Re: [Maya-Python] with open() fails if the path is passed as argument, but works if I passed as variable

2023-06-09 Thread Rudi Hammad
nicode. >> >> Second possible cause is that there are “ included in the path, notice >> the triple ‘ on the invalid argument warning. >> >> On Fri, 9 Jun 2023 at 15:41, Rudi Hammad wrote: >> >>> hi, >>> okey let me explain with an exampl

[Maya-Python] with open() fails if the path is passed as argument, but works if I passed as variable

2023-06-09 Thread Rudi Hammad
hi, okey let me explain with an example which will be faster. It is a small code so I'll just past it here. I have the function: def saveTreeDataToFile(filePath, treeWidget): treeData = json.loads(serializeTree(treeWidget)) print(filePath) # Result: "D:/CHIMERA STUDIO/CHIMERA

[Maya-Python] best way to check you plugin speed

2023-05-18 Thread Rudi Hammad
Hello, using maya's profiler is good to check the nodes speed but I was wondering which method you use to check the speed within your plugins. I was thinking about using std::chrono to time the timelaps between the beginning and the end of the compute method. Or Python's timing libraries if

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-05 Thread Rudi Hammad
blem? If so, then you should fix the dir name (or the module > path you are setting) and go back to using > find_package(Maya REQUIRED) > It should discover FindMaya.cmake if your module path matches what really > exists on disk. > > On Fri, 5 May 2023, 10:50 pm Rudi Hammad,

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-05 Thread Rudi Hammad
KE_FIND_DEBUG_MODE TRUE) find_path(cache "FindMaya.cmake" ${CMAKE_MODULE_PATH}) set(CMAKE_FIND_DEBUG_MODE FALSE) The output is https://pastebin.com/nxHyd8dr El viernes, 5 de mayo de 2023 a las 9:08:09 UTC+2, Justin Israel escribió: > > > On Fri, 5 May 2023, 6:46 pm Rudi Hammad, wrote: &g

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-05 Thread Rudi Hammad
This is is my src/CMakeLists.txt https://pastebin.com/EFvNdt9z here is the entire output https://pastebin.com/WEmMFGr0 El viernes, 5 de mayo de 2023 a las 8:02:25 UTC+2, Justin Israel escribió: > > > On Fri, 5 May 2023, 5:05 pm Rudi Hammad, wrote: > >> Not sure If I am u

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-05 Thread Rudi Hammad
hey Chad, Just tried what you suggesteed. In CmakeLists.txt (the one in the root) I changed set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cgcmake/modules) to set(CMAKE_MODULE_PATH "C:/Users/rudi hammad/Desktop/testCMake/testingCMake/cgcmake/modules") Same result. The thing that c

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-04 Thread Rudi Hammad
h of paths. The ones at the end are: C:/Users/rudi hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake.com C:/Users/rudi hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake.exe C:/Users/rudi hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake El jueves,

[Maya-Python] Re: using MySql in c++ plugins

2023-05-02 Thread Rudi Hammad
directly in C++ in a maya plugin. Cheers El lunes, 1 de mayo de 2023 a las 12:11:52 UTC+2, Rudi Hammad escribió: > hello, > first of all, let me know if this is out the scope of this forum to post > it somewhere else. > I post it here because it is related to maya anyways an

[Maya-Python] using MySql in c++ plugins

2023-05-01 Thread Rudi Hammad
hello, first of all, let me know if this is out the scope of this forum to post it somewhere else. I post it here because it is related to maya anyways and might also be valid for the python api. Anyways, I want to connect my maya plugins to my data base. I did that already creating an empty

Re: [Maya-Python] how to get the return value with MGlobal::executePythonCommandStringResult

2023-04-30 Thread Rudi Hammad
xecutePythonCommand(bootstrap) > > c = "foo()" > ret = om.MGlobal.executePythonCommandStringResult(c) > print(ret) > > > On Mon, May 1, 2023 at 8:22 AM Rudi Hammad wrote: > >> Hi, >> I am writing a Plugin in C++ and I am having trouble figuring out how to &

[Maya-Python] how to get the return value with MGlobal::executePythonCommandStringResult

2023-04-30 Thread Rudi Hammad
Hi, I am writing a Plugin in C++ and I am having trouble figuring out how to get a return from python execute code. For instance, this works perfectly: MString pyCommand2; pyCommand2 = "cmds.joint()"; auto test2 = MGlobal::executePythonCommandStringResult(pyCommand2);

[Maya-Python] Re: values as -1e-07 causing issues in maya 2023?

2023-02-25 Thread Rudi Hammad
edit: with 1e-07 it is all ok. It is the negative -1e07 that I am getting with numpy that is messing things. El domingo, 26 de febrero de 2023 a las 0:22:53 UTC+1, Rudi Hammad escribió: > Hello, > I recently started updating my code from maya 2018 to 2023. > I converted all my code

[Maya-Python] values as -1e-07 causing issues in maya 2023?

2023-02-25 Thread Rudi Hammad
Hello, I recently started updating my code from maya 2018 to 2023. I converted all my code to python 3. I also installed numpy and scipy successfully. But I am starting to get errors in my unitests that where passing perfectly before and I realized the following: I have a scene with a curve

[Maya-Python] Re: viewport refresh/lag in parallel mode

2022-03-08 Thread Rudi Hammad
(never mind...animator was creating his own cycle and he wasn't carrying about the warning XD) El jueves, 3 de marzo de 2022 a las 23:23:15 UTC+1, Rudi Hammad escribió: > Hello, > > I was wondering if any one has experienced lag or refreshing issues in the > viewport during animati

[Maya-Python] viewport refresh/lag in parallel mode

2022-03-03 Thread Rudi Hammad
Hello, I was wondering if any one has experienced lag or refreshing issues in the viewport during animation. It seems that some animators when having more than one rig in the scene, have some refreshing issue when playing the animation or scrubing the time line. As soon as they switch to DG

Re: [Maya-Python] casting MPlugArray into a list don't hold the MPlugs in memory?

2022-01-19 Thread Rudi Hammad
reading Klingon. No idea how to underst what it says. El miércoles, 19 de enero de 2022 a las 19:01:28 UTC+1, justin...@gmail.com escribió: > > > On Thu, 20 Jan 2022, 6:35 am Rudi Hammad, wrote: > >> hello, >> >> I though about sharing someting strange that occ

[Maya-Python] casting MPlugArray into a list don't hold the MPlugs in memory?

2022-01-19 Thread Rudi Hammad
hello, I though about sharing someting strange that occured to me. I had a method that contained MPlug.destinations() which as an art requieres an MPlugArray(). For some reason, probably because I was in a hurry and I didn't thought about it, I casted all the MPlugs from MPlug.destinations()

Re: [Maya-Python] event + button click

2022-01-13 Thread Rudi Hammad
aahh, of course more platform related fun: *>> Note: *On macOS, the ControlModifier value corresponds to the Command keys on the keyboard At the end I guess I will have to install a mac virtual machine. El jueves, 13 de enero de 2022 a las 16:07:20 UTC+1, Rudi Hammad escribió: &g

Re: [Maya-Python] event + button click

2022-01-13 Thread Rudi Hammad
rdModifier-enum> > > modifiers = QtWidgets.QApplication.keyboardModifiers() > if modifiers & QtCore.Qt.ControlModifier: > print("Ctrl was held") > if modifiers & QtCore.Qt.ShiftModifier: > print("Shift was held") > > > On Thu, 13 Jan 2022 at 13:29, Rud

[Maya-Python] event + button click

2022-01-13 Thread Rudi Hammad
Hello I am trying to have a button that print "a" if the button is clicked while holding shift, and "b" while holding control. This is what I have done (since it is not too long I've attached it here) from PySide2 import QtWidgets, QtCore, QtGui class XX(QtWidgets.QPushButton): def

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2022-01-02 Thread Rudi Hammad
bummer, that's a pain. I'd better make CMake work then. El domingo, 2 de enero de 2022 a las 17:31:34 UTC+1, Marcus Ottosson escribió: > > hmmm...I guess there is no alternative way to complile plugins for mac > from windows? > > Your only option is to build on MacOS, either on a real Mac, a

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2022-01-02 Thread Rudi Hammad
bummer, that's a pain. I'd better make CMake work then. On Sunday, January 2, 2022 at 5:31:34 PM UTC+1 Marcus Ottosson wrote: > > hmmm...I guess there is no alternative way to complile plugins for mac > from windows? > > Your only option is to build on MacOS, either on a real Mac, a >

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2022-01-02 Thread Rudi Hammad
e out that. I'll keep trying. El sábado, 1 de enero de 2022 a las 20:59:55 UTC+1, justin...@gmail.com escribió: > On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad wrote: > >> So I followed Chad Vernom's cmake tutorials on youtube. First I wrote a >> everything as he did, and when it came

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2022-01-02 Thread Rudi Hammad
igure out that. I'll keep trying. On Saturday, January 1, 2022 at 8:59:55 PM UTC+1 justin...@gmail.com wrote: > On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad wrote: > >> So I followed Chad Vernom's cmake tutorials on youtube. First I wrote a >> everything as he did, and when it came do

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2022-01-01 Thread Rudi Hammad
ometimes see irregularities, like >> difficulties running through a debugger. >> >> On Thursday, October 14, 2021 at 9:31:40 AM UTC-7 Rudi Hammad wrote: >> >>> found this on youtube by chad vernom! >>> https://www.youtube.com/watch?v=2mUOt_F2ywo=0s &

Re: [Maya-Python] Creating an .exe installer.

2021-12-24 Thread Rudi Hammad
...@gmail.com wrote: > > > On Sat, 25 Dec 2021, 1:12 pm Rudi Hammad, > wrote: > >> Hi, >> >> I was wondering how to do a .exe installer that display a window as we >> see usually in >> any software, meaning, you get a UI displaying a first window with a >&

[Maya-Python] Creating an .exe installer.

2021-12-24 Thread Rudi Hammad
Hi, I was wondering how to do a .exe installer that display a window as we see usually in any software, meaning, you get a UI displaying a first window with a greeting or whatever, then you have a button with next that brings you to another window where you can display an agreement text, or a

Re: [Maya-Python] same rig working in a computer and not in another

2021-12-01 Thread Rudi Hammad
, simon payne escribió: > Which version of Maya? Which service packs, any particular plugins or > utilities in use and what are tge graphics cards in each machine? > > Simon > > Sent from my iPhone > > On 1 Dec 2021, at 14:09, Rudi Hammad wrote: > >  > > he

[Maya-Python] same rig working in a computer and not in another

2021-12-01 Thread Rudi Hammad
hello, this is the strangest thing I've seen. I delivered a rig to some animators and everything is working fine. Except for one animator that was saying that the rotation on the arms and legs are not working. We tried deleting the prefes, reinstaling maya, installing another fresh version of

Re: [Maya-Python] Pyside dynamically creating widgets and attaching signal isse

2021-11-14 Thread Rudi Hammad
Noted El domingo, 14 de noviembre de 2021 a las 20:55:40 UTC+1, justin...@gmail.com escribió: > On Mon, Nov 15, 2021 at 8:44 AM Rudi Hammad wrote: > >> Amazing, thanks for the explanation. >> I've used wrappers before in other contexts but not partial. Didn't >> fo

Re: [Maya-Python] Pyside dynamically creating widgets and attaching signal isse

2021-11-14 Thread Rudi Hammad
021 at 7:15 AM Rudi Hammad wrote: > >> Hello, >> >> I wrote this simple ui to ilustrate the issue. As the title says I am >> creating dynamically >> some widgets and attaching a signal. In this case 4 buttons that when >> clicked, print their name. >

[Maya-Python] Pyside dynamically creating widgets and attaching signal isse

2021-11-14 Thread Rudi Hammad
Hello, I wrote this simple ui to ilustrate the issue. As the title says I am creating dynamically some widgets and attaching a signal. In this case 4 buttons that when clicked, print their name. The problem if you run the code is that all buttons are printing the same letter 'D', which is the

Re: [Maya-Python] accessing maya's interpreter globals from another scripts

2021-11-10 Thread Rudi Hammad
that's it! thanks El miércoles, 10 de noviembre de 2021 a las 18:07:01 UTC+1, justin...@gmail.com escribió: > > > On Thu, 11 Nov 2021, 12:55 am Rudi Hammad, wrote: > >> in other words, get the result in foo.py that you get when you run >> globals() in maya's scrip

Re: [Maya-Python] accessing maya's interpreter globals from another scripts

2021-11-10 Thread Rudi Hammad
in other words, get the result in foo.py that you get when you run globals() in maya's script editor. El miércoles, 10 de noviembre de 2021 a las 12:52:29 UTC+1, Rudi Hammad escribió: > of course, in foo.py you get the module's global, and in maya's script > editor you see maya's.

Re: [Maya-Python] accessing maya's interpreter globals from another scripts

2021-11-10 Thread Rudi Hammad
escribió: > Global variables are.. global, so anything present in `globals()` from one > module is present in another. Are you seeing different results from > `globals()` in `foo.py` versus Maya's interpreter (by which I assume you > mean the Script Editor)? > > On Wed, 10 Nov 2

[Maya-Python] accessing maya's interpreter globals from another scripts

2021-11-10 Thread Rudi Hammad
Hello, I was wondering if it is possible to get the globals variables running in maya but from another script. For instance say you have a module foo.py. Can you use get all maya's globals as if you were running 'globals()' withing maya's interpreter? thx, T -- You received this message

Re: [Maya-Python] automatically load shelf images in other computers

2021-11-02 Thread Rudi Hammad
tly it will load the icon > > > Kind Regards, > Hannes Delbeke > > > > On Mon, 1 Nov 2021 at 23:55, Rudi Hammad wrote: > >> Hello, >> >> we are a working in a project where every one is working locally. So >> before writing any code, I was wonde

[Maya-Python] automatically load shelf images in other computers

2021-11-01 Thread Rudi Hammad
Hello, we are a working in a project where every one is working locally. So before writing any code, I was wondering if there is a way to automatically load all the images of the shelf that I am sending to the other members of the team. I load the images locally by setting the path:

Re: [Maya-Python] Re: possible maya bug with MPlug.setKeyable

2021-10-26 Thread Rudi Hammad
u'll find those hidden too. Until you restart Maya. > > On Tue, 26 Oct 2021 at 11:07, Rudi Hammad wrote: > >> hmmm...okey. but then how come that if you this exact same thing with >> translateX, it does remain hidden after saving and opening the since >

Re: [Maya-Python] Re: possible maya bug with MPlug.setKeyable

2021-10-26 Thread Rudi Hammad
> On Mon, 25 Oct 2021 at 23:58, Rudi Hammad wrote: > >> mkkkay, I'll take that as a bug then XD >> >> El jueves, 21 de octubre de 2021 a las 16:00:26 UTC+2, Rudi Hammad >> escribió: >> >>> Hello. When I use MPlug.setKeyable() the attribute is hid

[Maya-Python] Re: possible maya bug with MPlug.setKeyable

2021-10-25 Thread Rudi Hammad
mkkkay, I'll take that as a bug then XD El jueves, 21 de octubre de 2021 a las 16:00:26 UTC+2, Rudi Hammad escribió: > Hello. When I use MPlug.setKeyable() the attribute is hiden as expected. > You can try this to check it: > > jnt = cmds.joint() > cmds.addAttr(jnt, ln="

[Maya-Python] possible maya bug with MPlug.setKeyable

2021-10-21 Thread Rudi Hammad
Hello. When I use MPlug.setKeyable() the attribute is hiden as expected. You can try this to check it: jnt = cmds.joint() cmds.addAttr(jnt, ln="foo", at="float", k=True) mslist = OpenMaya.MSelectionList() mslist.add(jnt) mobj = OpenMaya.MObject() mslist.getDependNode(0, mobj) mfnDepNode =

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2021-10-14 Thread Rudi Hammad
found this on youtube by chad vernom! https://www.youtube.com/watch?v=2mUOt_F2ywo=0s El jueves, 14 de octubre de 2021 a las 11:38:17 UTC+2, Rudi Hammad escribió: > hello, > > Not sure if I am understanding correctly. I only know how to setup VS for > one maya version. What I

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2021-10-14 Thread Rudi Hammad
ou use, e.g. the Maya 2020 SDK for Maya 2020 plug-ins. The only > thing to bear in mind is that the compiler version needs to match the Maya > compiler version, so VS 2015 or 2019 for Maya 2018-2022. You can't build > for Mac with VS. > > On Sun, 10 Oct 2021 at 11:47, Rudi Hamm

[Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2021-10-10 Thread Rudi Hammad
hello, the title of the thread sums it up really. I wonder if there is an easy way to compile the plugins for multiple maya's and platforms(windows and mac mainly) at once with visual studio. I couldn't find much info googling, or maybe a missed it. thanks, R -- You received this message

Re: [Maya-Python] V Crypt System

2021-09-15 Thread Rudi Hammad
system is to bypass a hidden userSetup.py then I’d argue you > have already protected against the vast majority of cases. > > On Wed, 15 Sept 2021 at 04:02, Justin Israel wrote: > >> >> >> On Wed, Sep 15, 2021 at 11:36 AM Rudi Hammad wrote: >> >>> So

Re: [Maya-Python] V Crypt System

2021-09-15 Thread Rudi Hammad
oh noI had no idea you can open files disabeling script nodes. Bummer...good thing I am not working in security. El miércoles, 15 de septiembre de 2021 a las 5:02:23 UTC+2, justin...@gmail.com escribió: > On Wed, Sep 15, 2021 at 11:36 AM Rudi Hammad wrote: > >> So I cam up

Re: [Maya-Python] V Crypt System

2021-09-14 Thread Rudi Hammad
...@gmail.com escribió: > On Tue, Sep 14, 2021 at 7:52 AM Rudi Hammad wrote: > >> About V crypt, I got in thouch with them and they sent me the system to >> test it in demo mode. It work pretty well, but as Justin anticipated and as >> the video showed, all clients are r

Re: [Maya-Python] V Crypt System

2021-09-13 Thread Rudi Hammad
), but then you just have to find this part of the code and remove it... ps: let me know if this last part is offtopic and I'll just shut up about it. El lunes, 13 de septiembre de 2021 a las 19:22:37 UTC+2, Rudi Hammad escribió: > It was still kind in the context of encrypting a maya sc

Re: [Maya-Python] V Crypt System

2021-09-13 Thread Rudi Hammad
seems two completely new questions have been asked since the > original thread was started about V Crypt, and are entirely unrelated. > Thanks! > > On Tue, 14 Sep 2021, 4:25 am Rudi Hammad, wrote: > >> That's it! thanks Juan >> >> El lunes, 13 de septiembre de

Re: [Maya-Python] V Crypt System

2021-09-13 Thread Rudi Hammad
ive these arguments, otherwise it > will raise an exception. > > > On Mon, 13 Sep 2021, 15:09 Rudi Hammad, wrote: > >> Hello, >> any idea why this is not working? >> I opened a scene and created this callback, and then saved the scene >> >> def on

Re: [Maya-Python] V Crypt System

2021-09-13 Thread Rudi Hammad
tiembre de 2021 a las 22:23:04 UTC+2, Rudi Hammad escribió: > oh, about the screenshots. If the rig is encapsulated in a black box, > maybe it would be possible set a callback preventing from unlocking the > blackbox? > That way you can check want is inside and take screensh

Re: [Maya-Python] V Crypt System

2021-09-06 Thread Rudi Hammad
oh, about the screenshots. If the rig is encapsulated in a black box, maybe it would be possible set a callback preventing from unlocking the blackbox? That way you can check want is inside and take screenshot. El lunes, 6 de septiembre de 2021 a las 22:02:29 UTC+2, Rudi Hammad escribió

Re: [Maya-Python] V Crypt System

2021-09-06 Thread Rudi Hammad
gt; any larger entity such as WB there will be investigations and >>>> consequences. >>>> Private persons can get in trouble and businesses can crumble. >>>> >>>> The part I'm sceptical about is whether this particular tool is what >>>>

Re: [Maya-Python] V Crypt System

2021-09-04 Thread Rudi Hammad
of > copying files around. Probably the better approach is just not letting > people work on their person workstations and only support a remote > workstation solution like teradici. > > >> >> On Sat, 4 Sept 2021 at 19:50, Rudi Hammad wrote: >> >>> Yes

Re: [Maya-Python] V Crypt System

2021-09-04 Thread Rudi Hammad
attempting to open that rig without mGear loaded left > with a sorely broken rig. And no amount of exporting or tampering with the > scene file could fix it. > > On Sat, 4 Sept 2021 at 19:50, Rudi Hammad wrote: > >> Yes I am refereing to the actual file, not source

Re: [Maya-Python] V Crypt System

2021-09-04 Thread Rudi Hammad
> nodes, making anyone attempting to open that rig without mGear loaded left > with a sorely broken rig. And no amount of exporting or tampering with the > scene file could fix it. > > On Sat, 4 Sept 2021 at 19:50, Rudi Hammad wrote: > >> Yes I am refereing to the actual fi

Re: [Maya-Python] V Crypt System

2021-09-04 Thread Rudi Hammad
script-related > things. I’ve been bitten before and, as they saying goes, fool me once. > > On Sat, 4 Sept 2021 at 16:17, Rudi Hammad wrote: > >> Hi, >> a while a go I create a thread about protecting your work. >> Along the same lines I saw this >> >> V Crypt

[Maya-Python] V Crypt System

2021-09-04 Thread Rudi Hammad
Hi, a while a go I create a thread about protecting your work. Along the same lines I saw this V Crypt maya files So in theory, you can generate a license for the computer mac address, and inside your .ma and .mb so some kind of assertion make sure

[Maya-Python] Re: LayeredTexture node alternative?

2021-09-02 Thread Rudi Hammad
Nop. can't cache shaders attrs. That was a nice conversation with my self XD. El martes, 31 de agosto de 2021 a las 17:26:00 UTC+2, Rudi Hammad escribió: > oh, by the way, is it possible to cache the layered texture or any shader > with the alembic? > The only way I can think

[Maya-Python] Re: LayeredTexture node alternative?

2021-08-31 Thread Rudi Hammad
embic scene I import the shader and connect the attribute cached to the shader's one. This works pretty well, but I wonder if I am missing some option that will cache the shader and its's attributes as well El lunes, 30 de agosto de 2021 a las 15:52:23 UTC+2, Rudi Hammad escribió: > > Hello, >

[Maya-Python] LayeredTexture node alternative?

2021-08-30 Thread Rudi Hammad
Hello, I am trying to do a facial rig using maps. I am using the technique explained here: wrinkles rig The results are quite nice but it is very slow. The fps drop down from 400 fps to 200 fps. I guess that

Re: [Maya-Python] is it possible to not show the error --> # Error: Non-deletable node

2021-08-22 Thread Rudi Hammad
of course! that is must simpler! thanks. El domingo, 22 de agosto de 2021 a las 9:29:46 UTC+2, Marcus Ottosson escribió: > My first go-to would be to try cmds.file(new=True, force=True) instead of > cmds.delete(), does that work for you? > > On Sun, 22 Aug 2021 at 03:09, Rudi H

[Maya-Python] is it possible to not show the error --> # Error: Non-deletable node

2021-08-21 Thread Rudi Hammad
Hi, this might seem an odd question, but I was wondering if it is possible to make maya's IDE not showing the error message when you try to delete an undeletable node. The reason is than when running unitests, sometimes clean the scene wiht cmds.delete("*"), causing a cascade of # Error:

Re: [Maya-Python] hugh ik solver maya bug?

2021-08-14 Thread Rudi Hammad
it’s > editing the same node, ikHandle3. When really, that combobox is being > naughty. > > On Fri, 13 Aug 2021 at 18:51, Rudi Hammad wrote: > >> it one of thouse things that if I don't capture on video is hard to >> believe, but it happened, I promise!! XD >> >&g

Re: [Maya-Python] hugh ik solver maya bug?

2021-08-13 Thread Rudi Hammad
it one of thouse things that if I don't capture on video is hard to believe, but it happened, I promise!! XD El viernes, 13 de agosto de 2021 a las 19:49:31 UTC+2, Rudi Hammad escribió: > I though that at the beginning, that maybe it just displaying scSolver > when it actually a RP

Re: [Maya-Python] hugh ik solver maya bug?

2021-08-13 Thread Rudi Hammad
ût 2021 à 06:22, Rudi Hammad a écrit : > >> >> hello, >> >> I noticed something very weird in maya 2018, and 2019 (not in maya 2022). >> It is very simple. Let's say we have 2 separate chains or one chain of >> joints. The goal is to create two iks. So we creat

[Maya-Python] hugh ik solver maya bug?

2021-08-13 Thread Rudi Hammad
hello, I noticed something very weird in maya 2018, and 2019 (not in maya 2022). It is very simple. Let's say we have 2 separate chains or one chain of joints. The goal is to create two iks. So we create on ik as rotate plane solver between joint 1 and 3, and another ik as SC solver between

Re: [Maya-Python] make attribute not keyable

2021-07-25 Thread Rudi Hammad
eNameOverride), especially not for native plugs like > this one. But this does appear to save and load fine. This would make an > attribute truly non-keyable, whilst still allowing it to be *edited* > (unlike a locked attribute). > > On Wed, 21 Jul 2021 at 12:55, Rudi Hammad w

Re: [Maya-Python] make attribute not keyable

2021-07-25 Thread Rudi Hammad
eNameOverride), especially not for native plugs like > this one. But this does appear to save and load fine. This would make an > attribute truly non-keyable, whilst still allowing it to be *edited* > (unlike a locked attribute). > > On Wed, 21 Jul 2021 at 12:55, Rudi Hammad w

[Maya-Python] make attribute not keyable

2021-07-21 Thread Rudi Hammad
Hello, to make an attribute not keyable you can do it with cmds or mplug or right click 'make not keyable'. What this does is grey out the channel box, so if you select the node and set a key typing 's', the attribute is not keyed. So far so good. Now, this is what I find annoying. Many times

Re: [Maya-Python] OpenMaya MFnTransform setScale() issue

2021-07-16 Thread Rudi Hammad
> > - > https://forums.autodesk.com/t5/maya-programming/bug-in-mtransformationmatrix/m-p/10024546#M13015 > > On Fri, 16 Jul 2021 at 14:09, Rudi Hammad wrote: > >> >> Hello, >> I am trying to set the scale with OpenMaya and for some reason, it is >>

[Maya-Python] OpenMaya MFnTransform setScale() issue

2021-07-16 Thread Rudi Hammad
Hello, I am trying to set the scale with OpenMaya and for some reason, it is setting the wrong axis. Here is the code: https://pastebin.com/GVYrMUGK What I am doing is creating 2 locators, setting one of them to -1 in scaleY, getting the matrix, and then from that matrix extracting the

[Maya-Python] Parallel GPU override slows performance

2021-06-30 Thread Rudi Hammad
Hello, I am testing the same scene in maya 2018 an maya 2022. Here are the results in maya 2018 in parallel , NO gpu override --> 140 fps in maya 2018 in parallel , gpu override --> 90 fps in maya 2022 in parallel , NO gpu override --> 170 fps in maya 2018 in parallel , gpu override --> 280 fps

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
performance and file size. or if in 2022 you can use the morph > deformer. > > -=s > > On Tue, Jun 22, 2021 at 8:17 PM Rudi Hammad wrote: > >> By the way I just saw that the solution I came out with it is what he >> mentioned in the video. Happy accidents happen af

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
By the way I just saw that the solution I came out with it is what he mentioned in the video. Happy accidents happen after all! El miércoles, 23 de junio de 2021 a las 2:05:30 UTC+2, Rudi Hammad escribió: > Cool stuff about the morph deformer. I just need something that works >

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
pieces >>> together including merging overlapping verts and vert UV, order for those >>> merged verts can change >>> >>> >>> >>> >>> On Tue, 22 Jun 2021 at 12:01, Alok Gandhi wrote: >>> >>>> Nice! >>>> &

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
f speed > it will be very slow in pymel > > > > On Tue, 22 Jun 2021 at 10:46, Rudi Hammad wrote: > >> (so no, meshes whould not have the same number of cvs) >> >> El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad escribió: >> >>> >>>

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
(so no, meshes whould not have the same number of cvs) El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad escribió: > > > yes, i want to have different topologies. The use case would be a rig > where you have a mesh cut out of the head for the facial rig, that you

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
aya (since the Softimage dev team was >>> merged with the Maya team). I am not sure if it exists in Maya in some >>> form. Maybe someone here has more information and can comment. >>> >>> On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad wrote: >>> >>

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
orm. Maybe someone here has more information and can comment. > > On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad wrote: > >> That was to nice to be true. So I guess there is no easy way (or no way >> at all probably) to transfer the vertices ids between different topologies? >>

[Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
fer the vertex order, > since you'll need the same number of vtx to copy the id to, otherwise maya > will crash. > > On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad wrote: > >> Hello, >> haven't found anything in the search bar and nothing really worked for me

[Maya-Python] transfer vertex ids between different

2021-06-21 Thread Rudi Hammad
Hello, haven't found anything in the search bar and nothing really worked for me doing a google search, so I was wondering if it is possible to transfer the vertices ids from one mesh to another with different topologies. There is a tool in Maya called transfer vertex order , but it crashes

Re: [Maya-Python] A good way to store mesh components in a set ?

2021-06-19 Thread Rudi Hammad
Not sure if that is what you are looking for, but if you want to use the API you can do something like mSel = OpenMaya.MSelectionList() mSel.add("yourObject") mDag = OpenMaya.MDagPath() cmpMObj = OpenMaya.MObject() mSel.getDagPath(0, mDag, cmpMObj) faces = list() mIt =

Re: [Maya-Python] which units do you use in your productions?

2021-06-02 Thread Rudi Hammad
ad, obscuring the rotation. > > So no matter how consistent you are, someone *will* end up suffering. > It’s an unsolved problem. > > > > On Wed, 2 Jun 2021 at 09:57, Rudi Hammad wrote: > > > > hey everyone, > > for a long a time I worked in 1:10 base scale

Re: [Maya-Python] which units do you use in your productions?

2021-06-02 Thread Rudi Hammad
the rotation. > > So no matter how consistent you are, someone *will* end up suffering. > It’s an unsolved problem. > > On Wed, 2 Jun 2021 at 09:57, Rudi Hammad wrote: > >> >> hey everyone, >> for a long a time I worked in 1:10 base scale in maya. So

[Maya-Python] which units do you use in your productions?

2021-06-02 Thread Rudi Hammad
hey everyone, for a long a time I worked in 1:10 base scale in maya. So 10 cm units would actually represent 100 cm. If i remember correctly autodesk recommended that 1:10 scale based [image: Capture.JPG] the image above show a character in 1:10 compared to 1:1. So it almost like maya is

Re: [Maya-Python] another naming convention topic: get prefix on none getter methods

2021-05-11 Thread Rudi Hammad
2021 a las 20:46:54 UTC+2, Rudi Hammad escribió: > > cool thanks for your opinion. > I do use @property in somesituations, not saying to stay away (in fact we > had a discusion is another thread about it a while back) > > I agree that function are usually verbes. And it i

Re: [Maya-Python] another naming convention topic: get prefix on none getter methods

2021-05-11 Thread Rudi Hammad
gt; So overall, I would not stay away from get_ prefix in absence of a set_ > > > On Tue, May 11, 2021, 22:34 Rudi Hammad wrote: > >> >> So, I get the feeling that there isn't a clear naming convenction when it >> comes to use "get" as a prefix. I am not r

[Maya-Python] another naming convention topic: get prefix on none getter methods

2021-05-11 Thread Rudi Hammad
So, I get the feeling that there isn't a clear naming convenction when it comes to use "get" as a prefix. I am not refering to the python @property, nor getter/setter methods. I am talking about normal methods. My criteria is: when ever I prefix a method with "get" it is because I am implying

[Maya-Python] vertex normal display different that result from MFnMesh

2021-05-11 Thread Rudi Hammad
Hi, digging a bit more in the MFnMesh class I am trying to access the vertex normal. In the image you can see two blue lines that correspond to the vertex normal obtained by the getVertexNormal() method. One is with the angleWeighted arg True and the other False, but that is not the issue.

Re: [Maya-Python] numpy errors fixed when reintializing maya

2021-05-05 Thread Rudi Hammad
By the way, I modified the script i linked above in paste bin to not include any module related to numpy and it fixed the bug since it doesn't reimport those modules. thanks again for the tips. El lunes, 3 de mayo de 2021 a las 14:05:06 UTC+2, Rudi Hammad escribió: > awesome, tha

Re: [Maya-Python] numpy errors fixed when reintializing maya

2021-05-03 Thread Rudi Hammad
awesome, thanks for pointing that out. El lunes, 3 de mayo de 2021 a las 7:36:51 UTC+2, Alok Gandhi escribió: > Seems like a known bug in numpy related to re-initialization of core > module. > > https://github.com/numpy/numpy/issues/12305 > > > > On Mon, May 3, 2021,

Re: [Maya-Python] numpy errors fixed when reintializing maya

2021-05-02 Thread Rudi Hammad
okey. well, I'll just have to deal with it. Maybe thing's will get better with python 3 in maya 2021 El lunes, 3 de mayo de 2021 a las 0:16:28 UTC+2, justin...@gmail.com escribió: > On Mon, May 3, 2021 at 9:59 AM Rudi Hammad wrote: > >> no, I don't used reload(). To avoid

Re: [Maya-Python] numpy errors fixed when reintializing maya

2021-05-02 Thread Rudi Hammad
after some type of workflow operation? > > On Mon, May 3, 2021 at 9:38 AM Rudi Hammad wrote: > >> I got the log error. Here it is: >> >> # == >> # ERROR: test_average (domain._uni

Re: [Maya-Python] numpy errors fixed when reintializing maya

2021-05-02 Thread Rudi Hammad
sometimes. >> >> Ah, ok. The reason I ask is because this sounds like the kind of problems >> you would get with a version compiled for a different Python. Random, >> subtle, memory related. I would double-check where you got it from, and >> make sure it was actua

Re: [Maya-Python] docstring on obvious functions

2021-05-02 Thread Rudi Hammad
El domingo, 2 de mayo de 2021 a las 21:51:11 UTC+2, Alok Gandhi escribió: > In that case, you might have to even be consistent and write docstrings > for every single function/class, for the sake of uniformity and making your > product look professional and polished, even if it seems

Re: [Maya-Python] docstring on obvious functions

2021-05-02 Thread Rudi Hammad
Better to just use the > appropriate docstring formats to add type information, until everything is > python3 and you can do it all via type annotations. > > > On Mon, May 3, 2021 at 6:30 AM Rudi Hammad wrote: > >> >> This not strictly related to maya but I wonder how yo

[Maya-Python] docstring on obvious functions

2021-05-02 Thread Rudi Hammad
This not strictly related to maya but I wonder how you feel about it. In sumary, I found my self in similar situations as this: docstring example I think the link above

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