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> .
>
ting for the tangent afterwards.
>
>
> I think in your case if the order of setAngle would change the slope of
> the tangents if you do this operation without unlocking the tangent. Try
> setting the angles after unlocking the tangents and then lock them again.
>
> On Wed, May
ng back as
intended, even though the saved data is all correct
Can anybody shed any light on this?
cheers
Mark
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You recei
rd nodes it's really not a big uplift in speed.
However, when you then have clients with 5 characters in the scene all
running MoCap and the skins are going off to the GPU then it's a huge
boost. Can be a little unstable mind you!
cheers
Mark
Mark Jackson
CEO & Technical Dire
spaceCnt, e=True, r=True) # raise
>>>
>>> Now that all works but I'll be damned if I can find a way to control and
>>> lock the width of this UI. If I go to the modelling tab and then my tab the
>>> ui is the correct width, presumably because I set the minimumWi
Unfortunately I'm trying to keep this UI in cmds so that for the openSource
build of the tools I don't have to get into managing PySide builds, that
said I suspect this may only be fixable in QT..
On 6 October 2016 at 12:14, Justin Israel wrote:
>
>
> On Thu, 6 Oct 2016, 10
set a base width that is respected
for these?
cheers
Mark
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To
u are running look like that
> produces the error?
>
> On 7 September 2016 at 11:46, Mark Jackson wrote:
>
>> Thanks for all the replies guys, currently all our testing / unitTesting
>> all goes through nose and coverage, I keep thinking about moving some of
>> that
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>> eF0dxReJ9tj6GqYw%40mail.gmail.com
>> <https://groups.google.com/d/msgid/python_inside_may
failed errors are typically due to your Python version trying to
> load a module that wasn't compiled for it.
>
> Have a look in your environment for things like PySide/PyQt and that your
> Python actually running is `mayapy`.
>
> On 7 September 2016 at 09:31, Mark Jackson wrote:
Morning all,
I'm trying to get our API docs updated and to do so I've always run Sphinx
to generate the docs but from an old laptop that was 32bit and running
Maya2012.
I'm trying to get the whole thing running again from 2016 but running into
issues whenever the Sphinx build process hits OpenMay
t
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inds to a halt anytime you try dot completing the
class object. I'm figuring I may just roll all the calls back to
getters/setters but wondered it there was any magic fix I'm not aware of..
cheers
Mark
---------
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ll is good,
but obviously the nodes it's snapping aren't in the correct place. If I
switch back to DG eval all is good. Any ideas guys
thanks
Mark
On 3 November 2015 at 03:39, Paul Molodowitch wrote:
> Glad it worked for you guys!
>
> On Tue, Nov 3, 2015 at 4:40 AM Mark Ja
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> .
> For
gt;>>>>
>>>>>>>> According to autodesk support, setting this on has no adverse side
>>>>>>>> effects, but I'm leery - if so, why not have it on by default? That
>>>>>>>> said,
>>>>>>>>
j6FEA53UL9YyKcctV_7QrUpLr-RK0ZtqMuo2OZZXy4A%40mail.gmail.com?utm_medium=email&utm_source=footer>
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You
ng a cloth artist working with an oversized animation
> rig), or when a significant development effort was required to conform one
> to the other (as in your case).
>
> On 27 Apr 2015, at 20:57, Mark Jackson wrote:
>
> So we have a carefully setup facial control board setup in cm'
anks
Mark
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Hi guys,
this is a bit of an urgent request, we've got a demo on Monday of the Red9
Pro Pack in which we're running PySide, but we've just found that the demo
machine will be Maya 2013 32 bit.
Does anybody have a compiled build of PySide for 2013 32bit they wouldn't
mind sharing up???
thanks
Ma
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I've missed something obvious or if the only way to get
any more speed is to go to the api? Any pointers guys?
thanks
Mark
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7;%s.worldMesh[0]' % meshIn,
>
> '%s.inputTarget[%s].inputTargetGroup[%s].inputTargetItem[6000].inputGeomTarget'
> % (blendNode, geoIndex, index), f=1 )
>
> Hope it's usefull.
> Cheers!
> Eduardo
>
> On Fri, Nov 21, 2014 at 3:58 PM, Mark Jackson wrot
know we've done it like this in
the past because of similar issues managing the blendShape node. The issue
I have with this project is that we're sculpting ontop of a pretty heavy
mesh and keeping all the targets in the scene is bloating it massively.
Any pointers guys??
thanks
Mark
this discussion on the web visit
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metaData connections
> are lost then you have the uuids to match them back up.
>
> I'd prefer an alternative though!
>
>
>
> On Thu, Nov 13, 2014 at 11:10 AM, Mark Jackson wrote:
>
>> Hi Marcus, thanks for the link, seems to re-enforce everything I've foun
D-B9PGgpgh75LWyC5zw%40mail.gmail.com
> <https://groups.google.com/d/msgid/python_inside_maya/CAFRtmOCm1OgEOag-6miFUinhScCqD8h%3D-B9PGgpgh75LWyC5zw%40mail.gmail.com?utm_medium=email&utm_source=footer>
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ruction and store it in your instance cache. However if you
> dynamically changing the meta type like the old batch system you'd need to
> throw away the uuid in the cache. Obviously metaNodes get deleted cache
> gets invalid, blar, blar.
>
> -Dave
>
>
> On Fri, Oct
et the same uuid.
>
> -Dave
>
> On Fri, Oct 31, 2014 at 11:07 AM, Mark Jackson wrote:
>
>> Hi all,
>>
>> I'm revisiting the Red9_Meta caching setup and am looking at the
>> possibility of using the MObjectHandles hashID as a key in the MetaCache
>&
MObjects refer
to the same internal Maya object will return the same hash code."*
Can anybody shed any light on this, am I barking up the wrong tree here?
cheers
Mark
---------
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CEO / Technical Director
red9consultancy.com
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.
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>>>>>>>> For more options, visit https://groups.google.com/d/optout.
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>
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nged')
>> to no avail which is why I'm reaching out. Somehow I thought that would be
>> it.
>>
>> Is there perhaps a setting in Maya to have all attributes evaluated and
>> updated while scrubbing that would then update the HUD as a by-product?
>>
>>
> <https://groups.google.com/d/msgid/python_inside_maya/CAP_aC5bB9AphX9L23Ay9Rx9ZczkydL0kiXwbB7CaY_gVW_Kcww%40mail.gmail.com?utm_medium=email&utm_source=footer>
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>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* <http://christophercrouz
_inside_maya+unsubscr...@googlegroups.com.
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my
> projects many of the functions are decorated, but I am actually using
> autofunction on each one.
>
> Maybe this link is relevant?
>
> http://stackoverflow.com/questions/3687046/python-sphinx-autodoc-and-decorated-members
>
>
>
> -- justin
>
>
>
>
> On Wed
ake sure that the class header is
boldest, and the function bold. Seems odd that the params come out bolder
and more obvious than the function they're describing.
I'm assuming I'm missing a few things, only got this stuff running on
Saturday.
thanks
Mark
---
rry
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264 doesn't like my resolution? When I playblast at
>>> 1920x1080 it seems to always work.
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> On Fri, Sep 28, 2012 at 5:24 PM, Mark Jackson wrote:
>>
>> It is, you need to use the 'playblastOffscreen' flag /optionVar then
>> the image is grabbed straight from the card rather than grabbed from
>> the display. This way you by-pass the current resolut
ible to force playblast to output size larger than the screen
> resolution?
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;>>>>>>> fits curves automatically in the graph editor except this respects a
>>>>>>>> frame
>>>>>>>> range argument and built in controls to turn on and off by the user.
>>>>>>>> Any
>>>>
Are you in 2011? I've just spend the last few weeks in deep discussions with
Autodesk over a number of bugs in the way reference edits and specifically
namespaces are handled. In 2010 the namespaces were all based on root space
':' and there were some issues with editing namespaces which left the e
Thanks for that, I'll get Dave to grab the next Git build. In our case it
was a simple SceneHealth function that I was writing, pass each refNode and
check for editFails, then report those back on file open/referenceSwitch to
catch issues. Fortunately we don't run nested refs, we force the riggers
Well, as Dave and Susanta may have hinted, I've already got an outline
approval from the directors here at Eurocom to allow us to comit into a
Eurocom Pymel GIT branch, open source isn't something that they're
particularly comfortable with but in this case it makes sense... and maybe
for some of th
the way to go, given that bakeResults, even
>> with the simulation flag, still takes quite a while..
>>
>> - Paul
>>
>> On Tue, Jun 29, 2010 at 8:00 AM, Mark Jackson wrote:
>> > Thanks I'll give that a go. I was actually thinking of a slightly more
f memory, while simulation mode does
> it frame by frame, freeing up memory as it goes... Just a hunch,
> though. Regardless, the underlying call made when you do a merge
> layers through the GUI doesn't use "simulation", so I recommend
> avoiding that when baking.
>
&g
Yes, were running layers in production, whilst the animators like it, we
have had some issues. If you're using 2010 and characterSets there was an
issue that Maya would disconnect the characterSet from it's members,
breaking any referencing thankfully this is fixed in 2011.
Also it's painfully
Ok, I think I've found the issue, and it's the fact that PyMel is passing in
the reference path to the cmds.referenceQuery command and not the refNode
itself.
Looks like Maya cmds can't cope with copyNumbers {x} being passed in, I've
got multiple references pointing to a single file so the paths
h wrote:
> Well, I committed a fix to getParent to the repo... but we'd always welcome
> more contributions if you want to expand the namespace support!
>
> - Paul
>
>
> On Tue, May 18, 2010 at 12:15 PM, Mark Jackson wrote:
>
>> Yeah, the namespaceUI in 2011 is as bas
Yeah, the namespaceUI in 2011 is as basic as it gets, strikes me as a hours
worth of coding at the best. ZooNamespacey is far better, but again, if
you're trying to do namespace management at a code level there's just
nothing there. You end up writing round namespace mv, rm and namespaceInfo
comman
nuals that go over it. Not sure if that's what
you're after or not
Mark
On 17 May 2010 21:35, Mark Jackson wrote:
> animCurves are locked during referencing full stop, I don't think
> there's any way to unlock or edit them afterwards. It's a pain as one
> of t
animCurves are locked during referencing full stop, I don't think
there's any way to unlock or edit them afterwards. It's a pain as one
of the things I often found is that you may want to reference in a
sequence, but shift the curve times round to suit. As far as I know
there's no way to over-ride
This is because since Maya2010 none of the menu's are actually built
on boot, they get initilized/built when you first open the menu so it
doesn't matter if you defer or not. You just need to build the menu
before adding your options to it:
call the buildFileMenu() first.
They also did this for
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