myCluster.normalizeWeights.set(1) Got is figured :D
On Apr 14, 10:24 am, shawnpatapoff <[email protected]> wrote: > 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
