Wow, thanks a lot for the detailed help, Nathan and Jesse!

Cheers,
Mathias

On 12 Mar 2014, at 17:46, Jesse Kretschmer <[email protected]> wrote:

> For getting information to the user, I use the python logging module. I 
> install my own handler for nuke. After it's set, I just call 
> myLogger.warning()  (or debug, info, error, critical).
> 
> Regarding exceptions in the init and menu, it's imperative to have stable 
> code to keep nuke launching. A try/accept statement is a good way to protect 
> the launch process. I have some technical artists that like to contribute 
> code. I don't give them access to the init.py so I can keep a close watch on 
> it.
> 
> Side note: A conversation about logging happened on the maya-python list just 
> recently, and Asi Sudai was kind enough to share his log handlers for maya 
> and nuke, details below.
> 
> Cheers,
> Jesse
> 
> On Mon, Mar 3, 2014 at 12:01 PM, Asi Sudai <snipped> wrote:
> I'm a big fan of the logging module too... 
> On GitHub I made a custom Logging module, based on python logging, with 
> support for Maya, Nuke and MotionBuilder unique messages.
> https://github.com/asisudai/cg-logging/blob/master/cgLogging.py
> 
> features are:
> - will use Maya or Nuke built-in warning messages
> - will popup a msgbox for FATAL level, so the artists ( which rarely look at 
> the script editor ) could see
> - will print to stdout or/and to the application script-editor.
> - Email developer the traceback msg ( feature that isn't on GitHub, but you 
> could add easily to FATAL if you wish )
> 
> hope it helps anyone, feel free to contribute or branch this git.
> 
> 
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Dr. Mathias Möhl
Marlow 52 , 18551 Sagard, Germany
Phone +49 (0)38302 - 88 75 61
[email protected]


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