I’m in the process of tooling up on Python in Maya 2017. I played around a bit on the side with PyMEL way back in 2011. At that time, PyMEL (even having not yet received Autodesk’s blessing) was considered to be preferable to the built-in Maya Python API (v1.0) in many cases. However now that Maya’s Python API 2.0 has (presumably) hit a point of completeness / maturity, how does the latest version of this new-ish API compare to Pymel?
I’d love to hear any recommendations that you gals / guys might have regarding the best application of really any of the scripting interfaces / APIs that Maya offers and any advice that you might have concerning what constitutes a good starting point for someone such as myself that is coming back to Maya and Python after a long hiatus (proceeded by a relatively brief bit of tinkering).
I’m currently considering starting off with one of the following books:
https://www.amazon.com/Maya-Python-Games-Film-Reference/dp/0123785782/ref=sr_1_1?ie=UTF8&qid=1496945666&sr=8-1&keywords=maya+python+for+games+and+film
https://www.amazon.com/Practical-Programming-Python-Robert-Galanakis/dp/1849694729/ref=sr_1_1?s=books&ie=UTF8&qid=1496951455&sr=1-1&keywords=practical+maya+programming+with+python
Both books look phenomenal, but I’m a little concerned about the age of the first book (having been written prior to the introduction of the Maya Python 2.0 API).
Regarding Rob’s book, the fact that it is at least somewhat PyMEL-centric appeals to me, but I can’t help but wonder if it makes more sense to start off with Maya’s out of the box Python implementation (probably v2.0) first.
As always, I’d appreciate any wisdom that the TAO community has to share.