Only the first frame is being baked while the rest is static, though the
process is fast, when using "update=False" or commenting that line out..
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I added that in as a precaution to ensure that every frame animation is
being "baked".
Let me try without that then
On Thursday, July 19, 2018 at 2:51:27 PM UTC-7, Justin Israel wrote:
>
> Is the cmds.currentTime(frame) necessary, if you are already passing a
> "time" value to setKeyframe()? I
On Fri, Jul 20, 2018 at 10:49 AM yann19 wrote:
> I added that command in, to ensure that animation is being baked properly
> in each frame across the frame range defined.
>
> I tried commenting out that particular line, only the first frame is being
> baked while the rest of the frames are
In my case I duplicate a nurbsCurve so OpenMaya.MFnDagNode.duplicate return
a new transform with shape instanced. New transform isn't an instance.
I tryed many solution for retrieve shape but with addChild nothing works...
I just try with keepExistingParents and it's the solution !!! This
hi there,
I'm prototyping a deformer in python / maya2017, and while I usually draw a lot
of openGL for debugging purpose (draw points, curves, vectors, etc...), I'm
facing an issue with m2017/vp2.
The drawing is working differently in the new viewport, and I can't find a way
of drawing,
Got it, thanks guys!
On Tuesday, July 17, 2018 at 12:50:17 PM UTC-7, Justin Israel wrote:
>
>
>
> On Wed, Jul 18, 2018, 5:21 AM Marcus Ottosson > wrote:
>
>> Alternatively, instead of two layouts, parent them to two widgets, each
>> with their own layout, and put the two widgets in a third
Is the cmds.currentTime(frame) necessary, if you are already passing a
"time" value to setKeyframe()? I imagine you are wasting a bunch of cpu
time changing the current frame in the scene and triggering updates.
On Fri, Jul 20, 2018 at 9:40 AM yann19 wrote:
> Hi, I am writing up a script that
Hi, I am writing up a script that works in a similar fashion as quick bake,
select controllers from rigA and have the animation within to be
transferred over to rigB.
Currently the following code portion is taking quite some time, iterating
through the frame range. Wondering if there are any