Another question and please forgive my ignorance. I'm starting to add
pymel calls into my code at right now I'm manipulating skinClusters,
so now I figure is a good time to add pymel.

I create the skinCluster, add influences, pretty straight forward. Now
I want to setAttr on the node. In this particular case I want to turn
off normalize weights and turn on use components. Is there a built in
function in the class to do this? Or do I use the traditional setAttr.
Been reading the docs, and it appears setAttr is the way to go.

Cheers,
-s

On Apr 14, 10:03 am, Chad Dombrova <[email protected]> wrote:
> this sounds not right.  are you sure you're using 1.0 at all?  try this
>
> import pymel
> print pymel.__version__
>
> keep in mind that a lot of things changed with 1.0.  read the "what's new"
> documentation:http://www.luma-pictures.com/tools/pymel/docs/1.0/whats_new.html
>
> particularly the part about now having to import pymel.core
>
> -chad
>
> On Wed, Apr 14, 2010 at 10:00 AM, Te Wilson <[email protected]>wrote:
>
> > really? I was unable to use the basic "polySphere" command for example
> > until I reinstalled 0.9.2. oh well its working
>
> > On Mon, Apr 12, 2010 at 11:26 AM, Paul Molodowitch 
> > <[email protected]>wrote:
>
> >> No, they don't... each install is self-contained.
>
> >> - Paul
>
> >> On Sun, Apr 11, 2010 at 5:54 PM, Te Wilson <[email protected]>
> >> wrote:
> >> > Do the pymel installs build on one another i.e do I need 0.9.2 and 1.0.1
> >> to
> >> > have all access to all the pymel functions?
>
> >> > On Wed, Apr 7, 2010 at 9:15 AM, shawnpatapoff <[email protected]>
> >> > wrote:
>
> >> >> Excellent, thank you very much.
>
> >> >> On Apr 7, 12:13 am, Ofer Koren <[email protected]> wrote:
> >> >> > pymel functions are equivalent to maya.cmds functions, so it would be
> >> >> > exactly the same:
>
> >> >> > import pymel as pm
> >> >> > button = pm.button('myButton', l='Sone Damn Button')     # returns a
> >> >> > pymel
> >> >> > Button object, instead of a string
>
> >> >> > This is only useful of you're trying to keep track of gui elements
> >> >> > globally
> >> >> > in the maya session, such as to make sure there's only one instance
> >> of
> >> >> > your
> >> >> > window:
>
> >> >> > if pm.window("MyWindow", q=True, ex=True):
> >> >> >     pm.deleteUI("MyWindow")
>
> >> >> > win = pymel.window("MyWindow")
> >> >> > win.show()
>
> >> >> > - Oferwww.mrbroken.com
>
> >> >> > On Tue, Apr 6, 2010 at 4:24 PM, shawnpatapoff
> >> >> > <[email protected]>wrote:
>
> >> >> > > I've been reading the pymel docs and have some basic questions
> >> about
> >> >> > > UI creation. How do you go about testing if a window is all ready
> >> >> > > created then delete it? Traditionally I'm using
>
> >> >> > > if cmds.window('myWin'm ex=True):
> >> >> > >   cmds.deleteUI('myWin')
>
> >> >> > > Reading the tutorial information and don't know how to specify a
> >> >> > > control name:
> >> >> > > button = cmds.button('myButton', l='Sone Damn Button')
>
> >> >> > > what would be the equivalent in pyMel?
>
> >> >> > > I'm basically going to transition all our new tools into pyMel.
> >> Three
> >> >> > > cheers for learning curves!
>
> >> >> > > Cheers,
> >> >> > > Shawn
>
> >> >> > > --
> >> >> > >http://groups.google.com/group/python_inside_maya
>
> >> >> > > To unsubscribe, reply using "remove me" as the subject.
>
> >> >> --
> >> >>http://groups.google.com/group/python_inside_maya
>
> >> > --
> >> >http://groups.google.com/group/python_inside_maya
>
> >> --
> >>http://groups.google.com/group/python_inside_maya
>
> >  --
> >http://groups.google.com/group/python_inside_maya
>
>

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