Apologies if this is not the right place.
I am a Senior Pipeline Developer from Madrid, Spain, looking for job in
Europe and as a WFH modality, though relocation may be at some point
possible.
i would be delighted to discuss job opportunities.
Again, if this is not the right place, excuse me.
a base one that registers and holds
widgets in a static list. Problem, apparently gone.
El lun, 25 mar 2024 a las 11:37, Juan Cristóbal Quesada (<
juan.cristobal...@gmail.com>) escribió:
> When working with PySide objects, especially when interacting with Qt
> objects implemented in C++, it
show
> it. Adding it to a layout later would automatically reparent it.
>
>
> On Mon, Mar 25, 2024, 12:41 AM Juan Cristóbal Quesada <
> juan.cristobal...@gmail.com> wrote:
>
>> Yeah, as i understand, it is good practice whenever you instantiate a
>> PySide object to
should be considered normal. It shouldn't be
>> something you just have to expect would happen at any moment. Rather, there
>> may be a pattern in your code that should be avoided or worked around.
>>
>>
>>
>> On Sun, Mar 24, 2024, 7:42 AM Juan Cristóbal Quesada <
nctually but rather establish a good coding
>> policy to avoid "forever" this!.
>> So, what is your policy trying to avoid this error? Have you found a
>> permanent solution to this?
>>
>> Thanks in advance,
>> My name is Juan Cristóbal Quesada
>> and
Hi,
we are setting up a Maya2019 Docker container and running some tests in
Linux Centos 7.
The bare installation of Maya runs flawlessly if ran from the host, but
when we run through the docker run command as a container instance we are
having some random issues when hovering the mouse over
the rendering space and
gamma of the playblast that Maya is applying in batch mode.
El viernes, 22 de mayo de 2020, 17:18:54 (UTC+2), Juan Cristóbal Quesada
escribió:
>
> I work as a pipeline TD and i wanted to see if someone has encountered the
> same problem that is puzzling me s
I work as a pipeline TD and i wanted to see if someone has encountered the
same problem that is puzzling me since some days now. Something that
shouldnt be that tricky. Here it goes: we are playblasting in our farm some
maya files through a python script i did some time ago. After some problems
Hi Ravi,
for querying the fps in maya you can use the following maya command:
maya.cmds.currentUnit(q=True, time=True)
this will return a string code for the format as it is in prefs. For
setting it you only need to use the edit flag.
Hope it helps.
El mié., 31 jul. 2019 a las 21:02, Ravi
Hi Erik,
The way i finally handled this is: since i was passing to the render
command the list of layers to be rendered and you can know when a new layer
has started rendering you can infere the current layer because the order in
which they are rendered is the same order that you passed to the
ling list, there's been a few topics on this
>> before.
>>
>> On Tue, 25 Jun 2019 at 11:05, Juan Cristóbal Quesada <
>> juan.cristobal...@gmail.com> wrote:
>>
>>> Hi,
>>> is it possible to playblast in batch mode with all hud options and
>>> multipl
a playblast correctly in batch mode..
El mar., 25 jun. 2019 a las 12:51, Marcus Ottosson ()
escribió:
> Have a search on this mailing list, there's been a few topics on this
> before.
>
> On Tue, 25 Jun 2019 at 11:05, Juan Cristóbal Quesada <
> juan.cristobal...@gmail.c
Hi,
is it possible to playblast in batch mode with all hud options and multiple
different cameras?
So far im getting a useless playblast mov file with black background, some
geometry moving, no huds and with no switching between cameras (it doesnt
update correclty even leaving the only camera i
> import maya.app.renderSetup.model.renderSetup as renderSetup
> rs = renderSetup.instance()
> layer = rs.getVisibleRenderLayer()
> # you can do all sorts of stuff/queries on the layer now...
> layer.name() # name of the layer
>
> On Mon, Jan 14, 2019 at 2:41 AM Juan Cristó
Hi,
Im trying to retrieve the current layer being rendered in a batch
render process within an interactive maya session.
currently im trying to do it like this:
string $current_render_layer = `editRenderLayerGlobals -q
-currentRenderLayer`;
And im setting this code as a mel script in the
ll specific renderer flags you only need to do it the proper way,
so it's solved.
If anyone needs some help on this let me know.
I will try now as an extra to get the batch render progress in a qt window,
not sure if this is possible.
Thanks.
El miércoles, 17 de octubre de 2018, 17:07:11 (UT
has anyone ever tried to batch render with arnold from inside maya? Which
commands did you use?
El miércoles, 17 de octubre de 2018, 17:07:11 (UTC+2), Juan Cristóbal
Quesada escribió:
>
> Im facing the need to batch render with arnold with maya opened.
>
> Being very fancy of th
gt; sys.path (which you should still try to avoid at runtime), but reloading is
>> usually something only reserved for debug situations. It definitely does
>> not work correct with compiled extensions like the PySide modules.
>>
>>
>>
>> On Fri, Jul 27, 2018 at 1:5
Hi,
this is more of a pure python question i want to throw here.
Im developing a PySide Application that is used as the
context/task/app/openfile launcher by the artists.
The artist makes some choices that drive him towards different dialogs and
widgets. The thing is, due to a request, im facing
Anyone knows what happened to the maya 2017 devkit? apparently it is not
available anymore in the autodesk app store
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dows
and i dont have a CMakeLists.txt to be used with CMake i was wondering if
it's possible to specify to Git Bash my Visual Studio Compiler instead of
g++.
Also, im open to discuss the best way to achieve this task.
2018-05-28 15:05 GMT+02:00 Juan Cristóbal Quesada <
juan.cristobal...@gma
sorry, here is the error im getting:
2018-05-28 15:04 GMT+02:00 Juan Cristóbal Quesada <
juan.cristobal...@gmail.com>:
> Hi Marcus,
> i finally managed to compile and generate the openvdb.lib file.
>
> Im stuck right now with the openvdb maya plugin.
>
> I have co
ps if you start by sharing what steps you've done so far and what
> steps led you to the specific problem you're having at the moment, along
> with the exact error message and instructions you were following?
>
> On 25 May 2018 at 08:05, Juan Cristóbal Quesada <
> juan.cristobal...@gma
Hi,
im trying to compile openvdb 5.1 in windows 10 with visual studio 2012 for
maya 2017 and all the dependency libraries like openexr, ilmbase, zlib,
etc. Im following some instructions from website after a quick google
search but since there are so many intermediate steps this is exceeding me.
I
socket connection is the first thing i thought of, but that implies
coding some socket listening logic in the child process, was hoping to
avoid that.
im exploring some other possibilities like talking via pipes which is
what i think you are talking when issuing commands to the stdin, or the
guess what im asking is if there you can specify the process id for example
to the Popen method and have it use the process if it already exists or
create one if it doesnt
2018-02-21 14:53 GMT+01:00 Juan Cristóbal Quesada <
juan.cristobal...@gmail.com>:
> Hi,
> i would like to run
Hi,
i would like to run several maya scripts from the command line and i would
like each script to be executed by the same mayapy.exe instance.
the intention is to run this command line from another python script via
subprocess.Popen... so the desired behaviour is to have a single instance
of the
following your attempts at using cPickle in mb files which seems
interesting to me... Cant you just append a binary datablock with your
data at the end of the .mb file and just preprocess the file reading and
deleting that appended block of data before opening the file in Maya? If
you do it
following your attempts at using cPickle in mb files which seems
interesting to me... Cant you just append a binary datablock with your
data at the end of the .mb file and just preprocess the file reading and
deleting that appended block of data before opening the file in Maya? If
you do it
rs just for data storage.
>
> Also you should should checkout http://forums.odforce.net/ for houdini
> specific questions.
>
> Cheers,
> Jesse
>
> On Tue, Jan 30, 2018 at 10:54 AM, Juan Cristóbal Quesada <
> juan.cristobal...@gmail.com> wrote:
>
>> Hi guys,
Hi guys,
i know this a maya mail group but i was wondering if someone has done
something similar in Houdini.
In Maya i have embedded successfully some scene metadata in nodes and now i
need to do the same in Houdini, but its the first time i deal with it.
Doing a simple google search ive found how
s/PyQt5/installation.html#
> building-and-installing-from-source
>
> Seriously though, that's all there is to it. No CMake, just Visual Studio
> 2015 and Python 3.6.
>
> On 23 January 2018 at 16:18, Juan Cristóbal Quesada <
> juan.cristobal...@gmail.com> wrote:
>
>>
Anyone has a guide on how to compile Qt5 for python 3.6? im a newbie so any
helping comments on how to use cmake, etc is highly appreciated!!!
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elp, maybe try catching the exception and taking a
> closer look. I use a variation of the code here
> <http://code.activestate.com/recipes/52215-get-more-information-from-tracebacks/>for
> that sort of thing.
>
> On Saturday, 20 January 2018 05:29:08 UTC+11, Juan Cristóbal
Hi guys,
this is the second time i write in a couple of days, excuse me for bombing
you but im having a hard time.
we have integrated in our pipeline some tools that use 'pycrypto' module
and ive managed to make it work by compiling it with Visual Studio C++
through pip install pycrypto.
This
Hi all,
wonder if anyone has encountered an explanation for this.
I ve got a QApplication in python that runs a background Qthread. When this
background QThread finishes it launches another widget, much like a splash
screen.
Everything when executed withi python.exe runs correctly: the splash
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