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 > > -- http://groups.google.com/group/python_inside_maya
