Agreed on all accounts, but that's a shortcoming of the API's design and a
show of its age in some regards, not a flaw in the idea, given the material
they worked with it's actually more than ok, especially when compared to
the way things were before.
And practically anything beats by a mile the original joke of importing a
commands module and writing excel macros in python ;)

Soft's cpp API actually has a respectable design and layout when it come to
OO IMO, and would lend itself well to being bound.

SWIG to be avoided whenever possible though :p
Boost offers much better mileage even if it's an additional chunk of work
from the semi-automated header parsing approaches.

On Tue, Sep 4, 2012 at 1:30 PM, Serguei Kalentchouk <
[email protected]> wrote:

> Well Maya's slow implementation of Python followed the natural progression
> based on their MEL their scripting interface. Wrapping the commands into
> python was cheap and effective. Alternative would've been equivalent to
> building a new SDK framework from scratch which wouldve delayed the
> introduction of python into Maya.
>
> Maya's cpp API doest lends itself wall to object oriented programming
> either. The original straight swig bindings are pretty uncomfortable to use
> in a Python environment. Their new version is better but missing a fair bit
> in functionality and thus the adoption is pretty low.
>
> This is where pyMEL came to play which wrapped the python commands and the
> python API hooks into an object oriented framework. However there is a
> performance hit that comes along because all of the sudden you are
> generating hundreds of python objects while doing simple operations that
> would otherwise be blazing fast in MEL or python commands.
>
> This performance hit is the reason why Im currently in the process of
> rewriting an object oriented API for Maya I've been using istead of pyMEL
> into C++ and exposing it back via boost bindings. It's a time consuming
> process but so far I've been seeing a significant improvement with some
> tests showing execution time drop by more than half, that makes me hopeful
> that this effort won't go to waste!
>
> I'd be happy to share my experiences in case anyone is serious about doing
> the bindings for Softimage.
>
>
> On Monday, September 3, 2012, Raffaele Fragapane wrote:
>
>> Which is ironic.
>> MEL and their first python implementation were so FUBAR that they could
>> just do (buy, really) what needed doing by introducing a completely
>> separate way of working.
>>
>> They had no object orientation or coherence worth speaking of outside of
>> the cpp API before then, so even with all the gaps it was hugely well
>> received.
>>
>> In XSI there's a better track record, which means you will have to give
>> up something, but at this point there's enough goodness in the CPP API,
>> beside just the performance aspect, that I reckon it'd be worth doing.
>> Not to mention the viewport API in pyton would be cool to have, like Maya
>> manips are (somewhat) accessible through the bindings, even if you can
>> segfault maya hard every other minute when working with them :p
>>
>> On Tue, Sep 4, 2012 at 11:12 AM, Ahmidou Lyazidi 
>> <[email protected]>wrote:
>>
>>> Maya has both, standard scripting and cpp API binding, which is a good
>>> thing!
>>>
>>
>
> --
> Technical Director @ DreamWorks Animation
> [sent from mobile]
>



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