Well, I’ve just been repeating the documentation really :)

I read through some of the code and the post about this on your blog and
you’re right, I should’ve investigated better prior to asking, sorry about
that.

One thing about Banana and monkey-patching the Maya API. I’ve seen a
similar reaction to maya.cmds from other persons transitioning from
Softimage and I wonder, are you using the API for general scripting such as
selecting, and iterating over scene items, or reading from the channelBox
etc.? I’ve been writing tools for both Maya and Softimage for quite a few
years now and have honestly never found any reason to not stick with
maya.cmds for common tasks. I’ve seen some use the API for performance
concerns, but other than that it seems better suited for plug-ins and
hacking than it does for scripting of general Maya operations, mainly due
to lengthy code and the obscured naming convention inherited from C++.

If I had to compare scripting in Softimage versus scripting in Maya, I’d
have to go with something like:

   - Softimage has a poor scripting interface (mainly due to COM) and a
   rather well-rounded API/Object Model
   - Maya has a well-rounded scripting interface and a rather poor API
   (based on what I’ve heard, as I know very little of it myself)

What would be your thoughts on this?
​

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