Hey Christopher,
I would be happy to help, but honestly there isn't a lot to go on here. All
I can tell you without seeing some more information, is to check your
PYTHONPATH again, and make sure you don't have a module name conflicts
(where it is picking up a similarly named files).
Can you point
I'm at a complete loss; I have downloaded a script and, it's late so I
won't go into every last step I've tried. What is the problem, I continue
to get "no module found". I have a maya environment file, all the paths
are setup correctly, I added a module path hoping it would work, no
success.
Awesome thank you :D Going to play with that now.
On Saturday, April 18, 2015 at 11:37:39 AM UTC+7, Justin Israel wrote:
>
>
>
> On Sat, Apr 18, 2015 at 2:36 PM Panupat Chongstitwattana <
> panu...@gmail.com > wrote:
>
>> Hi
>>
>> How do you make a code block Justin?
>>
>
> You mean the email-form
On Sat, Apr 18, 2015 at 2:36 PM Panupat Chongstitwattana
wrote:
> Hi
>
> How do you make a code block Justin?
>
You mean the email-formatted code blocks? A few of us are using that
Markdown-Here browser plugin:
http://markdown-here.com/
You just mark up a block with
```[optional lang]
code cod
Hi
How do you make a code block Justin?
I would like to throw in what I found updating my script to PySide in the
flowlayout. The example that comes with PySide itself was using some
deprecated method too. The setMargin
if parent is not None:
self.setMargin(margin)
The new one is setCont
Hey there,
I found the reason it was showing up strangely under PySide. It is because
the code was using a now deprecated method, on QTableWidgetItem. In the
"showAttributes()" method, you need to change this line:
item.setBackgroundColor(QtGui.QColor(40,40,40))
to
item.setBackground(QtGui.QB
W dniu 2015-04-17 o 14:33, Marcus
Ottosson pisze:
I get what you’re after,
and I don’t have an answer for you, but this..
playback can be slow
in lighting scenes
..can be solve
I get what you’re after, and I don’t have an answer for you, but this..
playback can be slow in lighting scenes
..can be solved by either isolating the item or disabling viewport refresh
before playing.
In case of heavy constraints, it’ll still be slow, but in those cases there
might not be any
Thanks again !
But your code has fundamental flaw - it works only if there's
exactly one key.
What if there are keys for every frame? And these keys have the
same values - ergo camera is fixed in space ?
"Delete Static Channels" detects this. Of course I can
Test this on single and multiple static channels. it work on camera and its
shape’s keys of attributes:
from maya import cmds
def detect_static_channel():
sels = cmds.ls(sl=True)
objs = []
for each in sels:
obj_shape = cmds.ls(shapes=True)[0]
objs.append(each)
o
i reach to good result for this
but this mel code create a camera that all keyable attributes have key,
also some attributes like Focal Length, F Stop and others have key too.
do you want the code apply on keyable attrs or all?
On Fri, Apr 17, 2015 at 3:56 AM, f.michal wrote:
> As trivial as th
As trivial as that MEL:
camera;
// Result: camera1 //
bakeResults -simulation true -t "1:24" -sampleBy 1
-disableImplicitControl true -preserveOutsideKeys true
-sparseAnimCurveBake false -removeBakedAttributeFromLayer false
-removeBakedAnimFrom
can you share a simple scene that have the problem?
On Fri, Apr 17, 2015 at 3:13 AM, f.michal wrote:
> Thanks !
> But static channals are also those who have many keys all with the same
> values - which is my case.
> Bigger picture: I'm trying to determine if camera moves or not in a shot.
> If
Thanks !
But static channals are also those who have many keys all with the
same values - which is my case.
Bigger picture: I'm trying to determine if camera moves or not in
a shot.
If it's static there's a potential advantage in render frame range
on
Hello
Static Channels are related to when you set a single keyframe on an object
when you want to delete it you can do it with the menu you want.but if you
want to detect a static channel on an animation curve of an object you can
use this code:
from maya import cmds
sels = cmds.ls(sl=True)
keyCo
Hello
Maya has an option to delete static curves from transfrormation channels
(edit > delete by type > static channels).
Is there any method to check if they're static without deleting anything ?
--
You received this message because you are subscribed to the Google Groups
"Python Programming
Thanks Justin, I am looking forward to your response !
By the way I'm using Maya 2014
--
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 pyt
17 matches
Mail list logo