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Type: Posts; User: Theodox

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  1. https://docs.google.com/a/undeadlabs.com/forms/d/e...

    https://docs.google.com/a/undeadlabs.com/forms/d/e/1FAIpQLScag_sDVNA-IUZ4COeERy7MQEEMrjNsR4pOw67VHxvzoqHY8A/viewform?c=0&w=1
  2. Maybe you just want to drive this off an ideal...

    Maybe you just want to drive this off an ideal texels-per-meter value? You'll never get that exact density everywhere, but it will give you a consistent target to shoot for and compare against
  3. api 1 or api 2?

    api 1 or api 2?
  4. I believe tactic from SoutPaw tech is open...

    I believe tactic from SoutPaw tech is open source, it should be a good example of the kinds of things you'll be needing to do:
    .
    http://www.southpawtech.com/
  5. A great starter project is a window which runs a...

    A great starter project is a window which runs a series of scene checks (things like "no degenerate faces" or "all objects have an assigned material"). Besides learning how to do the actual checks...
  6. search your custom tools for `undoInfo -st` or...

    search your custom tools for `undoInfo -st` or `cmds.undoInfo(st=` and see what comes up...
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    It depends a bit - a lot of this stuff behaves...

    It depends a bit - a lot of this stuff behaves oddly outside of plugins, which is very unfortunate. Is this just a script? or in an MPXCommand?
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    hard to know without seeing before and after...

    hard to know without seeing before and after conditions. It looks like you're expecting the two meshes to have the same vert ordering? Is that true?

    Other possibilities
    1) Are you sure you know...
  9. For a given movement in 3d space, the middle...

    For a given movement in 3d space, the middle rotation term (the Y in xyz, the Z in yzx, etc) is the one whose values will be the most unpredictable. If you build a simple 2 or 3 bone chain in any...
  10. I'ts all a convention: as long as you know what...

    I'ts all a convention: as long as you know what you're trying to accomplish, the labels 'x' , 'y' and 'z' don't matter much in themselves.

    The important thing to remember is that the precision of...
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    FWIW I'd look at moving the whole thing over to...

    FWIW I'd look at moving the whole thing over to api 2 - where the arrays act like proper iterables. In general api 2 is faster and easier to use.
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    I think Bob has it -- I don't believe that api 1...

    I think Bob has it -- I don't believe that api 1 PointArray classes are complete python iterables.
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    Correction - that link is for api2, it looks like...

    Correction - that link is for api2, it looks like your code is api 1. The Capper has it.
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    May be relevant if things seem puzzling:...

    May be relevant if things seem puzzling:
    http://techartsurvival.blogspot.com/2015/03/maya-bug-watch-api2-and-getpoints.html
  15. In the example you've provided, you can just make...

    In the example you've provided, you can just make your MPXCommand return the string name of your new window using SetResult(). Other commands or scene operations can grab your window that way, and...
  16. should only matter to that instance of designer,...

    should only matter to that instance of designer, no?
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    It's pretty gnarly. I wrote a module precisely...

    It's pretty gnarly. I wrote a module precisely for dealing with how nasty it is: https://github.com/theodox/sfx

    Even if you don't end up using it, the comments in the code will give you an idea...
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    It's how the underlying C++ works, but it's not a...

    It's how the underlying C++ works, but it's not a Python thing so it's not surprising that it doesn't feel natural. You're basically doing C++ in another syntax. In most languages other than Python...
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    Python has awesome tools for dealing with lists...

    Python has awesome tools for dealing with lists and orders. The slice syntax (my_list[1:3]) has and option argument for interval, which you can use for all sorts of cool tricks:



    numbers =...
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    Maya's API is a bit weird; it is a variant on the...

    Maya's API is a bit weird; it is a variant on the traditional object hierarchy. You typically interact with undifferiated 'maya objects' or MObjects. You might know that a given MObject is a scene...
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    result = [] this just makes an empty list, so...

    result = [] this just makes an empty list, so you have a place to store the results. Just making things happen is rarely what you want to do - you'll want to be able to chain things together and so...
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    That gives you a basic idea of the structure: ...

    That gives you a basic idea of the structure: You use maya.cmds to get the commands to work with, and the loop just calls the command with arguments you pass in (in this example, it positions each...
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    if you want to make the joints: import...

    if you want to make the joints:



    import maya.cmds as cmds
    def make_joints(how_many):
    results = [] # to hold all the joints we make
    for j in range(how_many): # loop from 0 to...
  24. In python API work the iterators will probably be...

    In python API work the iterators will probably be faster than writing the equivalent to a for {int i; i<x; i++} loop. In raw C++ it depends a lot on what you're doing.
  25. There are two main reasons for iterators. ...

    There are two main reasons for iterators.

    First, C++ is a low-level language (I'm being polite here, if this wasn't a family forum I'd use another adjective!) . In order to do a vanilla iteration...
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