On Sat, Nov 11, 2017 at 12:28 AM Panupat Chongstitwattana <
panup...@gmail.com> wrote:
> Hi guys.
>
> I'm doing some simple test here and curious if there's any difference
> between these 2?
>
> os.environ["JOEY"] = "SOMETHING"
> Popen( maya, shell=True )
>
> and
>
> os.environ["JOEY"] = "SOMETHIN
You are right, creation without feeding matrix to intersector will work.
But, the same Runtime error will still happen when you run
intersector.getClosestPoint(referencePnt, maxDist)
On Sat, Nov 11, 2017 at 1:33 AM, Angelo wrote:
> So I'm convinced this is a Maya bug. I was able to partially cre
Disregard, guess I had a typo in my code, this actually works:
from PySide2.QtGui import QStringListModel
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Updating my UI's for Maya 2018/PySide2. Everything's been humming along,
until this:
http://doc.qt.io/qt-5/qstringlistmodel.html
from PySide2.QtCore import QStringListModel
# Error: ImportError: file line 1: cannot import name
QStringListModel #
In PySide (1) this module lived in PySide.QtG
So I'm convinced this is a Maya bug. I was able to partially create it. I
figured out you have to get the path to the shape node instead of the
transform. Maya is usually able to handle this but it doesn't for
MMeshIntersector for some reason. What still doesn't work is the second
parameter for
I had the same problem, I also tried mesh.extendToShape().node() but got
the same RuntimeError.
could not figure out why, I end up using MFnMesh.getClosestPoint()
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No need for always on top, 2-3 monitors or just scale the windows :P
If you can provide an example maybe we could figure something out.
On Friday, November 10, 2017 at 12:51:06 PM UTC+1, Simone Tartaglia wrote:
>
> Thanks Michael and Balazs,
> I liked the logger option as it's faster and better t
I hope I'm not going too off topic with this. Just some clarifications :)
Is the original solution suggested to be O(n^2) because of the nested
> remove(i) call within the loop?
Exactly.
> Would that have a logarithmic complexity instead because the list becomes
> shorter everytime it finds a
Hey Michael,
I copied some UVs into a new UV map and tried the same method and to
highlight what was happening I am selecting the UVs.
For the 2nd UV set however the method looks like it fails, when I select
the UVs it selects almost all the verts in the map.
I amended the code to give me the
Hi guys! i'm new here, i'm a student who has just begun to start using Maya
and Python programming in Maya,
I would like to have some information about how to make curves or surfeces
animation by moving control points.
Thanks,
Valerio
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Hello Michael,
You explained it precisely how I needed it explained thank you! I was very
confused about the return values for vertex IDs and UV UDs and how they
tied together.
I am going to expand further and iterate each map and check that each
vertex has already been split or not. Am I correct
Thanks Michael and Balazs,
I liked the logger option as it's faster and better than print(), but
unfortunately as Balazs says, it suffers of the same problem.
Balazs, I've tried to set to DG and Serial and they also suffer of the same
problem, the output to console feedbacks only after mouse rel
Hi guys.
I'm doing some simple test here and curious if there's any difference
between these 2?
os.environ["JOEY"] = "SOMETHING"
Popen( maya, shell=True )
and
os.environ["JOEY"] = "SOMETHING"
Popen( maya, env.dict=dict(os.environ) )
1 thing I notice is that, with Shell=True, maya.exe proces
This is due to the evaluation manager. If you switch to DG instead of
Parallel, you will see that it will work.
Ok, so how should we go around not limiting ourselves to DG evaluation only?
The problem is the printing into the script editor, instead, you could log
into the Output Window with sys._
Hey Ben,
I have to admit I can't follow the UV shell technique you described. I
would expect a 500 vert object with a seam up the middle to have 500 +
(number of verts in the seam) verts in the game. The technique I described
does that, by counting verts twice if they are on UV seams (or more than
Hey Michael,
Thank you for the tips on the API and techniques to use for speed.
I was testing out your code and it works great. I am a bit confused though
(I have not managed to wrap my head around how each return list corresponds
to each other yet).
I need border edges for the UV shells. Thi
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