Widup <todd.wi...@gmail.com> wrote:
>>
>> I RARELY do matrix math and do to a bug in an animation tool, I find
>> myself with tasked at writing a mirror pose tool for an animation rig.
>>
>> any pointers?
>>
>> --
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>> Creature TD / Technical Artist
>> todd.wi...@gmail.com
>>
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[Maya-Python] mirroring a matrix without busting scale

2018-04-25 Thread Todd Widup
I RARELY do matrix math and do to a bug in an animation tool, I find
myself with tasked at writing a mirror pose tool for an animation rig.

any pointers?

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Re: [Maya-Python] Re: P4python doesn't work under maya 2017

2017-09-28 Thread Todd Widup
hey Robert..is there any documentation on your compile?  like what syntax
its looking for and such, or do I have to do run("p4 command","files")


On Thu, Sep 28, 2017 at 5:46 AM, Robert White <robert.wd.wh...@gmail.com>
wrote:

> Last job I was using the version that I've shared here
> <https://onedrive.live.com/?cid=de880f5659db1a15=DE880F5659DB1A15%2118925=folder,zip=!AEinLoalQenrHdE>,
> I had tested it up through 2017, but it might work in 2018 as well (no
> promises on 2018).
> It was compiled with OpenSSL-1.0.2c, so that should potentially help with
> your SSL version error.
>
> On Thursday, September 28, 2017 at 7:20:55 AM UTC-5, riga_rig wrote:
>>
>> Hi,
>> I tried to access our perforce server from Maya 2017.
>> from P4 import P4,P4Exception# Import the module
>> p4 = P4()# Create the P4 instance
>> #p4.host = "ssl:perforce:1666"
>> p4.port = "ssl:perforce:1666"
>> p4.user = "user_name"
>> p4.password = "secret"
>> p4.client = "my_workspace"# Set some environment variables
>> p4.connect()
>>
>> It works good from  external python console, but in Script Editor I got
>> following error:
>> # Error: line 1: [P4.connect()] Connect to server failed; check $P4PORT.
>> # SSL library must be at least version 1.0.1.
>> # Traceback (most recent call last):
>> #   File "", line 8, in 
>> #   File "C:\Program Files\Autodesk\Maya2017\Python\lib\site-packages\P4.py",
>> line 798, in connect
>> # P4API.P4Adapter.connect( self )
>> # P4Exception: [P4.connect()] Connect to server failed; check $P4PORT.
>> # SSL library must be at least version 1.0.1. #
>>
>> I'm under Windows 10. P4Python was installed
>> from p4python-2017.1.1526044-cp27-cp27m-win_amd64.whl.
>>
>> Python version in Maya 2017:
>> import sys
>> sys.version
>> # Result: 2.7.11 (default, Dec 21 2015, 22:48:54) [MSC v.1700 64 bit
>> (AMD64)]
>>
>> Do you have any ideas how to fix it?
>> Is anybody uses Perforce P4Python lib from Maya?
>> Regards,
>> Oleg Solovjov
>>
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Re: [Maya-Python] Re: Import blendShape attribute map

2017-09-13 Thread Todd Widup
I did nearly this exact thing like 4 years ago.  same issues.
what I ended up doing was bringin my imagemap in that I wanted to use for
left/right splits, using it as a textures, then quering the UV position of
each point and getting the color value from the image, and storing that
into a list so that it would execute faster after the initial scan of the
image.

On Wed, Sep 13, 2017 at 10:23 AM, Aren Voorhees <are...@gmail.com> wrote:

> Actually, on second thought, before you spend anymore time thinking on
> this, I've decided to shift gears to tackle this tool - I was having a lot
> of problems using the artisan context stuff, so instead, I'm going to try a
> more "handmade" solution using the python api.  Basically at this point,
> I'm storing the positions of the points on a mesh, then splitting one
> blendshape into a right and left version.  So my new question is this
> (sorry to waste time on the earlier disaster!): Is there a way to mask
> verts using a texture so that I can move verts that have a texture value of
> white, while locking in place those that have a texture value of black?
> Basically this would hopefully allow me to use a grayscale mask texture to
> mask off certain sections of a mesh (such as right and left, but probably
> others as well).
>
> I was checking out this post http://mayastation.
> typepad.com/maya-station/2011/03/how-to-sample-a-3d-texture.html and the
> sampleShadingNetwork function.  However, I can't seem to find that
> function in the current api docs.  Wonder if it got moved or renamed?
>
> On Tuesday, September 12, 2017 at 4:59:20 PM UTC-5, Aren Voorhees wrote:
>>
>> Hello all,
>>
>> I'm trying to import a blendshape attribute map from a texture file.  I
>> expect I must be going about it the wrong way though as I can't seem to get
>> it to work no matter how I try it.  Here is what I'm doing currently:
>>
>> import maya.cmds as cmds
>>
>> cmds.artAttrPaintVertexCtx('artAttrBlendShapeContext')
>> ctx = pm.currentCtx()
>> cmds.setToolTo(ctx)
>> cmds.artAttrPaintVertexCtx(ctx, ifl='P:\BsMaps\half_l.tif',
>> importfilemode='luminance')
>>
>> I'm getting this:
>>
>> // Error:
>>
>> # Traceback (most recent call last):
>>
>> # File "", line 2, in 
>>
>> # RuntimeError: //
>>
>> FWIW, the page I'm trying to use for reference -
>> http://download.autodesk.com/us/maya/2011help/CommandsPyth
>> on/artAttrPaintVertexCtx.html
>>
>> If anyone has done this before, or knows what I'm doing wrong, a hint
>> would be amazing!
>>
>> Thanks
>>
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[Maya-Python] QTabWidget and current tabs

2017-08-08 Thread Todd Widup
I am using currentWidget to get the current tab, but it doesnt work 100%
correctly for me

ie : i have 3 tabs, Root, Arm, Leg

if I select leg, it will print leg.  if I select arm, it will print leg,
and if I select arm again, it will print arm this time.

very first selection will print correctly, the rest are always 1 selection
behind

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Re: [Maya-Python] Re: PySide issue

2017-07-30 Thread Todd Widup
got it sorted late last night  it came down to using a QDialog instead ofa
QMainWindow.  as soon as I switched it to a main window, it all worked fine

On Sun, Jul 30, 2017 at 12:33 AM, Marcus Ottosson <konstrukt...@gmail.com>
wrote:

> Would it be possible to provide a small example?
>
> On 30 July 2017 at 01:36, Todd Widup <todd.wi...@gmail.com> wrote:
>
>> ok bit more info on this...its not from the hiding/showing of the
>> elements.  as I switched to a tab layout for the parent, and it still
>> happens
>>
>>
>>
>> On Thu, Jul 27, 2017 at 9:02 PM, Todd Widup <todd.wi...@gmail.com> wrote:
>>
>>> I have a treeView that I use to select parts of a rig system.
>>>
>>> when an item is selected, the current properties are hidden and that
>>> items properties are shown
>>>
>>> for some reason, once the properties get hidden, they are no longer
>>> editable, except for one widget.
>>>
>>> all the items for the properties are contained as the children of one
>>> QWidget and thats what gets hidden and shown.
>>>
>>> any ideas what is causing this bug?
>>>
>>> --
>>> Todd Widup
>>> Creature TD / Technical Artist
>>> todd.wi...@gmail.com
>>>
>>
>>
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> todd.wi...@gmail.com
>>
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[Maya-Python] Pyside layouts

2017-07-29 Thread Todd Widup
havent really used them much, I normally set move for everything cause they
are usually small UIs...this one is big and thinking about using layouts
now.

can layouts be mixed with using move as well with some widgets..ie, if a
widget is a child of the window, can it be moved and the layouts as well or
do you have to exclusively use layouts?


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[Maya-Python] Re: PySide issue

2017-07-29 Thread Todd Widup
ok bit more info on this...its not from the hiding/showing of the
elements.  as I switched to a tab layout for the parent, and it still
happens



On Thu, Jul 27, 2017 at 9:02 PM, Todd Widup <todd.wi...@gmail.com> wrote:

> I have a treeView that I use to select parts of a rig system.
>
> when an item is selected, the current properties are hidden and that items
> properties are shown
>
> for some reason, once the properties get hidden, they are no longer
> editable, except for one widget.
>
> all the items for the properties are contained as the children of one
> QWidget and thats what gets hidden and shown.
>
> any ideas what is causing this bug?
>
> --
> Todd Widup
> Creature TD / Technical Artist
> todd.wi...@gmail.com
>



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[Maya-Python] PySide issue

2017-07-27 Thread Todd Widup
I have a treeView that I use to select parts of a rig system.

when an item is selected, the current properties are hidden and that items
properties are shown

for some reason, once the properties get hidden, they are no longer
editable, except for one widget.

all the items for the properties are contained as the children of one
QWidget and thats what gets hidden and shown.

any ideas what is causing this bug?

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Re: [Maya-Python] pyc file issue

2017-05-28 Thread Todd Widup
hadnt tried it yet.  been working on another area of this project.  once I
drop this update to them, ill add some stuff to use __file__ in and see if
that works correctly or not.

hmmm, if I did this

in module Path

fil=__file__

then in module Bob

import Path as pth

test=pth.fil





if I path was a py and Bob was a PYC..you think it would compile like I
expect?

On Sun, May 28, 2017 at 3:27 PM, Justin Israel <justinisr...@gmail.com>
wrote:

>
>
> On Mon, May 29, 2017, 10:22 AM Todd Widup <todd.wi...@gmail.com> wrote:
>
>> justin's correct
>>
>
> Did that suggestion to use the globals end up working?
>
>
>> On Sun, May 28, 2017 at 5:13 AM, Justin Israel <justinisr...@gmail.com>
>> wrote:
>>
>>>
>>>
>>> On Sun, May 28, 2017, 8:18 PM Marcus Ottosson <konstrukt...@gmail.com>
>>> wrote:
>>>
>>>> How about this?
>>>>
>>>> def getExecutingfile():
>>>>   return __file__
>>>>
>>>> ​
>>>> ​
>>>>
>>>
>>> That just returns the file of the current module. The original code
>>> wants to inspect the calling frame which could be in another module.
>>>
>>> If this utility module is used in some other tool it might look like:
>>>
>>> import foo.utils
>>> print foo.utils.getExecutingFile()
>>> # myModule.py
>>>
>>> --
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Re: [Maya-Python] pyc file issue

2017-05-28 Thread Todd Widup
justin's correct

On Sun, May 28, 2017 at 5:13 AM, Justin Israel <justinisr...@gmail.com>
wrote:

>
>
> On Sun, May 28, 2017, 8:18 PM Marcus Ottosson <konstrukt...@gmail.com>
> wrote:
>
>> How about this?
>>
>> def getExecutingfile():
>>   return __file__
>>
>> ​
>> ​
>>
>
> That just returns the file of the current module. The original code wants
> to inspect the calling frame which could be in another module.
>
> If this utility module is used in some other tool it might look like:
>
> import foo.utils
> print foo.utils.getExecutingFile()
> # myModule.py
>
> --
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Re: [Maya-Python] pyc file issue

2017-05-27 Thread Todd Widup
def getExecutingfile():
exFile=namedtuple("filePath","path, file")
path=None
name=None
frame=sys._getframe(1)
fil=frame.f_code.co_filename
path,name=os.path.split(fil)

return exFile(path,name)



thats the code I am running  in a util.py file that is called by core.py
in core.py is where it seems to get hard coded to the path I have things
sourced from




On Fri, May 26, 2017 at 10:02 PM, Justin Israel <justinisr...@gmail.com>
wrote:

>
>
> On Sat, May 27, 2017, 3:12 PM Todd Widup <todd.wi...@gmail.com> wrote:
>
>> so I have a few tools I gave over to a friend..gave them the PYC files.
>>
>> part of what one of the tools does is get the directory path it was
>> executed from to pass along.
>>
>> anyways, my friend that was running it, kept getting some errors about a
>> path not existing...strange thing was, it was showing the path where I have
>> the tools on my local machine, not where he has them.
>>
>> so...do PYC files store info like that?  I always thought it was strictly
>> a compiled version of the py file, with nothing else
>>
>
>
> Do you have an example of what kind of code was returning a cached result
> from when the pyc was generated?
>
>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> todd.wi...@gmail.com
>>
>> --
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[Maya-Python] pyc file issue

2017-05-26 Thread Todd Widup
so I have a few tools I gave over to a friend..gave them the PYC files.

part of what one of the tools does is get the directory path it was
executed from to pass along.

anyways, my friend that was running it, kept getting some errors about a
path not existing...strange thing was, it was showing the path where I have
the tools on my local machine, not where he has them.

so...do PYC files store info like that?  I always thought it was strictly a
compiled version of the py file, with nothing else

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Re: [Maya-Python] right click menu in treeView

2017-05-10 Thread Todd Widup
so thats it actually  its not as I put a few prints in to see.

ok will dive into that part a bit more  thanks

On Wed, May 10, 2017 at 2:02 AM, David Moulder <da...@thirstydevil.co.uk>
wrote:

> Hi Todd,
>
> Is self.openMenu being triggered?  Have you added debug prints to
> confirm?  The above looks correct so I guessing it's something in the
> connected slot method, often the menu may be off screen or the actions not
> added correctly.
>
> -Dave
>
> On Wed, May 10, 2017 at 7:12 AM, Todd Widup <todd.wi...@gmail.com> wrote:
>
>> I am trying to get a right click context menu working in a UI
>>
>> self.treeView = QTreeView()
>> self.treeView.setContextMenuPolicy(Qt.CustomContextMenu)
>> self.treeView.customContextMenuRequested.connect(self.openMenu)
>>
>> self.openMenu is a small  menu that should open when right clicked on a
>> tree item, but nothing is executed.
>>
>> any suggestions where to start looking
>>
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> todd.wi...@gmail.com
>>
>> --
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>> .
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>>
>
>
>
> --
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[Maya-Python] right click menu in treeView

2017-05-10 Thread Todd Widup
I am trying to get a right click context menu working in a UI

self.treeView = QTreeView()
self.treeView.setContextMenuPolicy(Qt.CustomContextMenu)
self.treeView.customContextMenuRequested.connect(self.openMenu)

self.openMenu is a small  menu that should open when right clicked on a
tree item, but nothing is executed.

any suggestions where to start looking


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Re: [Maya-Python] Re: project paths

2017-05-02 Thread Todd Widup
ill giv it a try in the morning :D

On Tue, May 2, 2017 at 8:35 PM, Michael Boon <boons...@gmail.com> wrote:

> If you run "p4 info" in a subprocess, you can then look up "Client root".
> Something like this:
> info = subprocess.check_output('p4 info')
> info = info.splitlines()
> info = [L.split(':', 1) for L in info]
> info = dict(info)
> p4Root = info['Client root']
>
> You can then compare p4Root to the paths you're interested in, something
> like:
>
> p4Root = os.path.normcase(os.path.normpath(p4Root))
> path = os.path.normcase(os.path.normpath(path))if not path.startswith(p4Root):
> raise WhateverError()
>
>
>
>
> On Wednesday, 3 May 2017 06:39:25 UTC+10, todd@gmail.com wrote:
>>
>> got an interesting issue at work.
>>
>> we use perforce for source control on all art assets.  and do to a lack
>> in guidance, almost everyone on the art team has their perforce installs
>> done in different locations and paths
>>
>> ie :
>> D:/p4, E:/PROJECTS, C:/p4, et al
>>
>> Anyone have suggestions on how to setup the project paths so that it
>> would strip out the drive and root and just use the perforce directories as
>> teh root for the project?  ...in our case, Interactive
>>
>> thanks
>> -todd
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> todd@gmail.com
>>
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[Maya-Python] project paths

2017-05-02 Thread Todd Widup
got an interesting issue at work.

we use perforce for source control on all art assets.  and do to a lack in
guidance, almost everyone on the art team has their perforce installs done
in different locations and paths

ie :
D:/p4, E:/PROJECTS, C:/p4, et al

Anyone have suggestions on how to setup the project paths so that it would
strip out the drive and root and just use the perforce directories as teh
root for the project?  ...in our case, Interactive

thanks
-todd

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Re: [Maya-Python] rotate difference in Mel and python

2016-02-26 Thread Todd Widup
lol
well..didnt know you could do rotate.set...normally use setAttr for that
part.



On Fri, Feb 26, 2016 at 8:12 AM, Geordie Martinez <geordiemarti...@gmail.com
> wrote:

> Don't be afraid of change , Todd!
> pm.iLoveYou().rotate.set((0,45,0)
>
>
> On Friday, February 26, 2016, Todd Widup <todd.wi...@gmail.com> wrote:
>
>> no geordie..I dont want to lol :D
>>
>> On Fri, Feb 26, 2016 at 7:43 AM, Geordie Martinez <
>> geordiemarti...@gmail.com> wrote:
>>
>>> That's not a bug.
>>> The first argument is supposed to be an object. The docs say this
>>> function was modified to accept any iterable.
>>>
>>> In pymel youre in object-oriented mode so just use the method on the
>>> object to affect rotation.
>>>
>>> node.rotate.set((0,45,0))
>>>
>>> If you're going to use pymel, take advantage of OOP.
>>>
>>>
>>> On Friday, February 26, 2016, Todd Widup <todd.wi...@gmail.com> wrote:
>>>
>>>> figured out what it is
>>>>
>>>> if I do
>>>> pm.rotate(0,45,0,r=1,os=1)
>>>> its actually rotating 45 on x, not y..its thinking that first 0 is an
>>>> object, but it still applies it to the selected node, so that is a bug
>>>>
>>>> On Fri, Feb 26, 2016 at 7:33 AM, Todd Widup <todd.wi...@gmail.com>
>>>> wrote:
>>>>
>>>>> hmmm strange...anyways..in a list here, it errors.  not sure whats
>>>>> going on..oh well...was just trying to figure out if this was a bug or not
>>>>>
>>>>> On Fri, Feb 26, 2016 at 2:30 AM, Martin Y <furik...@gmail.com> wrote:
>>>>>
>>>>>> In pm you need to put the coordinates in a list or tuple.
>>>>>>
>>>>>> pm.rotate((0,45,0), os=True, r=True)
>>>>>> pm.rotate([0,45,0], os=True, r=True)
>>>>>>
>>>>>> works fine
>>>>>>
>>>>>> pm.rotate(0,45,0, os=True, r=True)
>>>>>>
>>>>>> doesn't.
>>>>>>
>>>>>> I tried the pymel examples where they aren't using lists or tuples
>>>>>> and it doesn't work here even when I'm using the same pymel version.
>>>>>> I guess the pymel examples in the manuals are outdated.
>>>>>>
>>>>>> Martin
>>>>>>
>>>>>>
>>>>>> On Friday, February 26, 2016 at 7:45:54 AM UTC+9, todd@gmail.com
>>>>>> wrote:
>>>>>> > but the point is...try teh commands...pymel is rotating a node
>>>>>> differently than maya.cmds or mel
>>>>>>
>>>>>> --
>>>>>> You received this message because you are subscribed to the Google
>>>>>> Groups "Python Programming for Autodesk Maya" group.
>>>>>> To unsubscribe from this group and stop receiving emails from it,
>>>>>> send an email to python_inside_maya+unsubscr...@googlegroups.com.
>>>>>> To view this discussion on the web visit
>>>>>> https://groups.google.com/d/msgid/python_inside_maya/7234f8b3-528d-495e-ad39-755d5a9224ee%40googlegroups.com
>>>>>> .
>>>>>> For more options, visit https://groups.google.com/d/optout.
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Todd Widup
>>>>> Creature TD / Technical Artist
>>>>> t...@toddwidup.com
>>>>> todd.wi...@gmail.com
>>>>> www.toddwidup.com
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Todd Widup
>>>> Creature TD / Technical Artist
>>>> t...@toddwidup.com
>>>> todd.wi...@gmail.com
>>>> www.toddwidup.com
>>>>
>>>> --
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Re: [Maya-Python] rotate difference in Mel and python

2016-02-26 Thread Todd Widup
no geordie..I dont want to lol :D

On Fri, Feb 26, 2016 at 7:43 AM, Geordie Martinez <geordiemarti...@gmail.com
> wrote:

> That's not a bug.
> The first argument is supposed to be an object. The docs say this function
> was modified to accept any iterable.
>
> In pymel youre in object-oriented mode so just use the method on the
> object to affect rotation.
>
> node.rotate.set((0,45,0))
>
> If you're going to use pymel, take advantage of OOP.
>
>
> On Friday, February 26, 2016, Todd Widup <todd.wi...@gmail.com> wrote:
>
>> figured out what it is
>>
>> if I do
>> pm.rotate(0,45,0,r=1,os=1)
>> its actually rotating 45 on x, not y..its thinking that first 0 is an
>> object, but it still applies it to the selected node, so that is a bug
>>
>> On Fri, Feb 26, 2016 at 7:33 AM, Todd Widup <todd.wi...@gmail.com> wrote:
>>
>>> hmmm strange...anyways..in a list here, it errors.  not sure whats going
>>> on..oh well...was just trying to figure out if this was a bug or not
>>>
>>> On Fri, Feb 26, 2016 at 2:30 AM, Martin Y <furik...@gmail.com> wrote:
>>>
>>>> In pm you need to put the coordinates in a list or tuple.
>>>>
>>>> pm.rotate((0,45,0), os=True, r=True)
>>>> pm.rotate([0,45,0], os=True, r=True)
>>>>
>>>> works fine
>>>>
>>>> pm.rotate(0,45,0, os=True, r=True)
>>>>
>>>> doesn't.
>>>>
>>>> I tried the pymel examples where they aren't using lists or tuples and
>>>> it doesn't work here even when I'm using the same pymel version.
>>>> I guess the pymel examples in the manuals are outdated.
>>>>
>>>> Martin
>>>>
>>>>
>>>> On Friday, February 26, 2016 at 7:45:54 AM UTC+9, todd@gmail.com
>>>> wrote:
>>>> > but the point is...try teh commands...pymel is rotating a node
>>>> differently than maya.cmds or mel
>>>>
>>>> --
>>>> You received this message because you are subscribed to the Google
>>>> Groups "Python Programming for Autodesk Maya" group.
>>>> To unsubscribe from this group and stop receiving emails from it, send
>>>> an email to python_inside_maya+unsubscr...@googlegroups.com.
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>>>> .
>>>> For more options, visit https://groups.google.com/d/optout.
>>>>
>>>
>>>
>>>
>>> --
>>> Todd Widup
>>> Creature TD / Technical Artist
>>> t...@toddwidup.com
>>> todd.wi...@gmail.com
>>> www.toddwidup.com
>>>
>>
>>
>>
>> --
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>> Creature TD / Technical Artist
>> t...@toddwidup.com
>> todd.wi...@gmail.com
>> www.toddwidup.com
>>
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Re: [Maya-Python] rotate difference in Mel and python

2016-02-26 Thread Todd Widup
figured out what it is

if I do
pm.rotate(0,45,0,r=1,os=1)
its actually rotating 45 on x, not y..its thinking that first 0 is an
object, but it still applies it to the selected node, so that is a bug

On Fri, Feb 26, 2016 at 7:33 AM, Todd Widup <todd.wi...@gmail.com> wrote:

> hmmm strange...anyways..in a list here, it errors.  not sure whats going
> on..oh well...was just trying to figure out if this was a bug or not
>
> On Fri, Feb 26, 2016 at 2:30 AM, Martin Y <furik...@gmail.com> wrote:
>
>> In pm you need to put the coordinates in a list or tuple.
>>
>> pm.rotate((0,45,0), os=True, r=True)
>> pm.rotate([0,45,0], os=True, r=True)
>>
>> works fine
>>
>> pm.rotate(0,45,0, os=True, r=True)
>>
>> doesn't.
>>
>> I tried the pymel examples where they aren't using lists or tuples and it
>> doesn't work here even when I'm using the same pymel version.
>> I guess the pymel examples in the manuals are outdated.
>>
>> Martin
>>
>>
>> On Friday, February 26, 2016 at 7:45:54 AM UTC+9, todd@gmail.com
>> wrote:
>> > but the point is...try teh commands...pymel is rotating a node
>> differently than maya.cmds or mel
>>
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>
>
>
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> www.toddwidup.com
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Re: [Maya-Python] rotate difference in Mel and python

2016-02-26 Thread Todd Widup
hmmm strange...anyways..in a list here, it errors.  not sure whats going
on..oh well...was just trying to figure out if this was a bug or not

On Fri, Feb 26, 2016 at 2:30 AM, Martin Y <furik...@gmail.com> wrote:

> In pm you need to put the coordinates in a list or tuple.
>
> pm.rotate((0,45,0), os=True, r=True)
> pm.rotate([0,45,0], os=True, r=True)
>
> works fine
>
> pm.rotate(0,45,0, os=True, r=True)
>
> doesn't.
>
> I tried the pymel examples where they aren't using lists or tuples and it
> doesn't work here even when I'm using the same pymel version.
> I guess the pymel examples in the manuals are outdated.
>
> Martin
>
>
> On Friday, February 26, 2016 at 7:45:54 AM UTC+9, todd@gmail.com
> wrote:
> > but the point is...try teh commands...pymel is rotating a node
> differently than maya.cmds or mel
>
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Re: [Maya-Python] rotate difference in Mel and python

2016-02-25 Thread Todd Widup
hye Damon, I would normally...was just testing something and found this
bug/strange behavior

On Thu, Feb 25, 2016 at 1:55 PM, damon shelton <damondshel...@gmail.com>
wrote:

> Use xform 
>
>
> On Thursday, February 25, 2016, Todd Widup <todd.wi...@gmail.com> wrote:
>
>> the point being though...I can get it to work in either...but the same
>> values actually rotate differently between mel/maya.cmds and pymel
>>
>> On Thu, Feb 25, 2016 at 1:41 PM, Todd Widup <todd.wi...@gmail.com> wrote:
>>
>>> it works without it as well..atleast here is it and errors on a list
>>>
>>> On Thu, Feb 25, 2016 at 1:27 PM, Kurian O.S <kuria...@gmail.com> wrote:
>>>
>>>> rotate take a list
>>>>
>>>>
>>>> pm.rotate([0,45,0], r=1, os=1)
>>>>
>>>> On Thu, Feb 25, 2016 at 1:19 PM, Todd Widup <todd.wi...@gmail.com>
>>>> wrote:
>>>>
>>>>> mel and maya.cmds
>>>>>
>>>>> rotate -r -os 0 45 0;
>>>>>
>>>>> works different than
>>>>>
>>>>> pymel
>>>>>
>>>>> pm.rotate(0,45,0,r=1,os=1)
>>>>>
>>>>> any ideas why and what is going on with it?
>>>>>
>>>>>
>>>>> --
>>>>> Todd Widup
>>>>> Creature TD / Technical Artist
>>>>> t...@toddwidup.com
>>>>> todd.wi...@gmail.com
>>>>> www.toddwidup.com
>>>>>
>>>>> --
>>>>> You received this message because you are subscribed to the Google
>>>>> Groups "Python Programming for Autodesk Maya" group.
>>>>> To unsubscribe from this group and stop receiving emails from it, send
>>>>> an email to python_inside_maya+unsubscr...@googlegroups.com.
>>>>> To view this discussion on the web visit
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>>>>> <https://groups.google.com/d/msgid/python_inside_maya/CABBPk34Ewu9_i_cTd48jB2GGMm11XNYjhOYmJAm-5o0SPn6-sQ%40mail.gmail.com?utm_medium=email_source=footer>
>>>>> .
>>>>> For more options, visit https://groups.google.com/d/optout.
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> --:: Kurian ::--
>>>>
>>>> --
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>>>
>>>
>>>
>>> --
>>> Todd Widup
>>> Creature TD / Technical Artist
>>> t...@toddwidup.com
>>> todd.wi...@gmail.com
>>> www.toddwidup.com
>>>
>>
>>
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
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Re: [Maya-Python] rotate difference in Mel and python

2016-02-25 Thread Todd Widup
the point being though...I can get it to work in either...but the same
values actually rotate differently between mel/maya.cmds and pymel

On Thu, Feb 25, 2016 at 1:41 PM, Todd Widup <todd.wi...@gmail.com> wrote:

> it works without it as well..atleast here is it and errors on a list
>
> On Thu, Feb 25, 2016 at 1:27 PM, Kurian O.S <kuria...@gmail.com> wrote:
>
>> rotate take a list
>>
>>
>> pm.rotate([0,45,0], r=1, os=1)
>>
>> On Thu, Feb 25, 2016 at 1:19 PM, Todd Widup <todd.wi...@gmail.com> wrote:
>>
>>> mel and maya.cmds
>>>
>>> rotate -r -os 0 45 0;
>>>
>>> works different than
>>>
>>> pymel
>>>
>>> pm.rotate(0,45,0,r=1,os=1)
>>>
>>> any ideas why and what is going on with it?
>>>
>>>
>>> --
>>> Todd Widup
>>> Creature TD / Technical Artist
>>> t...@toddwidup.com
>>> todd.wi...@gmail.com
>>> www.toddwidup.com
>>>
>>> --
>>> You received this message because you are subscribed to the Google
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>>
>>
>>
>> --
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>>
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>
>
>
> --
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> Creature TD / Technical Artist
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> www.toddwidup.com
>



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Re: [Maya-Python] rotate difference in Mel and python

2016-02-25 Thread Todd Widup
it works without it as well..atleast here is it and errors on a list

On Thu, Feb 25, 2016 at 1:27 PM, Kurian O.S <kuria...@gmail.com> wrote:

> rotate take a list
>
>
> pm.rotate([0,45,0], r=1, os=1)
>
> On Thu, Feb 25, 2016 at 1:19 PM, Todd Widup <todd.wi...@gmail.com> wrote:
>
>> mel and maya.cmds
>>
>> rotate -r -os 0 45 0;
>>
>> works different than
>>
>> pymel
>>
>> pm.rotate(0,45,0,r=1,os=1)
>>
>> any ideas why and what is going on with it?
>>
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> t...@toddwidup.com
>> todd.wi...@gmail.com
>> www.toddwidup.com
>>
>> --
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>
>
>
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[Maya-Python] rotate difference in Mel and python

2016-02-25 Thread Todd Widup
mel and maya.cmds

rotate -r -os 0 45 0;

works different than

pymel

pm.rotate(0,45,0,r=1,os=1)

any ideas why and what is going on with it?


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Re: [Maya-Python] python modules

2016-02-11 Thread Todd Widup
nope...never got this resolved.

same issue for me, just havent had time to get back and resolve it as its
not a vital issue for us right now

On Thu, Feb 11, 2016 at 2:25 PM, Antonio Govela <agov...@gmail.com> wrote:

> Hey Justin, was this resolved? I have a similar issue with Python2.7 , P4
> python  and Maya 2016.
> I can import P4 just fine through a python shell, but not through Maya,
> I've added the path to my PYTHONPATH env variable with no luck.
> It seems to import P4.py and then in line 410 "import P4API" i get the DLL
> load failed, cant find the specified file. Maybe it's compiled for the
> wrong version? but how come I can run it through shell?
>
> Also how could I make P4Python accessible throughout the network to deploy
> tools like animation exporters with P4 checkout options to other
> workstations..
>
>  I also tried something like this:
> import sys
> path = "C:\\Python27\\Lib\\site-packages"
> if path not in sys.path:
> sys.path.append(path)
> import P4
>
> and I get this:
>
> # File "", line 9, in 
>
> # File "C:\Python27\Lib\site-packages\P4.py", line 410, in 
>
> # import P4API
>
> # ImportError: DLL load failed: The specified module could not be found. //
>
> but I can see the "P4API.pyd" in the folder ..:/
>
> Thanks!
>
> # File
> "\\newcastle\Tools\SDK\Maya\Tools\Python27\Lib\site-packages\P4.py", line
> 410, in 
>
> # import P4API
>
> # ImportError: DLL load failed: The specified module could not be found. //
>
>
> On Wednesday, January 6, 2016 at 4:28:25 PM UTC-8, Justin Israel wrote:
>>
>> Should be 64-bit for any of the recent versions of Maya. What should
>> actually matter is that it is build with the matching compiler for the
>> particular Maya version.
>>
>> On Thu, Jan 7, 2016 at 1:03 PM Todd Widup <todd@gmail.com> wrote:
>>
>>> hmm...ok, discussing with our engineers...is Maya's Python 32 or 64 bit?
>>>
>>> On Wed, Jan 6, 2016 at 3:51 PM, Todd Widup <todd@gmail.com> wrote:
>>>
>>>> ok.. will get our engineers to recompile the perforce tools
>>>>
>>>> On Wed, Jan 6, 2016 at 3:41 PM, Justin Israel <justin...@gmail.com>
>>>> wrote:
>>>>
>>>>> I'm not sure how Maya picks up external environments on Windows. But
>>>>> you do have to expand its PYTHOPATH by some means to point at external
>>>>> locations.
>>>>>
>>>>> As for your perforce module... compiled extensions have to be compiled
>>>>> to match Maya. So you may have to rebuild it against Maya's own python.
>>>>>
>>>>>
>>>>> On Thu, Jan 7, 2016 at 12:10 PM Todd Widup <todd@gmail.com> wrote:
>>>>>
>>>>>> so I have to set the lib/site-package path then would be nice if
>>>>>> there was an easier way, lol.
>>>>>>
>>>>>> ok..now to figure out why standalong works fine for P4Python and why
>>>>>> Maya Python wont load it due to some DLL error :(
>>>>>>
>>>>>>
>>>>>> On Wed, Jan 6, 2016 at 3:06 PM, Justin Israel <justin...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Did you update your Maya.env or your userSetup.py to include extra
>>>>>>> paths?
>>>>>>>
>>>>>>> On Thu, Jan 7, 2016 at 12:05 PM Todd Widup <todd@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> so Pip and P4python are already installed on my Python 27 install..
>>>>>>>> my dirs for Python27 and Python27/Scripts are already in my path.  
>>>>>>>> both of
>>>>>>>> course load and work fine in a standalone Python, but not in Maya..Maya
>>>>>>>> does not see them..this is a more accurate question.
>>>>>>>>
>>>>>>>> How do you get Maya Python to see/use modules that are installed to
>>>>>>>> teh lib/site-package director of a python 27 install.
>>>>>>>>
>>>>>>>> On Wed, Jan 6, 2016 at 1:55 PM, Todd Widup <todd@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> ok, was hoping that would work for those..though there seems to be
>>>>>>>>> an issue with the P4 one I got
>>>>>>>>&g

Re: [Maya-Python] python modules

2016-01-06 Thread Todd Widup
so Pip and P4python are already installed on my Python 27 install.. my dirs
for Python27 and Python27/Scripts are already in my path.  both of course
load and work fine in a standalone Python, but not in Maya..Maya does not
see them..this is a more accurate question.

How do you get Maya Python to see/use modules that are installed to teh
lib/site-package director of a python 27 install.

On Wed, Jan 6, 2016 at 1:55 PM, Todd Widup <todd.wi...@gmail.com> wrote:

> ok, was hoping that would work for those..though there seems to be an
> issue with the P4 one I got
>
>
> On Wed, Jan 6, 2016 at 1:50 PM, Justin Israel <justinisr...@gmail.com>
> wrote:
>
>> Just add extra paths to your PYTHONPATH in the Maya.env or sys.path in
>> userSetup.py?
>>
>> On Thu, Jan 7, 2016 at 10:44 AM Todd Widup <todd.wi...@gmail.com> wrote:
>>
>>> so...how do I get site packages, like Pip and P4Python installed
>>> correctly for Maya Py to see and use?
>>> can they just sit in the local system install and scripts directory (the
>>> default Python27 install that is) or do they have to be in the Maya python
>>> dir int eh maya install dir?
>>>
>>>
>>> --
>>> Todd Widup
>>> Creature TD / Technical Artist
>>> t...@toddwidup.com
>>> todd.wi...@gmail.com
>>> www.toddwidup.com
>>>
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>
>
>
> --
> Todd Widup
> Creature TD / Technical Artist
> t...@toddwidup.com
> todd.wi...@gmail.com
> www.toddwidup.com
>



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Re: [Maya-Python] python modules

2016-01-06 Thread Todd Widup
hmm...ok, discussing with our engineers...is Maya's Python 32 or 64 bit?

On Wed, Jan 6, 2016 at 3:51 PM, Todd Widup <todd.wi...@gmail.com> wrote:

> ok.. will get our engineers to recompile the perforce tools
>
> On Wed, Jan 6, 2016 at 3:41 PM, Justin Israel <justinisr...@gmail.com>
> wrote:
>
>> I'm not sure how Maya picks up external environments on Windows. But you
>> do have to expand its PYTHOPATH by some means to point at external
>> locations.
>>
>> As for your perforce module... compiled extensions have to be compiled to
>> match Maya. So you may have to rebuild it against Maya's own python.
>>
>>
>> On Thu, Jan 7, 2016 at 12:10 PM Todd Widup <todd.wi...@gmail.com> wrote:
>>
>>> so I have to set the lib/site-package path then would be nice if
>>> there was an easier way, lol.
>>>
>>> ok..now to figure out why standalong works fine for P4Python and why
>>> Maya Python wont load it due to some DLL error :(
>>>
>>>
>>> On Wed, Jan 6, 2016 at 3:06 PM, Justin Israel <justinisr...@gmail.com>
>>> wrote:
>>>
>>>> Did you update your Maya.env or your userSetup.py to include extra
>>>> paths?
>>>>
>>>> On Thu, Jan 7, 2016 at 12:05 PM Todd Widup <todd.wi...@gmail.com>
>>>> wrote:
>>>>
>>>>> so Pip and P4python are already installed on my Python 27 install.. my
>>>>> dirs for Python27 and Python27/Scripts are already in my path.  both of
>>>>> course load and work fine in a standalone Python, but not in Maya..Maya
>>>>> does not see them..this is a more accurate question.
>>>>>
>>>>> How do you get Maya Python to see/use modules that are installed to
>>>>> teh lib/site-package director of a python 27 install.
>>>>>
>>>>> On Wed, Jan 6, 2016 at 1:55 PM, Todd Widup <todd.wi...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> ok, was hoping that would work for those..though there seems to be an
>>>>>> issue with the P4 one I got
>>>>>>
>>>>>>
>>>>>> On Wed, Jan 6, 2016 at 1:50 PM, Justin Israel <justinisr...@gmail.com
>>>>>> > wrote:
>>>>>>
>>>>>>> Just add extra paths to your PYTHONPATH in the Maya.env or sys.path
>>>>>>> in userSetup.py?
>>>>>>>
>>>>>>> On Thu, Jan 7, 2016 at 10:44 AM Todd Widup <todd.wi...@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> so...how do I get site packages, like Pip and P4Python installed
>>>>>>>> correctly for Maya Py to see and use?
>>>>>>>> can they just sit in the local system install and scripts directory
>>>>>>>> (the default Python27 install that is) or do they have to be in the 
>>>>>>>> Maya
>>>>>>>> python dir int eh maya install dir?
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> Todd Widup
>>>>>>>> Creature TD / Technical Artist
>>>>>>>> t...@toddwidup.com
>>>>>>>> todd.wi...@gmail.com
>>>>>>>> www.toddwidup.com
>>>>>>>>
>>>>>>>> --
>>>>>>>> You received this message because you are subscribed to the Google
>>>>>>>> Groups "Python Programming for Autodesk Maya" group.
>>>>>>>> To unsubscribe from this group and stop receiving emails from it,
>>>>>>>> send an email to python_inside_maya+unsubscr...@googlegroups.com.
>>>>>>>> To view this discussion on the web visit
>>>>>>>> https://groups.google.com/d/msgid/python_inside_maya/CABBPk37YMT6%3Dq2L68zrhuWhnsPjTj3xC2C_zO45%2BunFF_d0Eyg%40mail.gmail.com
>>>>>>>> <https://groups.google.com/d/msgid/python_inside_maya/CABBPk37YMT6%3Dq2L68zrhuWhnsPjTj3xC2C_zO45%2BunFF_d0Eyg%40mail.gmail.com?utm_medium=email_source=footer>
>>>>>>>> .
>>>>>>>> For more options, visit https://groups.google.com/d/optout.
>>>>>>>>
>>>>>>> --
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>>>>>>> Groups "Python Programming for Autodesk Maya" group.
&

[Maya-Python] python modules

2016-01-06 Thread Todd Widup
so...how do I get site packages, like Pip and P4Python installed correctly
for Maya Py to see and use?
can they just sit in the local system install and scripts directory (the
default Python27 install that is) or do they have to be in the Maya python
dir int eh maya install dir?


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Re: [Maya-Python] python modules

2016-01-06 Thread Todd Widup
ok, was hoping that would work for those..though there seems to be an issue
with the P4 one I got


On Wed, Jan 6, 2016 at 1:50 PM, Justin Israel <justinisr...@gmail.com>
wrote:

> Just add extra paths to your PYTHONPATH in the Maya.env or sys.path in
> userSetup.py?
>
> On Thu, Jan 7, 2016 at 10:44 AM Todd Widup <todd.wi...@gmail.com> wrote:
>
>> so...how do I get site packages, like Pip and P4Python installed
>> correctly for Maya Py to see and use?
>> can they just sit in the local system install and scripts directory (the
>> default Python27 install that is) or do they have to be in the Maya python
>> dir int eh maya install dir?
>>
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> t...@toddwidup.com
>> todd.wi...@gmail.com
>> www.toddwidup.com
>>
>> --
>> You received this message because you are subscribed to the Google Groups
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>> <https://groups.google.com/d/msgid/python_inside_maya/CABBPk37YMT6%3Dq2L68zrhuWhnsPjTj3xC2C_zO45%2BunFF_d0Eyg%40mail.gmail.com?utm_medium=email_source=footer>
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>>
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[Maya-Python] mel global vars

2015-10-21 Thread Todd Widup
does pyMel store/add the maya global vars anyplace?
globals like $gShelfForm or $gShelfTopLevel, etc

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Re: [Maya-Python] Re: mel global vars

2015-10-21 Thread Todd Widup
cool, thanks Robert.

I was using the whole pm.eval trick for it and thought there has to be a
smoother way


On Wed, Oct 21, 2015 at 11:05 AM, Robert White <robert.wd.wh...@gmail.com>
wrote:

> Should be the melGlobals object.
> It works like a dict
>
> So this should work
>
> import pymel.core as pm
> pm.melGlobals['$gShelfTopLevel']
> # Result: 'MayaWindow|toolBar2|MainShelfLayout|formLayout14|ShelfLayout' #
>
>
>
>
> On Wednesday, October 21, 2015 at 12:51:33 PM UTC-5, todd@gmail.com
> wrote:
>>
>> does pyMel store/add the maya global vars anyplace?
>> globals like $gShelfForm or $gShelfTopLevel, etc
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> to...@toddwidup.com
>> todd@gmail.com
>> www.toddwidup.com
>>
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[Maya-Python] getting all QT/PySide Windows

2015-09-16 Thread Todd Widup
looking thru MQtUtil and the python, pymel commands, I am not finding
anything like lsUI that will actually work with Qt or PySide windows.

is there anything?

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Re: [Maya-Python] getting all QT/PySide Windows

2015-09-16 Thread Todd Widup
I saw findWindow, but it only works, from what I can see, if you know a
windows objectName  I was looking for something, where say I have 5 PySide
windows open and don't know there names, it would return their names or
something like lsUI(windows=True)


On Wed, Sep 16, 2015 at 2:54 PM, Justin Israel <justinisr...@gmail.com>
wrote:

> MQtUtil has the findWindow() function. Once you have an actual Qt object,
> you have access to all the QObject methods like findChild(),
> findChildren(). What exact query would you like to be able to perform?
>
>
> On Thu, Sep 17, 2015 at 9:36 AM Todd Widup <todd.wi...@gmail.com> wrote:
>
>> looking thru MQtUtil and the python, pymel commands, I am not finding
>> anything like lsUI that will actually work with Qt or PySide windows.
>>
>> is there anything?
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> t...@toddwidup.com
>> todd.wi...@gmail.com
>> www.toddwidup.com
>>
>> --
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[Maya-Python] system functions

2015-09-01 Thread Todd Widup
I have several functions that run on the system from within Maya..creating
directories, checking things in and out of our source control system,etc

I know I read this someplace but I cant recall how to do it..how can I run
those functions from within Maya, but not lock Maya up during that time.

thanks
-todd

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Re: [Maya-Python] system functions

2015-09-01 Thread Todd Widup
ok, will look into these ideas..thanks all

On Tue, Sep 1, 2015 at 1:07 PM, Justin Israel <justinisr...@gmail.com>
wrote:

> They could still be run through subprocess if you package your functions
> into a proper main application. And then you just run it with arguments
> that control which service(s) will be performed. A benefit is that it is
> easy to stop them by killing a process id. The downside is if you need to
> actually talk to them actively, it is more complicated than threads.
> With threads, to get them to stop before their own action chooses to end,
> you have to build in cancellation to the function you run, like having them
> check a stop condition.
>
> On Wed, 2 Sep 2015 6:45 AM Emre Yilmaz <eyil...@pobox.com> wrote:
>
>> Yeah, good point. Didn't catch that those system / pipeline cmds were
>> themselves also python.
>>
>>
>> On Tuesday, September 1, 2015, Marcus Ottosson <konstrukt...@gmail.com>
>> wrote:
>>
>>> Subprocess is really only good for external processes, and less so for
>>> Python functions.
>>>
>>> Threading to the rescue!
>>>
>>> import timeimport threading
>>> def my_system_function():
>>>   print("Doing something for 5 seconds..")
>>>   time.sleep(5)
>>>   print("Done!")
>>>
>>> threading.Thread(target=my_system_function).start()
>>>
>>> ​
>>>
>>> On 1 September 2015 at 18:57, Todd Widup <todd.wi...@gmail.com> wrote:
>>>
>>>> I have several functions that run on the system from within
>>>> Maya..creating directories, checking things in and out of our source
>>>> control system,etc
>>>>
>>>> I know I read this someplace but I cant recall how to do it..how can I
>>>> run those functions from within Maya, but not lock Maya up during that 
>>>> time.
>>>>
>>>> thanks
>>>> -todd
>>>>
>>>> --
>>>> Todd Widup
>>>> Creature TD / Technical Artist
>>>> t...@toddwidup.com
>>>> todd.wi...@gmail.com
>>>> www.toddwidup.com
>>>>
>>>> --
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>>>> .
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>>>>
>>>
>>>
>>>
>>> --
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>>> konstrukt...@gmail.com
>>>
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Re: [Maya-Python] Maya api input in time

2015-07-18 Thread Todd Widup
ok...wasn't sure..i remembered there being something about setting the
context and such

On Sat, Jul 18, 2015 at 9:55 PM, Christopher Crouzet 
christopher.crou...@gmail.com wrote:

 You mean, at a time you'd specify? If so, in the same way that you'd query
 any attribute: through the method `MPlug::getValue()`.


 http://help.autodesk.com/cloudhelp/2016/ENU/Maya-SDK/cpp_ref/class_m_plug.html#a64f7093bfde5c5eb9d89b32635b772aa


 On 19 July 2015 at 09:45, Todd Widup todd.wi...@gmail.com wrote:

 Working on a c++ pluginDone this once like 6 years ago

 How do I query the value of an input connection in time in the api?

 Sent from my iPhone

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[Maya-Python] Maya api input in time

2015-07-18 Thread Todd Widup
Working on a c++ pluginDone this once like 6 years ago 

How do I query the value of an input connection in time in the api?

Sent from my iPhone

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[Maya-Python] PySide : adjustable panels/widgets

2015-07-08 Thread Todd Widup
hey guys..
thinking about incorporating an adjustable sections in this GUI..to allow
the user to stretch one treeView out a bit more.  is there anything built
into PySide for hanlding this or would it be the following :

create button
create a mouseEvent to register the mouse movement and then adjust the side
of the panel based on that

I am currently not using a layout as I couldn't find any that would match
what I needed.

cheers
-todd

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Re: [Maya-Python] layout question

2015-06-29 Thread Todd Widup
hey all...is there some trick or function I need to use/call for a
layout-less dialog to work and display my widgets?   mie neer show up...but
the dialog opens with no errors

On Mon, Jun 29, 2015 at 6:59 PM, Todd Widup todd.wi...@gmail.com wrote:

 Thanks Justin...hmmm, might try it without again..I tried it once, and it
 didn't work, but will see, thanks

 On Sun, Jun 28, 2015 at 8:01 PM, Justin Israel justinisr...@gmail.com
 wrote:



 On Mon, Jun 29, 2015 at 2:49 PM Todd Widup todd.wi...@gmail.com wrote:

 so since I am still getting use to this..I just want to get this idea
 straight in my head

 there is no way in a window to specify the exact placement of a widget,
 al a a Maya FormLayout.


 If you don't use a layout, you get absolute positioning within the parent
 widget. So you can set the position exactly where you want, and it will not
 be moved when the parent resizes. If you don't use a layout and don't set a
 position, all your widgets will pile up at (0,0)



 To work around this, you use multiple layouts to create rows and columns
 to get everything to place nicely..correct?


 I'm assuming you mean *within* a QFormLayout? QFormLayout gives you
 2-column alignment for the labels and the controls. In addition to a string
 or QLabel, you can put any widget you want in the label column. And you
 can put any widget into the control column. If you need complex controls,
 you can use a layout of widgets in the control column, but that should
 still give you proper alignment of labels and controls.



 --
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 t...@toddwidup.com
 todd.wi...@gmail.com
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Re: [Maya-Python] layout question

2015-06-29 Thread Todd Widup
Thanks Justin...hmmm, might try it without again..I tried it once, and it
didn't work, but will see, thanks

On Sun, Jun 28, 2015 at 8:01 PM, Justin Israel justinisr...@gmail.com
wrote:



 On Mon, Jun 29, 2015 at 2:49 PM Todd Widup todd.wi...@gmail.com wrote:

 so since I am still getting use to this..I just want to get this idea
 straight in my head

 there is no way in a window to specify the exact placement of a widget,
 al a a Maya FormLayout.


 If you don't use a layout, you get absolute positioning within the parent
 widget. So you can set the position exactly where you want, and it will not
 be moved when the parent resizes. If you don't use a layout and don't set a
 position, all your widgets will pile up at (0,0)



 To work around this, you use multiple layouts to create rows and columns
 to get everything to place nicely..correct?


 I'm assuming you mean *within* a QFormLayout? QFormLayout gives you
 2-column alignment for the labels and the controls. In addition to a string
 or QLabel, you can put any widget you want in the label column. And you
 can put any widget into the control column. If you need complex controls,
 you can use a layout of widgets in the control column, but that should
 still give you proper alignment of labels and controls.



 --
 Todd Widup
 Creature TD / Technical Artist
 t...@toddwidup.com
 todd.wi...@gmail.com
 www.toddwidup.com

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[Maya-Python] layout question

2015-06-28 Thread Todd Widup
so since I am still getting use to this..I just want to get this idea
straight in my head

there is no way in a window to specify the exact placement of a widget, al
a a Maya FormLayout.

To work around this, you use multiple layouts to create rows and columns to
get everything to place nicely..correct?

-- 
Todd Widup
Creature TD / Technical Artist
t...@toddwidup.com
todd.wi...@gmail.com
www.toddwidup.com

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Re: [Maya-Python] images for buttons

2015-06-22 Thread Todd Widup
ok, so the image shows up, but I need to control the size, only option I
have found is the scale method, which looks to need 2QtInt but its not
scaling the image.

On Sat, Jun 20, 2015 at 11:32 AM, Todd Widup todd.wi...@gmail.com wrote:

 awesome..thanks...that's finally working.  I

 On Fri, Jun 19, 2015 at 9:33 PM, Kurian O.S kuria...@gmail.com wrote:

 self.cube_btn = QtGui.QPushButton(Cube)
 btIcon = QtGui.QPixmap({0}winPub_PUB.png.format(self.icons))
 self.cube_btn .setIcon(QtGui.QIcon(btIcon ))

 On Fri, Jun 19, 2015 at 9:29 PM, Todd Widup todd.wi...@gmail.com wrote:

 I have both   Just copied paste was wrong

 Sent from my iPhone

 On Jun 19, 2015, at 9:09 PM, Kurian O.S kuria...@gmail.com wrote:

 self.cylinder_btn.setIcon(icon) to self.cube_btn.setIcon(icon) ?

 On Fri, Jun 19, 2015 at 8:41 PM, Todd Widup todd.wi...@gmail.com
 wrote:

 hey guys

 I have been trying to create an image button, but every way I found a
 suggestion on how to try doesn't seem to work.

 self.cube_btn = QtGui.QPushButton(Cube)
 icon = QtGui.QIcon({0}winPub_PUB.png.format(self.icons))
 self.cylinder_btn.setIcon(icon)


 ive tried that and I have tried setting the style sheet
 background-image and neither work.

 any suggestions?

 --
 Todd Widup
 Creature TD / Technical Artist
 t...@toddwidup.com
 todd.wi...@gmail.com
 www.toddwidup.com

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Re: [Maya-Python] images for buttons

2015-06-22 Thread Todd Widup
hey Damon,... thanks...I swore I had tried that already, but that is
workingI think I just past ints in rather than QSize  and thanks
Justin, always appreciate all the help here.

On Mon, Jun 22, 2015 at 9:20 PM, damon shelton damondshel...@gmail.com
wrote:

 QtGui.QPushButton.setIconSize(QtCore.QSize(width, height))


 On Mon, Jun 22, 2015 at 9:16 PM, Justin Israel justinisr...@gmail.com
 wrote:

 Are you looking for  QPushButton.setIconSize(QSize) ? Or are you trying
 to transform the source image before setting it on the button?

 On Tue, Jun 23, 2015 at 3:43 PM Todd Widup todd.wi...@gmail.com wrote:

 ok, so the image shows up, but I need to control the size, only option I
 have found is the scale method, which looks to need 2QtInt but its not
 scaling the image.

 On Sat, Jun 20, 2015 at 11:32 AM, Todd Widup todd.wi...@gmail.com
 wrote:

 awesome..thanks...that's finally working.  I

 On Fri, Jun 19, 2015 at 9:33 PM, Kurian O.S kuria...@gmail.com wrote:

 self.cube_btn = QtGui.QPushButton(Cube)
 btIcon = QtGui.QPixmap({0}winPub_PUB.png.format(self.icons))
 self.cube_btn .setIcon(QtGui.QIcon(btIcon ))

 On Fri, Jun 19, 2015 at 9:29 PM, Todd Widup todd.wi...@gmail.com
 wrote:

 I have both   Just copied paste was wrong

 Sent from my iPhone

 On Jun 19, 2015, at 9:09 PM, Kurian O.S kuria...@gmail.com wrote:

 self.cylinder_btn.setIcon(icon) to self.cube_btn.setIcon(icon) ?

 On Fri, Jun 19, 2015 at 8:41 PM, Todd Widup todd.wi...@gmail.com
 wrote:

 hey guys

 I have been trying to create an image button, but every way I found
 a suggestion on how to try doesn't seem to work.

 self.cube_btn = QtGui.QPushButton(Cube)
 icon = QtGui.QIcon({0}winPub_PUB.png.format(self.icons))
 self.cylinder_btn.setIcon(icon)


 ive tried that and I have tried setting the style sheet
 background-image and neither work.

 any suggestions?

 --
 Todd Widup
 Creature TD / Technical Artist
 t...@toddwidup.com
 todd.wi...@gmail.com
 www.toddwidup.com

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Re: [Maya-Python] images for buttons

2015-06-20 Thread Todd Widup
awesome..thanks...that's finally working.  I

On Fri, Jun 19, 2015 at 9:33 PM, Kurian O.S kuria...@gmail.com wrote:

 self.cube_btn = QtGui.QPushButton(Cube)
 btIcon = QtGui.QPixmap({0}winPub_PUB.png.format(self.icons))
 self.cube_btn .setIcon(QtGui.QIcon(btIcon ))

 On Fri, Jun 19, 2015 at 9:29 PM, Todd Widup todd.wi...@gmail.com wrote:

 I have both   Just copied paste was wrong

 Sent from my iPhone

 On Jun 19, 2015, at 9:09 PM, Kurian O.S kuria...@gmail.com wrote:

 self.cylinder_btn.setIcon(icon) to self.cube_btn.setIcon(icon) ?

 On Fri, Jun 19, 2015 at 8:41 PM, Todd Widup todd.wi...@gmail.com wrote:

 hey guys

 I have been trying to create an image button, but every way I found a
 suggestion on how to try doesn't seem to work.

 self.cube_btn = QtGui.QPushButton(Cube)
 icon = QtGui.QIcon({0}winPub_PUB.png.format(self.icons))
 self.cylinder_btn.setIcon(icon)


 ive tried that and I have tried setting the style sheet background-image
 and neither work.

 any suggestions?

 --
 Todd Widup
 Creature TD / Technical Artist
 t...@toddwidup.com
 todd.wi...@gmail.com
 www.toddwidup.com

 --
 You received this message because you are subscribed to the Google
 Groups Python Programming for Autodesk Maya group.
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[Maya-Python] Re: APi/C++ question

2015-06-20 Thread Todd Widup
might be good to know...but since Maya 2015 is built on VS 2012, I will
just compile fo4 2015/2016

On Sat, Jun 20, 2015 at 4:18 PM, Todd Widup todd.wi...@gmail.com wrote:

 ok..stupid me when I set up this workstation, I swore a installed visual
 studio 2010 so I could compile plugins for 2014..but I only have vs
 2012/2013 installed, so I cant compile against the older API..
 I installed 2010 express, but its not giving me access to it like they use
 to.  Any suggestions?

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[Maya-Python] APi/C++ question

2015-06-20 Thread Todd Widup
ok..stupid me when I set up this workstation, I swore a installed visual
studio 2010 so I could compile plugins for 2014..but I only have vs
2012/2013 installed, so I cant compile against the older API..
I installed 2010 express, but its not giving me access to it like they use
to.  Any suggestions?

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Re: [Maya-Python] images for buttons

2015-06-19 Thread Todd Widup
I have both   Just copied paste was wrong 

Sent from my iPhone

 On Jun 19, 2015, at 9:09 PM, Kurian O.S kuria...@gmail.com wrote:
 
 self.cylinder_btn.setIcon(icon) to self.cube_btn.setIcon(icon) ?
 
 On Fri, Jun 19, 2015 at 8:41 PM, Todd Widup todd.wi...@gmail.com wrote:
 hey guys
 
 I have been trying to create an image button, but every way I found a 
 suggestion on how to try doesn't seem to work. 
 
 self.cube_btn = QtGui.QPushButton(Cube)
 icon = QtGui.QIcon({0}winPub_PUB.png.format(self.icons))
 self.cylinder_btn.setIcon(icon)
 
 
 ive tried that and I have tried setting the style sheet background-image and 
 neither work. 
 
 any suggestions?
 
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[Maya-Python] images for buttons

2015-06-19 Thread Todd Widup
hey guys

I have been trying to create an image button, but every way I found a
suggestion on how to try doesn't seem to work.

self.cube_btn = QtGui.QPushButton(Cube)
icon = QtGui.QIcon({0}winPub_PUB.png.format(self.icons))
self.cylinder_btn.setIcon(icon)


ive tried that and I have tried setting the style sheet background-image
and neither work.

any suggestions?

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[Maya-Python] precise placement of elements in PySide/PyQT???

2015-06-13 Thread Todd Widup
is there anything that functions like formLayout in Maya Ui commands in
PySide or PyQT that allows exact placement of the UI widget?

looking thru QFormLayout and its parent, I don't see anything that would
allow exact placement.

Sorry...just now getting time to really learn PySide..loving what I I see
it can do though, and its nice writing a UI that usable in Maya, Mari, and
Houdini


thanks
-todd

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[Maya-Python] setting preferences with pymel

2015-06-11 Thread Todd Widup
is there a way to set a few user preferences with PyMel?

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[Maya-Python] Re: setting preferences with pymel

2015-06-11 Thread Todd Widup
found a way to hack around what I needed to do..but still curious if there
is anything built into pymel to handle/manipulate the user prefs

On Thu, Jun 11, 2015 at 10:51 AM, Todd Widup todd.wi...@gmail.com wrote:

 is there a way to set a few user preferences with PyMel?

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Re: [Maya-Python] Re: setting preferences with pymel

2015-06-11 Thread Todd Widup
using that for afew when they are there...one of the ones was the DX11
setting, which I found via mel scripts.
just curious if there was any other ways other than the optionvar build in

On Thu, Jun 11, 2015 at 12:05 PM, Ian Jones i...@ambientdivide.com wrote:

 Are you looking for pymel.core.optionvar?

 On Thu, Jun 11, 2015, 11:17 AM Todd Widup todd.wi...@gmail.com wrote:

 found a way to hack around what I needed to do..but still curious if
 there is anything built into pymel to handle/manipulate the user prefs

 On Thu, Jun 11, 2015 at 10:51 AM, Todd Widup todd.wi...@gmail.com
 wrote:

 is there a way to set a few user preferences with PyMel?

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[Maya-Python] Re: UI question

2015-06-10 Thread Todd Widup
got it with PyUI

On Wed, Jun 10, 2015 at 10:55 AM, Todd Widup todd.wi...@gmail.com wrote:

 stupid question for some throw away work

 I am prototyping a GUI using the standard Maya commands

 Is it possible to get a UI element as a PyMel object?

 what I mean is I am creating it via pymel in one part of the GUI, and then
 in a separate function that I am accessing it, I am only able to retrieve
 the name as a Unicode...
 is there a way to convert that to a PyMel object

 on normal nodes in Maya, PyNode works but it doesn't on UIs, so is there
 an equivalent?

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Re: [Maya-Python] RMB maya menu

2015-06-03 Thread Todd Widup
no, the RMB context sensitive menus

On Wed, Jun 3, 2015 at 3:24 PM, Joe Weidenbach scdr...@gmail.com wrote:

 Are you talking about Marking Menus?

 On Wed, Jun 3, 2015 at 3:21 PM, Todd Widup todd.wi...@gmail.com wrote:

 so you know the RMB menu you get..whats it called and any pointers on
 creating a custom one?

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[Maya-Python] RMB maya menu

2015-06-03 Thread Todd Widup
so you know the RMB menu you get..whats it called and any pointers on
creating a custom one?

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[Maya-Python] what is running python?

2015-06-01 Thread Todd Widup
is there a way to find out what program called the python script that is
running?

IE, if its running in Maya, Soft, Houdini, idle, or something else even.

thanks
-todd

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[Maya-Python] Team Foundation Services and Python

2015-04-29 Thread Todd Widup
anyone use TFS with Python before..as in checking in/out, adding, etc to
TFS via Python?

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Re: [Maya-Python] window position?

2015-01-12 Thread Todd Widup
def gatherWindows(off = 25):
tlc = [0,0]
for win in pm.lsUI(type=window): # loops thru all windows other than
main
if pm.window(win, ex =1):
if pm.window(win, q=1,mw=1):
tlc = pm.window(win, q=1,tlc=1)

for x,win in enumerate(pm.lsUI(type=window)):
if not re.match(MayaWindow,str(win)):
pm.window(win, e=1, tlc=[tlc[0] + off, tlc[1] + off]) # tlc =
topLeftCorner
off = off + 25


that's a small util I wrote to deal with windows appearing off screen.

you can easily query by using pm.windows(winName, q=1, tlc=1)
that will return in a list or tupple (not sure which) the top edge and the
left side positions.



On Mon, Jan 12, 2015 at 3:27 AM, miarmy egold...@gmail.com wrote:

 hi
 how quary position of a window?
 #example:
 mc.window('test')
 mc.showWindow()
 now how quary position of test window in screen?

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Re: [Maya-Python] [Pipeline Organisation] Binary Plugins

2014-12-30 Thread Todd Widup
/python_inside_maya/CA%2Bj65irGHpX%3DDqLyS4zv_TW0wK6RQPCmQiDaEHm8%2BKvE5HbkKg%40mail.gmail.com
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Re: [Maya-Python] [Pipeline Organisation] Binary Plugins

2014-12-30 Thread Todd Widup
I should preface for version control most of our studios use TFS or
perforce, so we just run with that.

Might look at something for handling plugin versions viaa perforce and maya
a bit more in the new year, some way to tage and associate a certain
perforce version of the plugin with the scene.

On Tue, Dec 30, 2014 at 1:59 PM, Todd Widup todd.wi...@gmail.com wrote:

 myself and my manager have been writing a setup of powershell tools as our
 previous team supported various projects from various studios here at MS.
 as a result, we were always running into situations where studio X would be
 using Maya 2012, and studio Y would use 2014, but both would have
 completely different configurations and scripts and plugins to use for
 their game engines as well as animation needs.

 so we setup a few folders that contain their data, and then our powershell
 tools simply map the folders (on the network) to the correct drive letter
 that that studio used and setup all the appropriate env var before
 launching Maya.

 This was about the simpliest way we could deal with it here.

 as for userSetup files, I set ours up so that we all share a common one
 per project that sources all the correct tools in addition to all our
 custom tools we have developed for our team.

 On Tue, Dec 30, 2014 at 1:42 PM, Timm Wagener wagenert...@gmail.com
 wrote:

 Hi guys,

 thanks for your insights, great explanation Paul.

 What size of studio are we talking about here? If it’s about 20 ppl, all
 running Windows then things are likely a little different then if we’re
 talking 500 ppl running Linux.

 The pipeline https://github.com/timmwagener/helga i'm concerned with
 right now is layed out for approx. 20 ppl. running on Windows. Not yet a
 studio pipeline, its for our diploma movie, but nevertheless trying to run
 this show as organized as possible :D

 As a caveat, we don't use windows much at work, and I think Linux is more
 forgiving, in that once a maya plugin is loaded, you can delete the
 underlying binary (.so, in Linux-land) without much issue (or maybe it's
 our NFS-based filesystem which allows this)?

 So far Houdini (our Fx  Lighting/Shading Tool) also runs under Linux
 within our pipeline. Will test  if i can delete .so files while an instance
 of Houdini is running next time i fire it up under CentOS.

 Anyway, while we haven't had this exact issue, the solution we use for
 this general class of problems is a combination of versioned release dirs,
 and package-based environment-variable management to control them.  The
 idea is that every time you release a new version of the plugin, it goes
 into an upticked version release dir:

 That seems like the best solution. I will have to look into package
 management solutions and set it up like this next time.

 Our system is just a python module and has a startup method much like
 maya's initialise().  It handles copying plugins  and python / mel files
 from the repository using robocopy.

 Before i reorganized our pipeline with wrapper tools to point to a
 central location on the server for plugins etc., i was actually doing the
 same thing with a startup script that would copy/setup the local
 environment.
 I'm gravitating more towards the env. var. solution with a wrapper that
 points to a central location though, feels a little more elegant to me.

 Cheers and in case i'm not writing till tomorrow:
 Happy new year everybody! ;)

 Timm


 On Tue, Dec 30, 2014 at 6:14 AM, Jesse Kretschmer je...@krets.com
 wrote:

 As Paul and Justin have pointed out, version specific release
 directories are a huge help. I would like to note though that transparency
 is important with renders. My studio uses rush but we have a custom render
 package that contains all the relevant environment information. The plugin
 versions are readily apparent. I leave the policing to the TD on the job.

 Most of the time, our projects will lock to a specific version early on
 and won't ever change unless there is a huge bug or fix that comes through.
 For this reason, during the rare transitions the TDs can be very attentive.
 Outliers are found and corrected quite quickly.

 Your mileage may vary.
 Good luck; Have fun.

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 Email:
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Re: [Maya-Python] installing external packages into Maya python

2014-09-23 Thread Todd Widup
ah, this looks like it..I was on source install, because for some reason
our person who handles this hasn't downloaded the SPs..trying sp4 out now

On Mon, Sep 22, 2014 at 10:56 PM, Todd Widup todd.wi...@gmail.com wrote:

 ill check that out Kev, thanks

 On Mon, Sep 22, 2014 at 5:09 PM, kevcorte...@gmail.com wrote:

 I needed to download and install Sp4 before some of the modules I seemed
 to be missing would load. Not really sure if that the problem your having.

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[Maya-Python] installing external packages into Maya python

2014-09-22 Thread Todd Widup
hey, I am having a hell of a time with our setup getting this to work.

Is there an easy way to install an external package, such as numpy or
PyOpenGL, into Maya's python install?  I am on Windows here.

thanks
-todd

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Re: [Maya-Python] installing external packages into Maya python

2014-09-22 Thread Todd Widup
ive tried that, and Maya is not picking it up

On Mon, Sep 22, 2014 at 3:16 PM, Justin Israel justinisr...@gmail.com
wrote:

 Is there a reason you wouldn't prefer to just add an external path to your
 environments PYTHONPATH, as opposed to trying to install it into the
 application location?

 On Tue, Sep 23, 2014 at 9:51 AM, Todd Widup todd.wi...@gmail.com wrote:

 hey, I am having a hell of a time with our setup getting this to work.

 Is there an easy way to install an external package, such as numpy or
 PyOpenGL, into Maya's python install?  I am on Windows here.

 thanks
 -todd

 --
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 Creature TD / Technical Artist

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Re: [Maya-Python] installing external packages into Maya python

2014-09-22 Thread Todd Widup
for testing, I am going broad and system env.  finally got one module
working...basically I am trying to get some of the Open GL stuff working in
API 2.0 and it uses the Python Open GL module.  got it loaded now, but maya
is now failing ot load maya.api.OpenMayaUI

On Mon, Sep 22, 2014 at 3:19 PM, Justin Israel justinisr...@gmail.com
wrote:

 Well I would suggest focusing on getting that solution working as opposed
 to switching to installing packages into the Maya application internal
 paths.

 Where are you attempting to set up your environment? Maya.env file?
  On 23/09/2014 10:17 AM, Todd Widup todd.wi...@gmail.com wrote:

 ive tried that, and Maya is not picking it up

 On Mon, Sep 22, 2014 at 3:16 PM, Justin Israel justinisr...@gmail.com
 wrote:

 Is there a reason you wouldn't prefer to just add an external path to
 your environments PYTHONPATH, as opposed to trying to install it into the
 application location?

 On Tue, Sep 23, 2014 at 9:51 AM, Todd Widup todd.wi...@gmail.com
 wrote:

 hey, I am having a hell of a time with our setup getting this to work.

 Is there an easy way to install an external package, such as numpy or
 PyOpenGL, into Maya's python install?  I am on Windows here.

 thanks
 -todd

 --
 Todd Widup
 Creature TD / Technical Artist

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Re: [Maya-Python] installing external packages into Maya python

2014-09-22 Thread Todd Widup
so according the Maya 2015 docs there should be api 2.0 modules for
OpenMayaUI and OpenMayaRender, but they are not in the directory for
me..bad install or is anyone else missing them?

On Mon, Sep 22, 2014 at 3:22 PM, Todd Widup todd.wi...@gmail.com wrote:

 for testing, I am going broad and system env.  finally got one module
 working...basically I am trying to get some of the Open GL stuff working in
 API 2.0 and it uses the Python Open GL module.  got it loaded now, but maya
 is now failing ot load maya.api.OpenMayaUI

 On Mon, Sep 22, 2014 at 3:19 PM, Justin Israel justinisr...@gmail.com
 wrote:

 Well I would suggest focusing on getting that solution working as opposed
 to switching to installing packages into the Maya application internal
 paths.

 Where are you attempting to set up your environment? Maya.env file?
  On 23/09/2014 10:17 AM, Todd Widup todd.wi...@gmail.com wrote:

 ive tried that, and Maya is not picking it up

 On Mon, Sep 22, 2014 at 3:16 PM, Justin Israel justinisr...@gmail.com
 wrote:

 Is there a reason you wouldn't prefer to just add an external path to
 your environments PYTHONPATH, as opposed to trying to install it into the
 application location?

 On Tue, Sep 23, 2014 at 9:51 AM, Todd Widup todd.wi...@gmail.com
 wrote:

 hey, I am having a hell of a time with our setup getting this to work.

 Is there an easy way to install an external package, such as numpy or
 PyOpenGL, into Maya's python install?  I am on Windows here.

 thanks
 -todd

 --
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 Creature TD / Technical Artist

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Re: [Maya-Python] installing external packages into Maya python

2014-09-22 Thread Todd Widup
ill check that out Kev, thanks

On Mon, Sep 22, 2014 at 5:09 PM, kevcorte...@gmail.com wrote:

 I needed to download and install Sp4 before some of the modules I seemed
 to be missing would load. Not really sure if that the problem your having.

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Re: [Maya-Python] shiboken type error

2014-09-08 Thread Todd Widup
AWESOME...that could definitely be it :D


On Mon, Sep 8, 2014 at 5:06 AM, 33thi...@gmail.com wrote:

 Do you have fabric engine installed?

 Just rename the pyside folder within the fabric install directory

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