Re: [Maya-Python] 'counter' versioning for object renaming not working

2016-09-19 Thread Geordie Martinez
ah yes. 
once I returned to having an internet connection from being trapped inside 
a concrete fortress,
the entire conversation revealed itself and my question seems now a bit 
late to the party. please disregard.

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Re: [Maya-Python] PyQt Model/View not showing in Maya

2016-09-19 Thread Alok Gandhi
Instead of commenting out, you can check for existence of an application
instance.

def run():
app = QtGui.QApplication.instance()
createNew = app is None

if createNew:
app = QtGui.QApplication(sys.argv)

win = BasicDialog()
win.show()
if createNew:
sys.exit(app.exec_())
if __name__ == '__main__':
run()



On Tue, Sep 20, 2016 at 8:30 AM, Justin Israel 
wrote:

>
>
> On Tue, Sep 20, 2016 at 12:20 PM likage  wrote:
>
>> @Justin, thanks for getting back to me.
>> So, I did a rewrite, however as long as I did not comment out both the
>> 'app = QtGui.QApplication(sys.argv)' and 'app.exec_()', running the code
>> would still cause my Maya to hang... Any ideas?
>>
>
> if "if __name__" stuff should not be executed when you import into maya.
> It would only happen when you run the tool standalone. I dont see a reason
> why maya should hang, if what you are doing in Maya is just creating an
> instance of your BasicDialog and calling show()
>
>
>>
>> But still, I would like to have some insights if the code that I have
>> written is the correct way to go?
>>
>
> Are you working with an older Maya (such as pre 2014?). As of current,
> Maya ships with PySide. You shouldn't need to create QString or QStringList
> (if I remember right). They should be able to handle python strings and
> lists?
>
>
>
>>
>>
>> # PyQt4 Modules
>> from PyQt4 import QtGui, QtCore
>> import sys
>> import maya.cmds as cmds
>>
>>
>> class BasicDialog(QtGui.QWidget):
>> def __init__(self):
>> QtGui.QWidget.__init__(self)
>> self.initData()
>> self.initUI()
>>
>> def initData(self):
>> data = QtCore.QStringList()
>> #data = []
>>
>> geos = cmds.ls(type = "mesh")
>> sel = cmds.listRelatives(geos, parent = True)
>> for item in sel:
>> data.append(QtCore.QString(str(item)))
>>
>> # Model
>>
>> self.ui_model = QtGui.QStringListModel(data)
>>
>> def initUI(self):
>> listView = QtGui.QListView()
>> listView.setModel(self.ui_model)
>>
>> layout = QtGui.QVBoxLayout()
>> layout.addWidget(listView)
>> self.setLayout(layout)
>>
>>
>> if __name__ == "__main__":
>> #app = QtGui.QApplication(sys.argv)
>> win = BasicDialog()
>> win.show()
>> #app.exec_()
>>
>>
>> Also, another question I have is, is using 'data = []' the same as 'data
>> = QtCore.QStringList()'? In my case, which would be better? Seeing that
>> both seems to be giving me the same results..
>>
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Re: [Maya-Python] PyQt Model/View not showing in Maya

2016-09-19 Thread Justin Israel
On Tue, Sep 20, 2016 at 12:20 PM likage  wrote:

> @Justin, thanks for getting back to me.
> So, I did a rewrite, however as long as I did not comment out both the
> 'app = QtGui.QApplication(sys.argv)' and 'app.exec_()', running the code
> would still cause my Maya to hang... Any ideas?
>

if "if __name__" stuff should not be executed when you import into maya. It
would only happen when you run the tool standalone. I dont see a reason why
maya should hang, if what you are doing in Maya is just creating an
instance of your BasicDialog and calling show()


>
> But still, I would like to have some insights if the code that I have
> written is the correct way to go?
>

Are you working with an older Maya (such as pre 2014?). As of current, Maya
ships with PySide. You shouldn't need to create QString or QStringList (if
I remember right). They should be able to handle python strings and lists?



>
>
> # PyQt4 Modules
> from PyQt4 import QtGui, QtCore
> import sys
> import maya.cmds as cmds
>
>
> class BasicDialog(QtGui.QWidget):
> def __init__(self):
> QtGui.QWidget.__init__(self)
> self.initData()
> self.initUI()
>
> def initData(self):
> data = QtCore.QStringList()
> #data = []
>
> geos = cmds.ls(type = "mesh")
> sel = cmds.listRelatives(geos, parent = True)
> for item in sel:
> data.append(QtCore.QString(str(item)))
>
> # Model
>
> self.ui_model = QtGui.QStringListModel(data)
>
> def initUI(self):
> listView = QtGui.QListView()
> listView.setModel(self.ui_model)
>
> layout = QtGui.QVBoxLayout()
> layout.addWidget(listView)
> self.setLayout(layout)
>
>
> if __name__ == "__main__":
> #app = QtGui.QApplication(sys.argv)
> win = BasicDialog()
> win.show()
> #app.exec_()
>
>
> Also, another question I have is, is using 'data = []' the same as 'data =
> QtCore.QStringList()'? In my case, which would be better? Seeing that both
> seems to be giving me the same results..
>
> --
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> 
> .
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Re: [Maya-Python] 'counter' versioning for object renaming not working

2016-09-19 Thread Justin Israel
On Tue, Sep 20, 2016 at 11:17 AM Geordie Martinez 
wrote:

> why don’t you just add a hash to the name which auto-numerates nodes
> without name collision?
>

Because the original request asked to have placeholders in a position other
than the end of the name, and also with control over padding.


> import maya.cmds as mc
> blah = mc.polyCube(n="someBaseName#")   # the hash inside the string is legal 
> and will resolve to the next unique int
>
> ​
>
> On Mon, Sep 19, 2016 at 3:45 PM, likage  wrote:
>
>> ah... I am still trying to get my head around this...
>>
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>> 
>> .
>>
>> For more options, visit https://groups.google.com/d/optout.
>>
>
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Re: [Maya-Python] 'counter' versioning for object renaming not working

2016-09-19 Thread Geordie Martinez
why don’t you just add a hash to the name which auto-numerates nodes
without name collision?

import maya.cmds as mc
blah = mc.polyCube(n="someBaseName#")   # the hash inside the string
is legal and will resolve to the next unique int

​

On Mon, Sep 19, 2016 at 3:45 PM, likage  wrote:

> ah... I am still trying to get my head around this...
>
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> dda0477ab32e%40googlegroups.com
> 
> .
>
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>

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Re: [Maya-Python] 'counter' versioning for object renaming not working

2016-09-19 Thread likage
ah... I am still trying to get my head around this... 

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[Maya-Python] PyQt Model/View not showing in Maya

2016-09-19 Thread likage
Hi all, I have just started learning on pyqt4 model/view and I had thought 
of trying out a very simple code to populate maya items into a QListView. 
As I run the following code in an editor (without those maya 
modules/lines), I am able to see QListView being called and populated with 
the information.

As soon as I tried running the code in Maya, the session keeps crashing on 
me unless I comment out the lines on 'app' and 'sys.exit'
But even so, if those lines are commented out, while it does pops up a 
window, nothing was populated within.

Can someone kindly advise?

# PyQt4 Modules
from PyQt4 import QtGui, QtCore, uic
import sip
import sys
import maya.cmds as cmds
import maya.OpenMayaUI as mui

def getMayaWindow():
ptr = mui.MQtUtil.mainWindow()
return sip.wrapinstance(long(ptr), QtCore.QObject)

def main():
dialog = BasicDialog()
dialog.show()


class BasicDialog(QtGui.QDialog):
def __init__(self, parent=getMayaWindow()):
super(BasicDialog, self).__init__(parent)
#app = QtGui.QApplication(sys.argv)
#app.setStyle("cleanLooks")

# Data
data = QtCore.QStringList() 
#data << "one" << "two" << "three" << "four" << "five"   

geos = cmds.ls(type = "mesh")
sel = cmds.listRelatives(geos, parent = True)
for item in sel:
data.append(QtCore.QString(str(item)))

# Model
model = QtGui.QStringListModel(data)

listView = QtGui.QListView()
listView.show()
listView.setModel(model)

#sys.exit(app.exec_())
main()


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Re: [Maya-Python] Re: Installing Pillow for Maya 2016 / Python 3.6

2016-09-19 Thread Justin Israel
On Tue, Sep 20, 2016 at 7:22 AM francois bonnard 
wrote:

> Hi Robert.
>
> Yes for Windows.
>
> Where Can I find documentation about rebuilding the library ?
>

The documentation is here:
https://pillow.readthedocs.io/en/3.3.x/installation.html#building-from-source

However, quoting that documentation:

"We don’t recommend trying to build on Windows. It is a maze of twisty
passages, mostly dead ends. There are build scripts and notes for the
Windows build in the winbuild directory."

 :-)

Justin


>
> Le lundi 19 septembre 2016 17:15:19 UTC+2, Robert White a écrit :
>>
>> Are you on windows?
>> Because Maya (2013+) does not use the same C-runtime as standard
>> python2.7 on windows, which means you can't just reuse the same
>> C-extensions between the two versions.
>> Usually you need to rebuild the library against the version(s) of Maya
>> that you're planning to support.
>>
>> On Monday, September 19, 2016 at 9:42:18 AM UTC-5, francois bonnard wrote:
>>>
>>> I have stepped back to Python 2.7.12 with Pillow installed with pip.
>>>
>>> It worked with the Idle provide with Python, but in Maya :
>>>
>>> ImportError: file  line 5: No module named PIL #
>>>
>>>
>>> Le samedi 17 septembre 2016 09:29:20 UTC+2, francois bonnard a écrit :

 Key guys

 I am looking for a way to install Pillow for Python 3.6 on Windows 10.

 There is a package to download on gitHub, but no exe files (just a
 basic tutorial on how to build it, which is a bit above my competencies)

 Any hep ?

 Thanks

 Fransua




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[Maya-Python] Re: Installing Pillow for Maya 2016 / Python 3.6

2016-09-19 Thread francois bonnard
Hi Robert. 

Yes for Windows. 

Where Can I find documentation about rebuilding the library ?

Le lundi 19 septembre 2016 17:15:19 UTC+2, Robert White a écrit :
>
> Are you on windows?
> Because Maya (2013+) does not use the same C-runtime as standard python2.7 
> on windows, which means you can't just reuse the same C-extensions between 
> the two versions.
> Usually you need to rebuild the library against the version(s) of Maya 
> that you're planning to support. 
>
> On Monday, September 19, 2016 at 9:42:18 AM UTC-5, francois bonnard wrote:
>>
>> I have stepped back to Python 2.7.12 with Pillow installed with pip.
>>
>> It worked with the Idle provide with Python, but in Maya :
>>
>> ImportError: file  line 5: No module named PIL # 
>>
>>
>> Le samedi 17 septembre 2016 09:29:20 UTC+2, francois bonnard a écrit :
>>>
>>> Key guys
>>>
>>> I am looking for a way to install Pillow for Python 3.6 on Windows 10.
>>>
>>> There is a package to download on gitHub, but no exe files (just a basic 
>>> tutorial on how to build it, which is a bit above my competencies)
>>>
>>> Any hep ?
>>>
>>> Thanks
>>>
>>> Fransua
>>>
>>>
>>>
>>>
>>>

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[Maya-Python] Re: Installing Pillow for Maya 2016 / Python 3.6

2016-09-19 Thread Robert White
Are you on windows?
Because Maya (2013+) does not use the same C-runtime as standard python2.7 
on windows, which means you can't just reuse the same C-extensions between 
the two versions.
Usually you need to rebuild the library against the version(s) of Maya that 
you're planning to support. 

On Monday, September 19, 2016 at 9:42:18 AM UTC-5, francois bonnard wrote:
>
> I have stepped back to Python 2.7.12 with Pillow installed with pip.
>
> It worked with the Idle provide with Python, but in Maya :
>
> ImportError: file  line 5: No module named PIL # 
>
>
> Le samedi 17 septembre 2016 09:29:20 UTC+2, francois bonnard a écrit :
>>
>> Key guys
>>
>> I am looking for a way to install Pillow for Python 3.6 on Windows 10.
>>
>> There is a package to download on gitHub, but no exe files (just a basic 
>> tutorial on how to build it, which is a bit above my competencies)
>>
>> Any hep ?
>>
>> Thanks
>>
>> Fransua
>>
>>
>>
>>
>>

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[Maya-Python] Re: Installing Pillow for Maya 2016 / Python 3.6

2016-09-19 Thread francois bonnard
I have stepped back to Python 2.7.12 with Pillow installed with pip.

It worked with the Idle provide with Python, but in Maya :

ImportError: file  line 5: No module named PIL # 


Le samedi 17 septembre 2016 09:29:20 UTC+2, francois bonnard a écrit :
>
> Key guys
>
> I am looking for a way to install Pillow for Python 3.6 on Windows 10.
>
> There is a package to download on gitHub, but no exe files (just a basic 
> tutorial on how to build it, which is a bit above my competencies)
>
> Any hep ?
>
> Thanks
>
> Fransua
>
>
>
>
>

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Re: [Maya-Python] Optimise this: Hierarchy from String

2016-09-19 Thread Geordie Martinez
Okay. I know this has probably already been figured out, but I can’t help
myself with puzzles. Marcus I think you were on to the right idea but just
needed to use an OrderedDict with enumerate. here is my stab at it:

import maya.cmds as mcfrom collections import OrderedDictdef
hierarchy_from_string(hierarchy):
stack = OrderedDict()
for line in hierarchy.split("\n"):
if not line:
continue
stack[line.strip()]= len(line) -len(line.strip())
node_stack = stack.keys()
for num,(k,v) in enumerate(stack.iteritems()):
tfm = mc.group(n=k,em=True)
if num:
par_stack = node_stack[:num]
par_stack.reverse()
for pp in par_stack:
if stack[pp] < v:
mc.parent(tfm,pp)
break

return stack

hStr = """\
rig
implementation
geometry
skeleton
interface
controls
preview
"""

hierarchy_from_string(hStr)

this will only work in this current example if there aren’t any duplicate
names.
​

On Fri, Sep 16, 2016 at 11:18 PM, Justin Israel 
wrote:

>
>
> On Sat, 17 Sep 2016, 6:12 PM Alok Gandhi 
> wrote:
>
>> Also I would like to throw my 2 cents in as someone that develops not as
>>> one that writes scripts and tools on a per-show basis to get shots finaled,
>>> but as one that works on longer term projects to serve the ongoing
>>> pipeline. The advise from that conference might be more applicable to
>>> situations like that, where a shot-delivery time frame is not the case. It
>>> really just depends on whether your deliverable is a shot, or software.
>>
>>
>> I agree, I am also employed as a Pipeline Engineer and do not have the
>> pressing need to script  for a single shot but rather develop Pipeline
>> Tools and APIs that are consumed by various departments. I can totally
>> understand where you are coming from and it makes complete sense. I started
>> out as an artist (animator, rigger, and generalist) and then a TD and
>> gradually segway into Pipeline. During this journey, I clearly saw my
>> development focus shift from 'just make it work' to 'make it beautiful and
>> readable'.
>>
>
> 100% agree!
>
>
>> On Sat, Sep 17, 2016 at 1:47 PM, Justin Israel 
>> wrote:
>>
>>>
>>>
>>> On Sat, Sep 17, 2016 at 5:34 PM Alok Gandhi 
>>> wrote:
>>>
 @Justin: I agree with readability trumping performance, and almost at
 all times, I follow almost the same tenets. However, in our trade,
 performance is ever more critical and is becoming important every single
 day. The entertainment industry is one of the major stakeholders when
 it comes to demand for processing power. We need that water to look real,
 10 million polygon processing, we need that. And on top of that, we work on
 deadlines, sometimes unreal. When there is a pressing need to process huge
 amounts of data so that the shot can be approved, we have to do that. And
 it is at such moments, readability might take a back seat. This by no means
 is a justification for ignoring readability but rather the state of
 affairs. There is sometimes a tradeoff involved, sometimes not. You can get
 the best of both the worlds if you have enough time on your hand.

>>>
>>> I appreciate this need. Ultimately we have to deliver shots and meet
>>> deadlines. Ultimately we are in the business of making
>>> Movies/Television/Games/, and not necessarily software.
>>>
>>> But really, it doesn't change the point of the advise from that
>>> conference speaker. Even if performance ends up becoming the primary focus,
>>> then naturally the other points become secondary. And you have to weigh
>>> those decisions, right? Do we need this solution beyond this shot? This
>>> show? Who gets to maintain it? How easy it is to continue to be adapted to
>>> the next challenge.
>>>
>>> Also I would like to throw my 2 cents in as someone that develops not as
>>> one that writes scripts and tools on a per-show basis to get shots finaled,
>>> but as one that works on longer term projects to serve the ongoing
>>> pipeline. The advise from that conference might be more applicable to
>>> situations like that, where a shot-delivery time frame is not the case. It
>>> really just depends on whether your deliverable is a shot, or software.
>>>
>>>

 It is good that we have a growing and healthy open source community,
 with studios investing in making amazing open source projects
 - OpenVDB exr, Alembic, USD etc. to name a few. With neatly written API to
 handle low-level high-processing procedures, all abstracted for the benefit
 of writing clean yet power packed code.

 That's my two cents.

 On Sat, Sep 17, 2016 at 9:15 AM, Justin Israel 
 wrote:

>
>
> On Sat, 17 Sep 2016, 1:09 PM yury nedelin