One more thing, irrelevant to the PyQt discussion but relevant to the
thread:

- dragging a long list of objects to another (to reparent) in the Explorer
results in individual CopyPaste() commands for each object which is crazy
slow compared to a single ParentObj() command if I were to use the Parent
button.

Sometimes I forget and have to wait a while for a thousand commands to
trigger. It should be smarter than that. :/


On Tue, Sep 4, 2012 at 12:23 AM, Raffaele Fragapane <
[email protected]> wrote:

> 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]
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>
>

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