Re: [Maya-Python] Re: [python] which library using to read / write huge amount of data

2016-10-13 Thread Marcus Ottosson
Hey @fruity, how did it go with this? Did you make any progress? :) ​I came to think of another constraint or method which to do what you’re after - in regards to random access. That is, being able to query weights for any given vertex, without (1) reading it all into memory and (2) physically sea

[Maya-Python] Catching Maya's internal Error / add blendShape target not working

2016-10-13 Thread Enrico Losavio
Hi everyone, I apologize in advance for not having a clear subject for this topic, but in this case I believe the two things are strictly related... I'm having a huge problem adding new targets on a blendShape node. Every time I try to add a new target to one of my blendShape nodes, it fails an

Re: [Maya-Python] Re: adding text to statusline

2016-10-13 Thread Michał Frątczak
All is working great now, thanks Marcus On Wednesday, October 12, 2016 at 5:41:36 PM UTC+2, Marcus Ottosson wrote: > > Ah, that’s interesting. > > qApp is the actively > running instance of a QApplication; you could alternatively call > QtWidgets.Q

Re: [Maya-Python] Re: [python] which library using to read / write huge amount of data

2016-10-13 Thread fruity
Hi Marcus ! Thanks for your answer&help ! Well, i'm still working on the optimisation, i used json for the readable info (influences, etc), and cPickle for the weights array. But i think most of the optimisation should now come from how to export / import the values to the vertices. Exporting i

Re: [Maya-Python] Getting the original shader assignment

2016-10-13 Thread likage
Hi all, so I have managed to store the initial shaders connection and it is currently working by using the above example that I have linked where they are stored as an extra attribute in a locator. Currently I am stumped in an issue, where should the name of the said geo be changed, it should a

Re: [Maya-Python] Getting the original shader assignment

2016-10-13 Thread likage
Hi all, so I have managed to store the initial shaders connection and it is currently working by using the above example that I have linked where they are stored as an extra attribute in a locator. Currently I am stumped in an issue, where should the name of the said geo be changed, it should a

Re: [Maya-Python] Getting the original shader assignment

2016-10-13 Thread Justin Israel
Maybe this suggestion doesn't work for your application, but is there any reason you can't store it as an attribute on each individual geo node, instead of building up some huge fullpath set on a locator? If it were stored on the geo, then you don't have to worry about tracking the renaming, right?