Short of testing, I'm pretty confident that using an API MIt* would increase 
the speed just for the fact that its probably doing more in the C++ side.


On Feb 4, 2012, at 2:58 PM, Chad Vernon wrote:

> You could try using the API and MItDag.  I'm not sure if it will be faster or 
> not, but worth a try.
> 
> Chad
> 
> On Sat, Feb 4, 2012 at 12:28 PM, Christopher Evans <chris.ev...@gmail.com> 
> wrote:
> Yeah that is just debug stuff :)
> 
> Thanks for the reply.
> 
> 
> On Sat, Feb 4, 2012 at 7:44 PM, damon shelton <damondshel...@gmail.com> wrote:
> Hey Chris,
> I would suggest nested dictionaries. for storage of the info, makes for much 
> faster retrieval of information. As far as faster scene traversing, I am not 
> sure of a faster way other than what oyu are doing. I would suggest however 
> to remove the print statements, your code will increase in speed immensely.
> 
> 
> On Sat, Feb 4, 2012 at 10:01 AM, Christopher Evans <chris.ev...@gmail.com> 
> wrote:
> Yeah, I meant is there any fast way in Python to do like a modified walk 
> function.
> 
> I am doing something like this: http://pastebin.com/SCvrKxF8
> 
> Is that the fastest way to recursively traverse the scene? I can make a 
> QTreeWidget, no prob. What's the best way to store a tree hierarchy like this 
> in Python? Using Python Data types, like list, dict, etc.. Nested 
> Dictionaries?
> 
> CE
> 
> 
> On Sat, Feb 4, 2012 at 6:38 PM, Judah Baron <judah.ba...@gmail.com> wrote:
> Take a look at QTreeWidget and possibly subclass QTreeItem per Maya object 
> type that you are interested in.
> 
> 
> On Saturday, February 4, 2012, Ricardo Viana <cgolhei...@gmail.com> wrote:
> > Maybe xml?
> >
> > Best regards
> > Ricardo Viana
> > On Feb 4, 2012, at 4:20 PM, Christopher Evans <chris.ev...@gmail.com> wrote:
> >
> > What's the fastest way to build an outliner-like QTree widget from the 
> > scene?
> >
> > Also, what python data type is best for storing a tree representation 
> > anyhow?
> >
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