I think the trend is quite the opposite to be honest, especially
considering PyQt was first and PySide only recently getting included. I
personally develop external to any app and wouldn't bother using any of the
included libraries for a number of reasons; maintenance for one, as you'd
be stuck with supporting each whim made by Autodesk and The Foundry, like
point updates, custom interpreters, compilation differences like Python for
MSC1500 versus MSC1600 and so forth.

That isn't to say that you'd run it externally, but that you'd set up an
interprocess pipe between your de-coupled software and Maya et. al. which
means that for the end-user the experience remains the same, but that you'd
insulate your software from the outside world and could maintain a single
code-base.


On 11 July 2014 12:38, Fredrik Averpil <fredrik.aver...@gmail.com> wrote:

> On the topic of PySide vs PyQt, how many of you have abandoned PySide for
> PyQt?
>
> I'm developing a rather large app, which intertwines with Python enabled
> software and I'm currently using PySide, but since development of PySide
> seems so-so, I'm contemplating wether to go for PyQt instead (meaning
> compiling PyQt for Maya/Nuke etc as well)... It shouldn't be too hard to
> make the switch but maybe it's worth doing now, instead of later...
>
> Sent from my iPad
>
> On tors, jul 10, 2014 at 10:14 em, Justin Israel <justinisr...@gmail.com>
> wrote:
>
> I concur with the suggestions to stick with the Maya python commands and
> related docs and see how far they take you. In my training videos (which I
> see you already found ☺) I say the same, where because it is very close to
> the MEL equivalent it is easy to turn on the Echo All Commands in script
> editor and watch what is called with you visually perform some actions. You
> can get pretty far with that.
> If you end up getting a bit deeper, it might become obvious that you have
> to look into the API level which gives lower level access to nodes and
> object. But only when you find you either can't do what you want in the
> command module.
>
> On the subject of PyQt/PySide, here is the book that I first learned on,
> about 6.5 years ago:
> http://www.qtrac.eu/pyqtbook.html
> The author, if I remember correctly, worked on the original Qt docs for
> Trolltech, and has written C++ versions of this book as well.
>
> I've read a couple Packt Publishing books in the past and I have to say
> that I don't trust them. They are this strange company that goes around
> looking for people with matching keywords and asking them to write books on
> matching topics, regardless of real experience. The books I read ended up
> being either super light in content or just badly written. They have asked
> me to write books on at least 5 topics, 3 of which I was not qualified to
> do. There was this one guy that I had answered a question for on stack
> overflow, because he was learning PyQt. He ended up emailing me a few weeks
> later really excited because Packt has contacted him about writing a book
> on PyQt.
> On 11/07/2014 7:23 AM, "Fredrik Averpil" <fredrik.aver...@gmail.com>
> wrote:
>
>> Yes, definitively start out with the Maya Python docs.
>>
>> Sent from my iPad
>>
>> On tors, jul 10, 2014 at 7:21 em, Geordie Martinez <
>> geordiemarti...@gmail.com> wrote:
>>
>> I really like these starting points:
>>
>> http://zetcode.com/gui/pysidetutorial/
>> http://zurbrigg.com/maya-python/category/pyside-for-maya
>>
>> also super useful is pyside_dynamic for making a pointer to your main
>> maya window:
>>
>> https://github.com/lunaryorn/snippets/blob/master/qt4/designer/pyside_dynamic.py
>>
>>
>> And if you have maya2014 for windows you get QT Designer for free in the
>> maya/bin folder so you can use that to design your basic GUI
>> the convert it to python using pysideuic
>>
>> http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/GUID-FAD0F6CC-15D0-4489-9372-028146B70F49.htm,topicNumber=d30e815309
>>
>>
>>
>>
>>
>>
>>
>>
>> On Thu, Jul 10, 2014 at 10:08 AM, Christopher Stewart <
>> stonesoupdigi...@gmail.com> wrote:
>>
>>> The Maya python docs have been my main resource in building tools
>>> (mostly V-Ray centric lighting, image processing or farm sim kinds of
>>> things). Helpfully linked off of your Maya's help menu.
>>>
>>> Scraping group archives and forums for example code or to get over a
>>> hump works a treat. A quick search turns up these pertaining to your
>>> particular query:
>>>
>>> https://groups.google.com/forum/#!topic/python_inside_maya/kbc7QHyn508
>>>
>>> http://www.vrsets.com/cg-talk/basic-script-to-create-layer-overrides-and-disable-them/
>>>
>>> Sometimes a hunt will turn up a MEL solution, most of which are very
>>> easy to translate or, in a pinch, wrap in python. There are situations
>>> where it's pragmatic to do this. Or even mix a bit of pymel into your
>>> cmds-based scripting. Or a bit of OpenMaya.
>>>
>>> Pipeline here just suggested a book on PySide as we will eventually
>>> move off of 2012 (or so I hope):
>>>
>>> http://shop.oreilly.com/product/9781849699594.do (I happened to buy
>>> here because of the various digital editions available).
>>>
>>> Now that I've been dragged into Houdini lighting, a conversation about
>>> render layer queries would be a welcome relief :-).
>>>
>>> Cheers,
>>>
>>> Christopher
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> On Thu, Jul 10, 2014 at 6:53 AM, md <accou...@mdonovan.com> wrote:
>>> > Hey Guys,
>>> >
>>> > I am just starting (yesterday actually) to convert our Softimage
>>> Rendering
>>> > Pipeline to Maya.
>>> >
>>> > The first thing I need to be able to do is access and change the
>>> various
>>> > Render Settings per Render Layer.
>>> >
>>> > Since there is Python 1 API,Python 2 API, PyMel etc. I'm a bit
>>> confused at
>>> > where I should be concentrating my time learning the maya API.
>>> >
>>> > I am not looking for someone to tell me the exact way to do this, but
>>> rather
>>> > where to learn the best approach for this and how to get to the parts
>>> of the
>>> > API documentation that I need to without getting bogged down in
>>> methods that
>>> > are obsolete etc.
>>> >
>>> > DOes this make sense ?
>>> >
>>> > I miss Softimage's API Documenation ... it was simple ... There was an
>>> > object model, you looked up what you needed to address (file name
>>> prefix for
>>> > example) and it gave you the various ways to access those classes and
>>> > functions.
>>> >
>>> > Thanks
>>> >
>>> > M
>>> >
>>> >
>>> > --
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>>> >
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>>> > For more options, visit https://groups.google.com/d/optout.
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>>>
>>>
>>> --
>>> ----
>>> Christopher Stewart
>>> Vancouver, BC
>>> 3D TD | VFX IT
>>>
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-- 
*Marcus Ottosson*
konstrukt...@gmail.com

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