[Maya-Python] pipeline TD job application

2024-06-10 Thread Juan Cristóbal Quesada
Apologies if this is not the right place.

I am a Senior Pipeline Developer from Madrid, Spain, looking for job in
Europe and as a WFH modality, though relocation may be at some point
possible.

i would be delighted to discuss job opportunities.

Again, if this is not the right place, excuse me.

Is there any mailing list for this kind of job application mail?

Thanks in Advance,
JC

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Re: [Maya-Python] Re: C++ already deleted

2024-03-25 Thread Juan Cristóbal Quesada
i just ask chatgpt what good practices are.
i m glad to know that keeping a "global" reference prevents them to be
deleted.
Apart from what Justin said regarding the parent-child relationship.
I guess that is all we should care about.

I had a very specific use case, where a derived QWidget class was
implementing an interface that would realize a method.
The thing is, when this object/method was being called as a result of a
publish/subscriber event, accessing the object was causing the C++ already
deleted object RuntimeError.

All i did is have the class derive from a base one that registers and holds
widgets in a static list. Problem, apparently gone.

El lun, 25 mar 2024 a las 11:37, Juan Cristóbal Quesada (<
juan.cristobal...@gmail.com>) escribió:

> When working with PySide objects, especially when interacting with Qt
> objects implemented in C++, it's important to handle references correctly
> to avoid memory issues and potential segmentation faults. Here are some
> good programming practices to follow:
>
>1. Parenting: Assign a parent to PySide objects whenever possible.
>When an object has a parent, it will be automatically deleted when its
>parent is deleted. This helps avoid memory leaks and ensures cleaner object
>management.
>
> pythonCopy code
> # Example of creating a widget with a parent
> parent_widget = QtWidgets.QWidget()
> child_widget = QtWidgets.QWidget(parent_widget)
>
>
>1. Maintain references: Ensure that you maintain references to objects
>as long as you need them. If an object is a local variable in a function
>and goes out of scope, it will be automatically destroyed, which can cause
>issues if it's still needed.
>
> pythonCopy code
> # Example of maintaining a global reference
> global_object = None
> def create_object():
> global global_object
> global_object = QtWidgets.QWidget()
>
> create_object()# 'global_object' is still accessible here
>
>
>1. Use Python's garbage collector: Python's garbage collector can
>clean up objects that are no longer in use, but you shouldn't rely solely
>on it to manage PySide objects. It's always better to explicitly release
>resources when they're no longer needed.
>
> pythonCopy code
> # Example of explicit resource release
> widget = QtWidgets.QWidget()
> widget.setParent(None)  # Release the object from the parent
> widget.deleteLater()# Mark the object to be deleted later
>
>
>1. Avoid reference cycles: Avoid creating object structures that form
>reference cycles, as this can prevent Python's garbage collector from
>properly releasing memory.
>
> pythonCopy code
> # Example of reference cycle
> widget1 = QtWidgets.QWidget()
> widget2 = QtWidgets.QWidget()
> widget1.child = widget2
> widget2.parent = widget1
>
> By following these good programming practices, you can handle PySide
> objects more safely and efficiently, minimizing the chances of encountering
> issues related to memory management.
> ChatGPT can make mistakes. Consider checking important information.
>
> El dom, 24 mar 2024 a las 19:39, Justin Israel ()
> escribió:
>
>> I'm not familiar with the widget being deleted during some intermediate
>> operations. Pyside has had some weird bugs related to python garbage
>> collection over the years, but from my understanding they have been
>> addressed in modern releases. Could still be edge cases or maybe an older
>> Pyside version. Would be great to see a repo of the problem.
>> You should be able to parent the widget to something, and just not show
>> it. Adding it to a layout later would automatically reparent it.
>>
>>
>> On Mon, Mar 25, 2024, 12:41 AM Juan Cristóbal Quesada <
>> juan.cristobal...@gmail.com> wrote:
>>
>>> Yeah, as i understand, it is good practice whenever you instantiate a
>>> PySide object to, right after, to add it to a layout, which by default
>>> would set its parent widget to the widget that holds the layout and keep
>>> the hierarchy consistent.
>>> The problem arises when this is not always done and you want to
>>> instantiate a QWidget class without providing a parent right away, and
>>> perform some intermediate operations first.
>>>
>>> Then, situations like the one Chris shows, passing a python reference to
>>> a class and use it afterwards cause problems. That is why i was wondering
>>> if having a "class attribute" or "static attribute" would help there?
>>> It is easy to instantiate a PySide object without taking care of these
>>> little details, specially when people first arrive to python and PySide, as
>>> we

Re: [Maya-Python] Re: C++ already deleted

2024-03-25 Thread Juan Cristóbal Quesada
When working with PySide objects, especially when interacting with Qt
objects implemented in C++, it's important to handle references correctly
to avoid memory issues and potential segmentation faults. Here are some
good programming practices to follow:

   1. Parenting: Assign a parent to PySide objects whenever possible. When
   an object has a parent, it will be automatically deleted when its parent is
   deleted. This helps avoid memory leaks and ensures cleaner object
   management.

pythonCopy code
# Example of creating a widget with a parent
parent_widget = QtWidgets.QWidget()
child_widget = QtWidgets.QWidget(parent_widget)


   1. Maintain references: Ensure that you maintain references to objects
   as long as you need them. If an object is a local variable in a function
   and goes out of scope, it will be automatically destroyed, which can cause
   issues if it's still needed.

pythonCopy code
# Example of maintaining a global reference
global_object = None
def create_object():
global global_object
global_object = QtWidgets.QWidget()

create_object()# 'global_object' is still accessible here


   1. Use Python's garbage collector: Python's garbage collector can clean
   up objects that are no longer in use, but you shouldn't rely solely on it
   to manage PySide objects. It's always better to explicitly release
   resources when they're no longer needed.

pythonCopy code
# Example of explicit resource release
widget = QtWidgets.QWidget()
widget.setParent(None)  # Release the object from the parent
widget.deleteLater()# Mark the object to be deleted later


   1. Avoid reference cycles: Avoid creating object structures that form
   reference cycles, as this can prevent Python's garbage collector from
   properly releasing memory.

pythonCopy code
# Example of reference cycle
widget1 = QtWidgets.QWidget()
widget2 = QtWidgets.QWidget()
widget1.child = widget2
widget2.parent = widget1

By following these good programming practices, you can handle PySide
objects more safely and efficiently, minimizing the chances of encountering
issues related to memory management.
ChatGPT can make mistakes. Consider checking important information.

El dom, 24 mar 2024 a las 19:39, Justin Israel ()
escribió:

> I'm not familiar with the widget being deleted during some intermediate
> operations. Pyside has had some weird bugs related to python garbage
> collection over the years, but from my understanding they have been
> addressed in modern releases. Could still be edge cases or maybe an older
> Pyside version. Would be great to see a repo of the problem.
> You should be able to parent the widget to something, and just not show
> it. Adding it to a layout later would automatically reparent it.
>
>
> On Mon, Mar 25, 2024, 12:41 AM Juan Cristóbal Quesada <
> juan.cristobal...@gmail.com> wrote:
>
>> Yeah, as i understand, it is good practice whenever you instantiate a
>> PySide object to, right after, to add it to a layout, which by default
>> would set its parent widget to the widget that holds the layout and keep
>> the hierarchy consistent.
>> The problem arises when this is not always done and you want to
>> instantiate a QWidget class without providing a parent right away, and
>> perform some intermediate operations first.
>>
>> Then, situations like the one Chris shows, passing a python reference to
>> a class and use it afterwards cause problems. That is why i was wondering
>> if having a "class attribute" or "static attribute" would help there?
>> It is easy to instantiate a PySide object without taking care of these
>> little details, specially when people first arrive to python and PySide, as
>> we are used to tinker with python variables as we wish..
>>
>>
>>
>> El dom, 24 mar 2024 a las 1:03, Chris Granados- Xian (<
>> drummanx...@gmail.com>) escribió:
>>
>>> When I ran into this, it has almost always been because of method
>>> parameters initialized with default values in the constructor of some
>>> PySide class. Let’s say class A gets instanced twice. If instance X is
>>> garbage collected for whatever reason, when instance Y tries to use Y.b
>>> it’ll complain about the C++ ref to 123 being lost.
>>>
>>> class A:
>>> def __init__(self, a=123):
>>> self.b=a
>>>
>>>
>>> *CHRIS GRANADOS - Xian*
>>> Pipeline TD- CG Supervisor
>>> Bs. As., Argentina
>>>
>>>
>>> On Sat, 23 Mar 2024 at 16:56 Justin Israel 
>>> wrote:
>>>
>>>> Qt (C++) usually honors the parent-child relationship, so it won't
>>>> automatically delete a widget unless its parent is being deleted. And if it
>>>> doesn't have a parent,

Re: [Maya-Python] Re: C++ already deleted

2024-03-24 Thread Juan Cristóbal Quesada
Yeah, as i understand, it is good practice whenever you instantiate a
PySide object to, right after, to add it to a layout, which by default
would set its parent widget to the widget that holds the layout and keep
the hierarchy consistent.
The problem arises when this is not always done and you want to instantiate
a QWidget class without providing a parent right away, and perform some
intermediate operations first.

Then, situations like the one Chris shows, passing a python reference to a
class and use it afterwards cause problems. That is why i was wondering if
having a "class attribute" or "static attribute" would help there?
It is easy to instantiate a PySide object without taking care of these
little details, specially when people first arrive to python and PySide, as
we are used to tinker with python variables as we wish..



El dom, 24 mar 2024 a las 1:03, Chris Granados- Xian ()
escribió:

> When I ran into this, it has almost always been because of method
> parameters initialized with default values in the constructor of some
> PySide class. Let’s say class A gets instanced twice. If instance X is
> garbage collected for whatever reason, when instance Y tries to use Y.b
> it’ll complain about the C++ ref to 123 being lost.
>
> class A:
> def __init__(self, a=123):
> self.b=a
>
>
> *CHRIS GRANADOS - Xian*
> Pipeline TD- CG Supervisor
> Bs. As., Argentina
>
>
> On Sat, 23 Mar 2024 at 16:56 Justin Israel  wrote:
>
>> Qt (C++) usually honors the parent-child relationship, so it won't
>> automatically delete a widget unless its parent is being deleted. And if it
>> doesn't have a parent, it shouldn't be automatically deleted by reference
>> count unless it is wrapped in a smart pointer. Or maybe you have looked up
>> a reference to a widget through shiboken that you didn't create, which is
>> how it could later become invalid.
>> Do you make use of parent-child assigments in your Python code? Does it
>> happen with widgets you created in Python, or only widgets you looked up as
>> a reference through shiboken?
>>
>> I think it is fair for Marcus to ask to see concrete code as an example,
>> because I don't think the idea of C++ objects randomly being deleted from
>> under the Python refs should be considered normal. It shouldn't be
>> something you just have to expect would happen at any moment. Rather, there
>> may be a pattern in your code that should be avoided or worked around.
>>
>>
>>
>> On Sun, Mar 24, 2024, 7:42 AM Juan Cristóbal Quesada <
>> juan.cristobal...@gmail.com> wrote:
>>
>>> Hi Marcus, thanks for the reply.
>>>
>>> You see, that is what i want to avoid at all costs. I dont want this
>>> thread conversation to evolve following a concrete, specific use case, but
>>> rather try to aim at "the bigger" picture. There are may examples of where
>>> and how this C++ already deleted error occurs. Im sure we all can think of
>>> one example in our code.
>>>
>>> My question, generally speaking, was aiming at preventing this to happen
>>> at all costs by following a "good coding practice" convention.
>>> For example, is it good practice to store every python widget in a
>>> static class variable? would that avoid all these kinds of errors? What if
>>> you store a QWidget object in a python list and then try to access it
>>> because it got registered as a subscriber, but, at the moment of calling
>>> the method you subscribed for, the C++ bound object no longer exists
>>> because the C++ reference count went to zero?? Is it good practice to try
>>> to use the shiboken2.isValid() method to validate everytime the C++ Widget
>>> pointer? all over the code? and to use the MQtUtil.findControl() method to
>>> retrieve a C++ alive pointer to a widget? What if we need to store a widget
>>> temporarily with no parent so we are able to further on perform a
>>> setParent() but the C++ object was already destroyed?
>>>
>>> All these are use cases that we all can encounter. Im just trying to
>>> figure out a general method to avoid all these problems ,specially to the
>>> more junior TDs, Tech Artists, etc.
>>> That s why i was asking for a "general rule" to avoid these use cases.
>>> Again, i would not like to make a discussion here out of a specific use
>>> case. But rather, mostly curious towards how the more senior profiles
>>> tackle with this.
>>>
>>> Thanks!!
>>>
>>> El sáb, 23 mar 2024 a las 19:07, Marcus Ottosson (<
>>> konstrukt...@gmail.com>

Re: [Maya-Python] Re: C++ already deleted

2024-03-23 Thread Juan Cristóbal Quesada
Hi Marcus, thanks for the reply.

You see, that is what i want to avoid at all costs. I dont want this thread
conversation to evolve following a concrete, specific use case, but rather
try to aim at "the bigger" picture. There are may examples of where and how
this C++ already deleted error occurs. Im sure we all can think of one
example in our code.

My question, generally speaking, was aiming at preventing this to happen at
all costs by following a "good coding practice" convention.
For example, is it good practice to store every python widget in a static
class variable? would that avoid all these kinds of errors? What if you
store a QWidget object in a python list and then try to access it because
it got registered as a subscriber, but, at the moment of calling the method
you subscribed for, the C++ bound object no longer exists because the C++
reference count went to zero?? Is it good practice to try to use the
shiboken2.isValid() method to validate everytime the C++ Widget pointer?
all over the code? and to use the MQtUtil.findControl() method to retrieve
a C++ alive pointer to a widget? What if we need to store a widget
temporarily with no parent so we are able to further on perform a
setParent() but the C++ object was already destroyed?

All these are use cases that we all can encounter. Im just trying to figure
out a general method to avoid all these problems ,specially to the more
junior TDs, Tech Artists, etc.
That s why i was asking for a "general rule" to avoid these use cases.
Again, i would not like to make a discussion here out of a specific use
case. But rather, mostly curious towards how the more senior profiles
tackle with this.

Thanks!!

El sáb, 23 mar 2024 a las 19:07, Marcus Ottosson ()
escribió:

> It would certainly help if you could provide an example of something that
> causes the error, or at the very least a stacktrace of the error.
>
> On Saturday 23 March 2024 at 18:04:59 UTC rainonthescare...@gmail.com
> wrote:
>
>> Hi,
>> i ve been working for quite some time now and occasionally bumped into
>> this C++ "unfamous" error. Normally, when found occasionally, ive been able
>> to fix it by using the widget's "self.findChild"/"self.findChildren" which
>> i believe keeps the C++ reference count of the object's pointer alive. Fair
>> enough!
>> So, instead of storing the C++ widget in a python bound object, i would
>> retrieve it from the parent-child hierarchy, provided the widget has been
>> added firstly to the layout.
>>
>> Well, we have a snippet of code in our project that relies heavily on the
>> publish-subscriber/observer pattern and i wouldnt like to rewrite it
>> because of this C++ infernal error. So here is my question: what's the best
>> policy to try to avoid this RuntimeError "forever and after"? Ideally, i
>> would be tempted to use a "template" tool class that would register all the
>> widgets automatically in its __init__ method and perform a
>> MQtUtil.findControl/MQtUtil.findLayout, but i am still encountering this
>> error somewhere else.
>>
>> I dont want to solve this punctually but rather establish a good coding
>> policy to avoid "forever" this!.
>> So, what is your policy trying to avoid this error? Have you found a
>> permanent solution to this?
>>
>> Thanks in advance,
>> My name is Juan Cristóbal Quesada
>> and i work as senior pipeline TD in Spain.
>>
>> Kind Regards,
>> JC
>>
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[Maya-Python] Maya2019+Docker+Centos 7... problem painting the menus... QT version Bug?

2020-07-29 Thread Juan Cristóbal Quesada
Hi,
we are setting up a Maya2019 Docker container and running some tests in 
Linux Centos 7.
The bare installation of Maya runs flawlessly if ran from the host, but 
when we run through the docker run command as a container instance we are 
having some random issues when hovering the mouse over the application 
menus.
We ve tried several things, among them:

- xhost +x: to allow socket connections to the host machine (and thus, 
allow sharing of the $DISPLAY)
- running maya inside the container not as root but as a tmp user 
- added some extra environment variables to the container env, like 
QT_GRAPHICSSYTEM, QT_PLUGIN_DEBUG, and many others ...etc.


The thing is after spending like 3 hours running the container playing with 
those different options, at some point we managed to make it work steadily 
(we ran the app several times and it was working). 
But when we tried to replicate it a second time we couldnt at first, plus 
we ve noticed that maya s behaviour towards rendering the menus and pops is 
variable, it s not the same, if you run the maya executable twice or 
thrice...which makes us think all these tests we ve been running may be not 
be totally useless.

After some investigation ive come to the conclusion that it might be most 
probably a bug or feature not supported by the QT version shipped with 
Maya2019... So currently we are trying to deploy a docker image of Maya2020 
to see if there is any difference in the behaviour since the PySide version 
is greater.

So, my question is, is anyone playing with maya2019 docker in linux? Did 
you make it work correctly? What did you do to solve this menus painting 
problem?

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[Maya-Python] Re: Playblasting in Farm Batch mode (question about color management)

2020-05-22 Thread Juan Cristóbal Quesada
ive done several ffmpeg gamma corrections, notably going from sRGB to 
linear and the colors are quite there, almost. But there is a slight wash 
out effect still.
Tried with 2.2 and 1.8. Is it possible that there is a shift in the color 
primaries?.

Again, all these are just test without knowing the rendering space and 
gamma of the playblast that Maya is applying in batch mode.

El viernes, 22 de mayo de 2020, 17:18:54 (UTC+2), Juan Cristóbal Quesada 
escribió:
>
> I work as a pipeline TD and i wanted to see if someone has encountered the 
> same problem that is puzzling me since some days now. Something that 
> shouldnt be that tricky. Here it goes: we are playblasting in our farm some 
> maya files through a python script i did some time ago. After some problems 
> with the graphics cards etc we managed to make it work correctly. But now 
> there is only one final step: color management. The color spaces of the 
> playblast done in maya gui and the one done in maya batch mode doesnt 
> match. In Maya GUI the rendering space is set to "linear sRGB" and the view 
> transform is set to "sRGB gamma". Tried to replicate the same configuration 
> in maya batch mode but it doesnt work and my assumption is that because 
> there is no Opengl context initialized some functions that are available on 
> GUI mode, arent on Batch mode. So now im getting to the point of trying to 
> make a video conversion with ffmpeg and specifying the input and output 
> colorspace of the files. But if i ffprobe the maya GUI playblast file it 
> says "color_space unknown, color_primaries unknown, color_range unknown"
>
> reading the ffmpeg doc i need to know whats the input movie colorspace so 
> i can apply the correct convresion
> searched autodesk documentation for a while to see if it says somewhere 
> what are the specs of the playblast (a qt h264 mov file) regarding the 
> colorspace that it is applied but havent found nothing.
>
>

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[Maya-Python] Playblasting in Farm Batch mode (question about color management)

2020-05-22 Thread Juan Cristóbal Quesada
I work as a pipeline TD and i wanted to see if someone has encountered the 
same problem that is puzzling me since some days now. Something that 
shouldnt be that tricky. Here it goes: we are playblasting in our farm some 
maya files through a python script i did some time ago. After some problems 
with the graphics cards etc we managed to make it work correctly. But now 
there is only one final step: color management. The color spaces of the 
playblast done in maya gui and the one done in maya batch mode doesnt 
match. In Maya GUI the rendering space is set to "linear sRGB" and the view 
transform is set to "sRGB gamma". Tried to replicate the same configuration 
in maya batch mode but it doesnt work and my assumption is that because 
there is no Opengl context initialized some functions that are available on 
GUI mode, arent on Batch mode. So now im getting to the point of trying to 
make a video conversion with ffmpeg and specifying the input and output 
colorspace of the files. But if i ffprobe the maya GUI playblast file it 
says "color_space unknown, color_primaries unknown, color_range unknown"

reading the ffmpeg doc i need to know whats the input movie colorspace so i 
can apply the correct convresion
searched autodesk documentation for a while to see if it says somewhere 
what are the specs of the playblast (a qt h264 mov file) regarding the 
colorspace that it is applied but havent found nothing.

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Re: [Maya-Python] Setting the frame rate in Maya

2019-08-01 Thread Juan Cristóbal Quesada
Hi Ravi,
for querying the fps in maya you can use the following maya command:

maya.cmds.currentUnit(q=True, time=True)

this will return a string code for the format as it is in prefs. For
setting it you only need to use the edit flag.

Hope it helps.


El mié., 31 jul. 2019 a las 21:02, Ravi Jagannadhan ()
escribió:

> Hi Jesse, thank you for your response. In a vanilla Maya scene, when I try
> (in MEL, but please bear with me):
>
> playbackOptions -q -fps; // returns 0
>
> likewise querying playbackspeed or even maxplaybackspeed. The docs aren't
> entirely clear what exactly the value being returned is supposed to be
>
> Thank you for your time,
> Ravi
>
> On Wed, Jul 31, 2019 at 11:54 AM Jesse Kielman 
> wrote:
>
>> I think you may be looking for the playbackOptions command.
>>
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>>
>
>
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>

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Re: [Maya-Python] query current layer in batch render process

2019-07-11 Thread Juan Cristóbal Quesada
Hi Erik,
The way i finally handled this is: since i was passing to the render
command the list of layers to be rendered and you can know when a new layer
has started rendering you can infere the current layer because the order in
which they are rendered is the same order that you passed to the render
command.

El jue., 11 jul. 2019 a las 0:11,  escribió:

> Digging this up as I am having a similar problem.
>
> Using editRenderLayerGlobals -q -currentRenderLayer in a preRender script
> always returns the same layer no matter what -rl flag have been used to
> start the render.
>
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Re: [Maya-Python] playblasting mayapy black screen

2019-07-02 Thread Juan Cristóbal Quesada
Hi,
ive been playing with the Maya Python API, more specifically with the
classes MPxLocatorNode and MPxDrawOverride which defines how a node renders
in screen.
I ve come to a point where i have a basic HUD running in Maya GUI and when
playblasting it works correctly. This is just a custom node with some
attributes i set and then tell to render in viewport in the MPxDrawOverride
inheriting class.
I was hoping that since im using the Maya API and that as stated, that
class is responsible for how a node is rendered this should work as well
when loading the plugin using the maya python interpreter mayapy.exe.

The thing is, it still doesnt work: When playblasting i keep getting an
empty viewport without the HUD i set previously in python.

Am i doing something wrong? Shouldnt this work and be possible to playblast
this way through mayapy.exe?

El mar., 25 jun. 2019 a las 14:33, Juan Cristóbal Quesada (<
juan.cristobal...@gmail.com>) escribió:

> i did search,
> and there is no solution for this in the replies
>
> I think the only way to have HUDs in the playblast if you want to run it
> in a farn node is to instantiate the Maya GUI exe and run the script that
> opens the file and performs the playblast.
>
> There is no answer to how to do a playblast correctly in batch mode..
>
> El mar., 25 jun. 2019 a las 12:51, Marcus Ottosson (<
> konstrukt...@gmail.com>) escribió:
>
>> Have a search on this mailing list, there's been a few topics on this
>> before.
>>
>> On Tue, 25 Jun 2019 at 11:05, Juan Cristóbal Quesada <
>> juan.cristobal...@gmail.com> wrote:
>>
>>> Hi,
>>> is it possible to playblast in batch mode with all hud options and
>>> multiple different cameras?
>>>
>>> So far im getting a useless playblast mov file with black  background,
>>> some geometry moving, no huds and with no switching between cameras (it
>>> doesnt update correclty even leaving the only camera i want in each
>>> iteration as "renderable 1"...
>>>
>>> --
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Re: [Maya-Python] playblasting mayapy black screen

2019-06-25 Thread Juan Cristóbal Quesada
i did search,
and there is no solution for this in the replies

I think the only way to have HUDs in the playblast if you want to run it in
a farn node is to instantiate the Maya GUI exe and run the script that
opens the file and performs the playblast.

There is no answer to how to do a playblast correctly in batch mode..

El mar., 25 jun. 2019 a las 12:51, Marcus Ottosson ()
escribió:

> Have a search on this mailing list, there's been a few topics on this
> before.
>
> On Tue, 25 Jun 2019 at 11:05, Juan Cristóbal Quesada <
> juan.cristobal...@gmail.com> wrote:
>
>> Hi,
>> is it possible to playblast in batch mode with all hud options and
>> multiple different cameras?
>>
>> So far im getting a useless playblast mov file with black  background,
>> some geometry moving, no huds and with no switching between cameras (it
>> doesnt update correclty even leaving the only camera i want in each
>> iteration as "renderable 1"...
>>
>> --
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[Maya-Python] playblasting mayapy black screen

2019-06-25 Thread Juan Cristóbal Quesada
Hi,
is it possible to playblast in batch mode with all hud options and multiple
different cameras?

So far im getting a useless playblast mov file with black  background, some
geometry moving, no huds and with no switching between cameras (it doesnt
update correclty even leaving the only camera i want in each iteration as
"renderable 1"...

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Re: [Maya-Python] query current layer in batch render process

2019-01-15 Thread Juan Cristóbal Quesada
Thanks Josh, but that doesnt work either, its querying the RenderSetup
Widget Configuration.
What im asking is to be notified of the render layer name when it is
actually being rendered in batch process, therefore, independent from the
main thread and GUI.
This is kind of a very specific geeky question.
Im having a bad time looking for answers as there apparently isnt a proper
documentation about the mel scripts options in the render options tabs.

Just to explain a little bit more: the reason why it must be done via a
preRenderLayerMel script in the render options tabs is because those are
callbacks called by the rendering process at the moment of effectively
proceeding the render (be it the layer, in pre/post, each frame in pre/post
or the whole rendering process). I dont want to query the RenderSetup or
the Legacy Render Layer system is this is the Configuration you have just
set up BEFORE  starting to render

The render layer name (among other layer parameters) must be able to be
queried from the render options tabs pre/post RenderLayer Mel since this is
a script that is called when starting/finishing to process each render
layer! It just must be available somehow.

Either there is a huge lack of documentation about the render options, or
it is explained in a very hidden spot. Im guessing the first one!

El lun., 14 ene. 2019 a las 20:47, Josh Carey ()
escribió:

> this may or may not operate the same as the globals query, but worth a
> shot in your case.
>
> import maya.app.renderSetup.model.renderSetup as renderSetup
> rs = renderSetup.instance()
> layer =  rs.getVisibleRenderLayer()
> # you can do all sorts of stuff/queries on the layer now...
> layer.name()  # name of the layer
>
> On Mon, Jan 14, 2019 at 2:41 AM Juan Cristóbal Quesada <
> juan.cristobal...@gmail.com> wrote:
>
>> Hi,
>>
>> Im trying to  retrieve the current layer being rendered in a batch
>> render process within an interactive maya session.
>>
>> currently im trying to do it like this:
>>
>> string $current_render_layer = `editRenderLayerGlobals -q
>> -currentRenderLayer`;
>>
>> And im setting this code as a mel script in the render options tab, as
>> "pre" script for preRenderLayerMel.
>>
>> When i launch the batch render im getting among other things the frame
>> number being rendered but i keep getting
>>
>> the same render layer name when rendering two different ones.
>>
>> Im guessing this code is not actually querying the batch render process,
>> but the Maya GUI tab.
>>
>> So my question is: how can i retrieve the current render layer that is
>> being rendered? Maybe there is another Maya API command that im not
>> aware of, or maybe in the render options scripts there are already some
>> global variables built in and the render layer would be one of those...
>>
>> Thanks
>>
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>
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>
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[Maya-Python] query current layer in batch render process

2019-01-14 Thread Juan Cristóbal Quesada

Hi,

Im trying to  retrieve the current layer being rendered in a batch 
render process within an interactive maya session.


currently im trying to do it like this:

string $current_render_layer = `editRenderLayerGlobals -q 
-currentRenderLayer`;


And im setting this code as a mel script in the render options tab, as 
"pre" script for preRenderLayerMel.


When i launch the batch render im getting among other things the frame 
number being rendered but i keep getting


the same render layer name when rendering two different ones.

Im guessing this code is not actually querying the batch render process, 
but the Maya GUI tab.


So my question is: how can i retrieve the current render layer that is 
being rendered? Maybe there is another Maya API command that im not 
aware of, or maybe in the render options scripts there are already some 
global variables built in and the render layer would be one of those...


Thanks

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[Maya-Python] Re: batch render in interactive mode (with GUI) via python

2018-10-18 Thread Juan Cristóbal Quesada
Hi, i just found out.

I digged into the "mayaBatchRender" mel command and turned out to be a 
procedure located in "C:\Program 
Files\Autodesk\Maya2017\scripts\others\mayaBatchRender.mel".

I inspected the code and i discovered that with the mayabatch command you 
can add all specific renderer flags you only need to do it the proper way, 
so it's solved.

If anyone needs some help on this let me know.

I will try now as an extra to get the batch render progress in a qt window, 
not sure if this is possible.

Thanks.

El miércoles, 17 de octubre de 2018, 17:07:11 (UTC+2), Juan Cristóbal 
Quesada escribió:
>
> Im facing the need to batch render with arnold with maya opened.
>
> Being very fancy of the render.exe command which allows to specify 
> multiple flags (the renderer among them) at first i relied on a 
> "os.system('render blablablalba')" call.
>
> This has some problems which i figure have to do with the shell 
> environment the command is launched on. Primarily, i have a render failing 
> because of a custom plugin node being not recognized with this specific 
> os.system call... whereas if i run the command in a independent shell (not 
> from the maya python interpreter) the scene renders correctly and it just 
> simply ignores the node.
>
>
> Im considering two fixing options:
> (1) keep the call to os.system("render...balbalbal") and try to emulate 
> the same environment maya has when run in GUI mode.
> (2) use a batch render command of the maya.cmds api. In this case i would 
> need as sole condition to be able to specify the render layer.
>
> I would prefer option (2) since option (1) seems to be like reinventing 
> the wheel but i dont have much experience with the amount of render 
> commands available, and it seems to be quite a bunch.
>

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[Maya-Python] Re: batch render in interactive mode (with GUI) via python

2018-10-18 Thread Juan Cristóbal Quesada
has anyone ever tried to batch render with arnold from inside maya? Which 
commands did you use?

El miércoles, 17 de octubre de 2018, 17:07:11 (UTC+2), Juan Cristóbal 
Quesada escribió:
>
> Im facing the need to batch render with arnold with maya opened.
>
> Being very fancy of the render.exe command which allows to specify 
> multiple flags (the renderer among them) at first i relied on a 
> "os.system('render blablablalba')" call.
>
> This has some problems which i figure have to do with the shell 
> environment the command is launched on. Primarily, i have a render failing 
> because of a custom plugin node being not recognized with this specific 
> os.system call... whereas if i run the command in a independent shell (not 
> from the maya python interpreter) the scene renders correctly and it just 
> simply ignores the node.
>
>
> Im considering two fixing options:
> (1) keep the call to os.system("render...balbalbal") and try to emulate 
> the same environment maya has when run in GUI mode.
> (2) use a batch render command of the maya.cmds api. In this case i would 
> need as sole condition to be able to specify the render layer.
>
> I would prefer option (2) since option (1) seems to be like reinventing 
> the wheel but i dont have much experience with the amount of render 
> commands available, and it seems to be quite a bunch.
>

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Re: [Maya-Python] dynamically changing sys.path

2018-07-27 Thread Juan Cristóbal Quesada
basically,
the same application when a selection button is clicked should perform
again all the imports from a specific repository. This specific repository
is not known beforehand, it is only known at the specific moment when the
artist chooses and hits that button.
Some of the dependencies are duplicated in both folders, so what im doing
is deleting the modules loaded in the "pre-button hit", modifiying the sys
path and then importing them manually again to the sys.modules dictionary
For example, we are using the Qt.py module. This module is duplicated and
appears in the "static" repo and also in every other "dynamic" repo,
although the PySide modules are the same.
uhmm, maybe  i could treat PySide modules as a special case and choose not
to reimport them.. will give it a try.

Apparently im not having any other problems with importing the 'dynamic'
repo modules but when it comes to PySide it does is this a general
behaviour of compiled libraries?


2018-07-27 3:35 GMT+02:00 Alok Gandhi :

> Try using importlib  <https://docs.python.org/2/library/importlib.html>or
> imp <https://docs.python.org/2.7/library/imp.html>
>
> Although, as Justin has already pointed out, it is not recommended to use
> reload in production code or to dynamically append/insert paths in sys.path.
>
> Give more thought to the design and architecture of your app. A good
> design should handle dependencies in a more elegant and efficient manner. A
> possible design idea would be this - If you are already aware of all the
> path that the app might need during runtime, load them up at boot time and
> use them later. Do note the fact that python modules are first class object
> i.e they can be used as a variable, can be dynamically created, passed and
> returned from a function. Use this for your design.
>
> - Alok
>
> On Fri, Jul 27, 2018 at 7:00 AM Justin Israel 
> wrote:
>
>> Would you be able to explain a bit more about the goal you are trying to
>> solve, with dynamically loading a second widget into your main application?
>> Does this second widget have drastically different dependencies? I'm
>> interested specifically in the part where you need to reload modules. This
>> is where things are going to go wrong. It is one thing to modify the
>> sys.path (which you should still try to avoid at runtime), but reloading is
>> usually something only reserved for debug situations. It definitely does
>> not work correct with compiled extensions like the PySide modules.
>>
>>
>>
>> On Fri, Jul 27, 2018 at 1:52 AM Juan Cristóbal Quesada <
>> juan.cristobal...@gmail.com> wrote:
>>
>>> Hi,
>>> this is more of a pure python question i want to throw here.
>>> Im developing a PySide Application that is used as the
>>> context/task/app/openfile launcher by the artists.
>>>
>>> The artist makes some choices that drive him towards different dialogs
>>> and widgets. The thing is, due to a request, im facing the need to
>>> dynamically change the sys path and reload all the modules from a different
>>> location inside the same main QApplication.
>>>
>>> The reason for this is that, once an artist makes a specific choice, all
>>> the following widgets... and code that is executed should be loaded from
>>> another location different than the current app. But, should look as if it
>>> were still part of the same app, the widgets need to appear embedded.
>>>
>>> Ive managed to change the sys.path of the original folder to the folder
>>> i want and successfully loaded all the modules from the new path, but then
>>> im starting to get some strange behavior:
>>>
>>> QtCore.QObject.__init__(self)
>>> AttributeError: 'NoneType' object has no attribute 'QObject'
>>>
>>> (Even if performed the from PySide2 import QtCore)
>>>
>>> I understand what im trying to achieve is not very orthodox, i was
>>> wondering if its even possible!
>>>
>>> I would like to avoid obvious ways of separating it in two QApplications
>>> and closing one when the other is opened for example.
>>>
>>> Has any of you ever tried to do something like this?
>>> What concerns should i be aware of when doing it?
>>>
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[Maya-Python] dynamically changing sys.path

2018-07-26 Thread Juan Cristóbal Quesada
Hi,
this is more of a pure python question i want to throw here.
Im developing a PySide Application that is used as the
context/task/app/openfile launcher by the artists.

The artist makes some choices that drive him towards different dialogs and
widgets. The thing is, due to a request, im facing the need to dynamically
change the sys path and reload all the modules from a different location
inside the same main QApplication.

The reason for this is that, once an artist makes a specific choice, all
the following widgets... and code that is executed should be loaded from
another location different than the current app. But, should look as if it
were still part of the same app, the widgets need to appear embedded.

Ive managed to change the sys.path of the original folder to the folder i
want and successfully loaded all the modules from the new path, but then im
starting to get some strange behavior:

QtCore.QObject.__init__(self)
AttributeError: 'NoneType' object has no attribute 'QObject'

(Even if performed the from PySide2 import QtCore)

I understand what im trying to achieve is not very orthodox, i was
wondering if its even possible!

I would like to avoid obvious ways of separating it in two QApplications
and closing one when the other is opened for example.

Has any of you ever tried to do something like this?
What concerns should i be aware of when doing it?

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[Maya-Python] maya 2017 development kit

2018-05-30 Thread Juan Cristóbal Quesada
Anyone knows what happened to the maya 2017 devkit? apparently it is not
available anymore in the autodesk app store

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Re: [Maya-Python] compiling OpenVDB

2018-05-28 Thread Juan Cristóbal Quesada
Ok, i found out.

The "rm" command is a linux command so thats what it s not finding.
So i will use the git bash shell to run the make command but then i got
an error saying "g++ command not found"

Since im trying to compile a linux project with its makefile from windows
and i dont have a CMakeLists.txt to be used with CMake i was wondering if
it's possible to specify to Git Bash my Visual Studio Compiler instead of
g++.

Also, im open to discuss the best way to achieve this task.

2018-05-28 15:05 GMT+02:00 Juan Cristóbal Quesada <
juan.cristobal...@gmail.com>:

> sorry, here is the error im getting:
>
>
>
>
> 2018-05-28 15:04 GMT+02:00 Juan Cristóbal Quesada <
> juan.cristobal...@gmail.com>:
>
>> Hi Marcus,
>> i finally managed to compile and generate the openvdb.lib file.
>>
>> Im stuck right now with the openvdb maya plugin.
>>
>> I have compiled "make 3.8.1"  exe and im issueing the following command
>> in a windows shell:
>>
>>  <...>\openvdb_maya> make
>>
>> the openvdb_maya has the following makefile configured by me with all the
>> paths (see attached):
>>
>>
>> 2018-05-25 9:36 GMT+02:00 Marcus Ottosson <konstrukt...@gmail.com>:
>>
>>> In my experience, this throws even the most hardened developer. So I
>>> wouldn't worry about feeling overwhelmed; it is overwhelming.
>>>
>>> Perhaps if you start by sharing what steps you've done so far and what
>>> steps led you to the specific problem you're having at the moment, along
>>> with the exact error message and instructions you were following?
>>>
>>> On 25 May 2018 at 08:05, Juan Cristóbal Quesada <
>>> juan.cristobal...@gmail.com> wrote:
>>>
>>>> Hi,
>>>> im trying to compile openvdb 5.1 in windows 10 with visual studio 2012
>>>> for maya 2017 and all the dependency libraries like openexr, ilmbase, zlib,
>>>> etc. Im following some instructions from website after a quick google
>>>> search but since there are so many intermediate steps this is exceeding me.
>>>> I have no prior experience with make files.
>>>>
>>>> So far, i think i have been able to compile separately boost,
>>>> ilmbase,tbb, zlib and openxr and now im stuck with the configuration of the
>>>> make file of openvdb setting the environment which is specific to my
>>>> machine.
>>>>
>>>> A binary already compiled version would be helpful but i would prefer
>>>> to learn how to compile this by myself.
>>>>
>>>> --
>>>> You received this message because you are subscribed to the Google
>>>> Groups "Python Programming for Autodesk Maya" group.
>>>> To unsubscribe from this group and stop receiving emails from it, send
>>>> an email to python_inside_maya+unsubscr...@googlegroups.com.
>>>> To view this discussion on the web visit https://groups.google.com/d/ms
>>>> gid/python_inside_maya/CANOg8wXBBSJk0hWriwm3-n0Mr8cxDm3T6qE4
>>>> _BuUVZVGas4wnQ%40mail.gmail.com
>>>> <https://groups.google.com/d/msgid/python_inside_maya/CANOg8wXBBSJk0hWriwm3-n0Mr8cxDm3T6qE4_BuUVZVGas4wnQ%40mail.gmail.com?utm_medium=email_source=footer>
>>>> .
>>>> For more options, visit https://groups.google.com/d/optout.
>>>>
>>>
>>> --
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>>> frzVV_UmfXrT6w%40mail.gmail.com
>>> <https://groups.google.com/d/msgid/python_inside_maya/CAFRtmOC1hN_ojEfaWR0zesPApY2TjxLE0yxjfrzVV_UmfXrT6w%40mail.gmail.com?utm_medium=email_source=footer>
>>> .
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>>>
>>
>>
>

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Re: [Maya-Python] compiling OpenVDB

2018-05-28 Thread Juan Cristóbal Quesada
sorry, here is the error im getting:




2018-05-28 15:04 GMT+02:00 Juan Cristóbal Quesada <
juan.cristobal...@gmail.com>:

> Hi Marcus,
> i finally managed to compile and generate the openvdb.lib file.
>
> Im stuck right now with the openvdb maya plugin.
>
> I have compiled "make 3.8.1"  exe and im issueing the following command in
> a windows shell:
>
>  <...>\openvdb_maya> make
>
> the openvdb_maya has the following makefile configured by me with all the
> paths (see attached):
>
>
> 2018-05-25 9:36 GMT+02:00 Marcus Ottosson <konstrukt...@gmail.com>:
>
>> In my experience, this throws even the most hardened developer. So I
>> wouldn't worry about feeling overwhelmed; it is overwhelming.
>>
>> Perhaps if you start by sharing what steps you've done so far and what
>> steps led you to the specific problem you're having at the moment, along
>> with the exact error message and instructions you were following?
>>
>> On 25 May 2018 at 08:05, Juan Cristóbal Quesada <
>> juan.cristobal...@gmail.com> wrote:
>>
>>> Hi,
>>> im trying to compile openvdb 5.1 in windows 10 with visual studio 2012
>>> for maya 2017 and all the dependency libraries like openexr, ilmbase, zlib,
>>> etc. Im following some instructions from website after a quick google
>>> search but since there are so many intermediate steps this is exceeding me.
>>> I have no prior experience with make files.
>>>
>>> So far, i think i have been able to compile separately boost,
>>> ilmbase,tbb, zlib and openxr and now im stuck with the configuration of the
>>> make file of openvdb setting the environment which is specific to my
>>> machine.
>>>
>>> A binary already compiled version would be helpful but i would prefer to
>>> learn how to compile this by myself.
>>>
>>> --
>>> You received this message because you are subscribed to the Google
>>> Groups "Python Programming for Autodesk Maya" group.
>>> To unsubscribe from this group and stop receiving emails from it, send
>>> an email to python_inside_maya+unsubscr...@googlegroups.com.
>>> To view this discussion on the web visit https://groups.google.com/d/ms
>>> gid/python_inside_maya/CANOg8wXBBSJk0hWriwm3-n0Mr8cxDm3T6qE4
>>> _BuUVZVGas4wnQ%40mail.gmail.com
>>> <https://groups.google.com/d/msgid/python_inside_maya/CANOg8wXBBSJk0hWriwm3-n0Mr8cxDm3T6qE4_BuUVZVGas4wnQ%40mail.gmail.com?utm_medium=email_source=footer>
>>> .
>>> For more options, visit https://groups.google.com/d/optout.
>>>
>>
>> --
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>> "Python Programming for Autodesk Maya" group.
>> To unsubscribe from this group and stop receiving emails from it, send an
>> email to python_inside_maya+unsubscr...@googlegroups.com.
>> To view this discussion on the web visit https://groups.google.com/d/ms
>> gid/python_inside_maya/CAFRtmOC1hN_ojEfaWR0zesPApY2TjxLE0yxj
>> frzVV_UmfXrT6w%40mail.gmail.com
>> <https://groups.google.com/d/msgid/python_inside_maya/CAFRtmOC1hN_ojEfaWR0zesPApY2TjxLE0yxjfrzVV_UmfXrT6w%40mail.gmail.com?utm_medium=email_source=footer>
>> .
>> For more options, visit https://groups.google.com/d/optout.
>>
>
>

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Re: [Maya-Python] compiling OpenVDB

2018-05-28 Thread Juan Cristóbal Quesada
Hi Marcus,
i finally managed to compile and generate the openvdb.lib file.

Im stuck right now with the openvdb maya plugin.

I have compiled "make 3.8.1"  exe and im issueing the following command in
a windows shell:

 <...>\openvdb_maya> make

the openvdb_maya has the following makefile configured by me with all the
paths (see attached):


2018-05-25 9:36 GMT+02:00 Marcus Ottosson <konstrukt...@gmail.com>:

> In my experience, this throws even the most hardened developer. So I
> wouldn't worry about feeling overwhelmed; it is overwhelming.
>
> Perhaps if you start by sharing what steps you've done so far and what
> steps led you to the specific problem you're having at the moment, along
> with the exact error message and instructions you were following?
>
> On 25 May 2018 at 08:05, Juan Cristóbal Quesada <
> juan.cristobal...@gmail.com> wrote:
>
>> Hi,
>> im trying to compile openvdb 5.1 in windows 10 with visual studio 2012
>> for maya 2017 and all the dependency libraries like openexr, ilmbase, zlib,
>> etc. Im following some instructions from website after a quick google
>> search but since there are so many intermediate steps this is exceeding me.
>> I have no prior experience with make files.
>>
>> So far, i think i have been able to compile separately boost,
>> ilmbase,tbb, zlib and openxr and now im stuck with the configuration of the
>> make file of openvdb setting the environment which is specific to my
>> machine.
>>
>> A binary already compiled version would be helpful but i would prefer to
>> learn how to compile this by myself.
>>
>> --
>> You received this message because you are subscribed to the Google Groups
>> "Python Programming for Autodesk Maya" group.
>> To unsubscribe from this group and stop receiving emails from it, send an
>> email to python_inside_maya+unsubscr...@googlegroups.com.
>> To view this discussion on the web visit https://groups.google.com/d/ms
>> gid/python_inside_maya/CANOg8wXBBSJk0hWriwm3-n0Mr8cxDm3T6qE4
>> _BuUVZVGas4wnQ%40mail.gmail.com
>> <https://groups.google.com/d/msgid/python_inside_maya/CANOg8wXBBSJk0hWriwm3-n0Mr8cxDm3T6qE4_BuUVZVGas4wnQ%40mail.gmail.com?utm_medium=email_source=footer>
>> .
>> For more options, visit https://groups.google.com/d/optout.
>>
>
> --
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> msgid/python_inside_maya/CAFRtmOC1hN_ojEfaWR0zesPApY2TjxLE0yxjfrzVV
> _UmfXrT6w%40mail.gmail.com
> <https://groups.google.com/d/msgid/python_inside_maya/CAFRtmOC1hN_ojEfaWR0zesPApY2TjxLE0yxjfrzVV_UmfXrT6w%40mail.gmail.com?utm_medium=email_source=footer>
> .
> For more options, visit https://groups.google.com/d/optout.
>

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Makefile
Description: Binary data


[Maya-Python] compiling OpenVDB

2018-05-25 Thread Juan Cristóbal Quesada
Hi,
im trying to compile openvdb 5.1 in windows 10 with visual studio 2012 for
maya 2017 and all the dependency libraries like openexr, ilmbase, zlib,
etc. Im following some instructions from website after a quick google
search but since there are so many intermediate steps this is exceeding me.
I have no prior experience with make files.

So far, i think i have been able to compile separately boost, ilmbase,tbb,
zlib and openxr and now im stuck with the configuration of the make file of
openvdb setting the environment which is specific to my machine.

A binary already compiled version would be helpful but i would prefer to
learn how to compile this by myself.

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Re: [Maya-Python] issueing commands to mayapy.exe

2018-02-25 Thread Juan Cristóbal Quesada
socket connection is the first thing i thought of, but that implies 
coding some socket listening logic in the child process, was hoping to 
avoid that.


im exploring some other possibilities like talking via pipes which is 
what i think you are talking when issuing commands to the stdin, or the 
other one ive seen is using shared memory between the two processes with 
some sort of datastructure like a queue.


Ive read some interprocess communication in Operating Systems CS subject 
but of all, the option im more familiar with is using sockets... and i 
think for what im trying to do is a bit overkill.


Thanks to both.

El 25/02/2018 a las 2:24, Justin Israel escribió:



On Thu, Feb 22, 2018, 2:58 AM Marcus Ottosson > wrote:


Yes, when you |import my_script|, it is effectively “run”. So what
you can do is launch 1 instance of mayapy, and pass it a single
script that imports the others.

|$ mayapy my_script.py |

*my_script.py*

|import other_script1 import other_script2 |

guess what im asking is if there you can specify the process
id for example to the Popen method and have it use the process
if it already exists or create one if it doesnt

This probably isn’t what you’re looking for. Yes, you can get the
process ID from a Popen instance, but unless you devise an
interprocess communication server/client between your processes,
you haven’t got that many options left for telling the mayapy you
find to run another script.


Just to expand on this answer a little bit, there are a few different 
options with varying complexity.


Your subprocess can open a commandPort, and your main process can 
issue commands to it via a socket connection.


The Maya subprocess can start reading from stdin and you can issue 
instructions to it by writing to the stdin of your Process object.


You can use some non-maya interprocess communication like jsonrpc, 
ZMQ, or some other RPC or message bus. But this is probably overkill 
of you don't already have them as available libraries.


If you have redis, Rabbitmq, or some other task queue already running, 
you could make it the broker for pushing in requests from the main 
process and having the subprocess read them out to execute.


CommandPort or talking to stdin of the subprocess are probably the 
easiest choices.



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[Maya-Python] Re: issueing commands to mayapy.exe

2018-02-21 Thread Juan Cristóbal Quesada
guess what im asking is if there you can specify the process id for example
to the Popen method and have it use the process if it already exists or
create one if it doesnt

2018-02-21 14:53 GMT+01:00 Juan Cristóbal Quesada <
juan.cristobal...@gmail.com>:

> Hi,
> i would like to run several maya scripts from the command line and i would
> like each script to be executed by the same mayapy.exe instance.
>
> the intention is to run this command line from another python script via
> subprocess.Popen... so the desired behaviour is to have a single instance
> of the mayapy.exe subprocess (as a detached process) and issue different
> scripts to this.
>
> More generically... is it possible to run different commands to the same
> process? something like:
>
> p1 = subprocess.Popen([interpreter.exe,script1,arg1,arg2])
>
> p2 = subprocess.Popen([interpreter.exe,script2,arg3,arg2])
>
> and have script2 be ran by the same process as script1? (not just another
> instance?)
>
>
>

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[Maya-Python] issueing commands to mayapy.exe

2018-02-21 Thread Juan Cristóbal Quesada
Hi,
i would like to run several maya scripts from the command line and i would
like each script to be executed by the same mayapy.exe instance.

the intention is to run this command line from another python script via
subprocess.Popen... so the desired behaviour is to have a single instance
of the mayapy.exe subprocess (as a detached process) and issue different
scripts to this.

More generically... is it possible to run different commands to the same
process? something like:

p1 = subprocess.Popen([interpreter.exe,script1,arg1,arg2])

p2 = subprocess.Popen([interpreter.exe,script2,arg3,arg2])

and have script2 be ran by the same process as script1? (not just another
instance?)

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Re: [Maya-Python] Re: Tagging MB files with metadata

2018-02-11 Thread Juan Cristóbal Quesada
following your attempts at using cPickle in mb files which seems 
interesting to me... Cant you just append a binary datablock with your 
data at the end of the .mb file and just preprocess the file reading and 
deleting that appended block of data before opening the file in Maya? If 
you do it right you should leave de postprocessed file as the original 
one exactly with same size. Using a fixed sized datablock big enough to 
hold your metadata should be easier. As a drawback you should code your 
own "file open.."



El 11/02/2018 a las 15:38, fruityfr...@gmail.com escribió:

I'd be curious to find something as well ! I had a quick look at it ages ago, 
and couldn't find anything robust. If you're on Unix, you can attach infos 
against a file (including a .mb), but that doesn't seem to exist on windows. 
And I'd like to find something cross-platform
You can also write notes in maya, but then, as you said, you need to open the 
file, and even in standalone mode, it can take some time..
However, I think the safest option would be to deal with separated config 
files. As you say, one can 'break' the pipeline by moving the config file away 
from its scene file, but I'd say it is acceptable... I mean if an animator 
removes everything in the outliner, he can't complain the rig is broken ; if 
someone starts messing around with files he doesn't know, pipeline can't be 
responsible for that.
Still, by curiosity, I'd be curious to know if there is a way of storing infos 
against an .mb file

Le vendredi 9 février 2018 18:08:05 UTC-5, AK Eric a écrit :

It would be of great use if I could (somehow) tag mb files with metadata that 
could be read at system level, never having to open the mb itself in Maya.


I already have a solution that will save out a json/xml next to the file 
whenever the users saves, with queryable info.  But this is lossy, can decouple 
from the file if it's ever moved, etc.


Being able to tag an actual mb with data would be great (in the same way you 
can say, check exif data on an image).


I've tried some examples doing this in Python with pickle, on both ma & mb 
files, but... it corrupts the files.  Ironically, I can store and retrieve 
metadata, it just wrecks everything else in the file :P


Maybe not possible.  But I thought I'd see if someone actually had a more 
elegant solution for this.


thanks


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Re: [Maya-Python] Re: Tagging MB files with metadata

2018-02-11 Thread Juan Cristóbal Quesada
following your attempts at using cPickle in mb files which seems 
interesting to me... Cant you just append a binary datablock with your 
data at the end of the .mb file and just preprocess the file reading and 
deleting that appended block of data before opening the file in Maya? If 
you do it right you should leave de postprocessed file as the original 
one exactly with same size. Using a fixed sized datablock big enough to 
hold your metadata should be easier. As a drawback you should code your 
own "file open.."



El 11/02/2018 a las 15:38, fruityfr...@gmail.com escribió:

I'd be curious to find something as well ! I had a quick look at it ages ago, 
and couldn't find anything robust. If you're on Unix, you can attach infos 
against a file (including a .mb), but that doesn't seem to exist on windows. 
And I'd like to find something cross-platform
You can also write notes in maya, but then, as you said, you need to open the 
file, and even in standalone mode, it can take some time..
However, I think the safest option would be to deal with separated config 
files. As you say, one can 'break' the pipeline by moving the config file away 
from its scene file, but I'd say it is acceptable... I mean if an animator 
removes everything in the outliner, he can't complain the rig is broken ; if 
someone starts messing around with files he doesn't know, pipeline can't be 
responsible for that.
Still, by curiosity, I'd be curious to know if there is a way of storing infos 
against an .mb file

Le vendredi 9 février 2018 18:08:05 UTC-5, AK Eric a écrit :

It would be of great use if I could (somehow) tag mb files with metadata that 
could be read at system level, never having to open the mb itself in Maya.


I already have a solution that will save out a json/xml next to the file 
whenever the users saves, with queryable info.  But this is lossy, can decouple 
from the file if it's ever moved, etc.


Being able to tag an actual mb with data would be great (in the same way you 
can say, check exif data on an image).


I've tried some examples doing this in Python with pickle, on both ma & mb 
files, but... it corrupts the files.  Ironically, I can store and retrieve 
metadata, it just wrecks everything else in the file :P


Maybe not possible.  But I thought I'd see if someone actually had a more 
elegant solution for this.


thanks


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Re: [Maya-Python] metadata in houdini

2018-01-31 Thread Juan Cristóbal Quesada
Thanks Jesse, i ll give a try!

2018-01-30 18:55 GMT+01:00 Jesse Kretschmer <je...@krets.com>:

> Howdy Juan,
> This is not quite the right mailing list, but I've played with houdini, so
> maybe I can help. I think you want to use the houdini session
> <http://www.sidefx.com/docs/houdini/hom/hou/session.html>.
>
> import houhou.session.example_var = "Some Value"
>
> The session is saved with the .hip file, so it is easy to share/track any
> python objects (functions, dictionaries, ...). It should be way easer than
> making custom parameters just for data storage.
>
> Also you should should checkout http://forums.odforce.net/ for houdini
> specific questions.
>
> Cheers,
> Jesse
>
> On Tue, Jan 30, 2018 at 10:54 AM, Juan Cristóbal Quesada <
> juan.cristobal...@gmail.com> wrote:
>
>> Hi guys,
>> i know this a maya mail group but i was wondering if someone has done
>> something similar in Houdini.
>> In Maya i have embedded successfully some scene metadata in nodes and now
>> i need to do the same in Houdini, but its the first time i deal with it.
>> Doing a simple google search ive found how to put custom shape nodes but
>> that doesnt look like what im looking for...
>>
>> What's the best way to embed custom metadata in houdini scenes/assets?,
>> is it possible to create some sort of "empty" custom node, turn it
>> visible/invisible, and add any sort of attribute so i can write and read
>> from? i have done something similar in Nuke as well.
>>
>> Where can i find info on this?
>>
>> Im programming in Python by the way.
>>
>> Regards
>>
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[Maya-Python] metadata in houdini

2018-01-30 Thread Juan Cristóbal Quesada
Hi guys,
i know this a maya mail group but i was wondering if someone has done
something similar in Houdini.
In Maya i have embedded successfully some scene metadata in nodes and now i
need to do the same in Houdini, but its the first time i deal with it.
Doing a simple google search ive found how to put custom shape nodes but
that doesnt look like what im looking for...

What's the best way to embed custom metadata in houdini scenes/assets?, is
it possible to create some sort of "empty" custom node, turn it
visible/invisible, and add any sort of attribute so i can write and read
from? i have done something similar in Nuke as well.

Where can i find info on this?

Im programming in Python by the way.

Regards

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Re: [Maya-Python] compiling PyQt5 and Qt5

2018-01-24 Thread Juan Cristóbal Quesada
Hi Markus, i see.
i want to compile with MSVS2015 but im stuck at the "make" command trying
ot compile sip. What's the equivalent for MSVS2015?

2018-01-23 18:49 GMT+01:00 Marcus Ottosson <konstrukt...@gmail.com>:

> Here you go!
>
> http://pyqt.sourceforge.net/Docs/PyQt5/installation.html#
> building-and-installing-from-source
>
> Seriously though, that's all there is to it. No CMake, just Visual Studio
> 2015 and Python 3.6.
>
> On 23 January 2018 at 16:18, Juan Cristóbal Quesada <
> juan.cristobal...@gmail.com> wrote:
>
>> Anyone has a guide on how to compile Qt5 for python 3.6? im a newbie so
>> any helping comments on how to use cmake, etc is highly appreciated!!!
>>
>>
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[Maya-Python] compiling PyQt5 and Qt5

2018-01-23 Thread Juan Cristóbal Quesada
Anyone has a guide on how to compile Qt5 for python 3.6? im a newbie so any
helping comments on how to use cmake, etc is highly appreciated!!!

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Re: [Maya-Python] Re: pycrypto module inside maya for windows server 2016

2018-01-22 Thread Juan Cristóbal Quesada
turned out that the module wasnt compiled with the compiler i thought!
Recompiling with the right one did the trick. Thanks

2018-01-22 6:21 GMT+01:00 Michael Boon <boons...@gmail.com>:

> There's a good chance that the dll that fails is not something you're
> importing directly, but is being loaded from inside a module you're using,
> maybe from inside pycrypto. The reason could be Python version, 32 vs 64
> bit, or the availability of some OS function.
>
> You could set "Show Stack Trace" in the Maya Listener and you might see
> more. If that doesn't help, maybe try catching the exception and taking a
> closer look. I use a variation of the code here
> <http://code.activestate.com/recipes/52215-get-more-information-from-tracebacks/>for
> that sort of thing.
>
> On Saturday, 20 January 2018 05:29:08 UTC+11, Juan Cristóbal Quesada wrote:
>>
>> Hi guys,
>> this is the second time i write in a couple of days, excuse me for
>> bombing you but im having a hard time.
>>
>> we have integrated in our pipeline some tools that use 'pycrypto' module
>> and ive managed to make it work by compiling it with Visual Studio C++
>> through pip install pycrypto.
>>
>> This works inside Maya in Windows 10, and we have another compiled
>> version of pycrypto for Windows Server 2016. And here comes the trouble:
>>
>> Im able to make it work pycrypto through the console in windows server
>> 2016 but when it comes to running the tools and loading the module inside
>> Maya 2017 update 3 i get a message of "DLL load failed: The specified
>> module could not be found", and i know for sure that the module is there
>> and that im importing the correct package. The sys.path is the same as when
>> run through the console as in Maya.
>>
>> Im pretty stuck with this. So ill be glad to have any insights. Anyone
>> has encountered a similar problem?
>>
>> Thanks in advance
>>
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[Maya-Python] pycrypto module inside maya for windows server 2016

2018-01-19 Thread Juan Cristóbal Quesada
Hi guys,
this is the second time i write in a couple of days, excuse me for bombing
you but im having a hard time.

we have integrated in our pipeline some tools that use 'pycrypto' module
and ive managed to make it work by compiling it with Visual Studio C++
through pip install pycrypto.

This works inside Maya in Windows 10, and we have another compiled version
of pycrypto for Windows Server 2016. And here comes the trouble:

Im able to make it work pycrypto through the console in windows server 2016
but when it comes to running the tools and loading the module inside Maya
2017 update 3 i get a message of "DLL load failed: The specified module
could not be found", and i know for sure that the module is there and that
im importing the correct package. The sys.path is the same as when run
through the console as in Maya.

Im pretty stuck with this. So ill be glad to have any insights. Anyone has
encountered a similar problem?

Thanks in advance

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[Maya-Python] Popen a QApplication with background QThread

2018-01-12 Thread Juan Cristóbal Quesada
Hi all,
wonder if anyone has encountered an explanation for this.
I ve got a QApplication in python that runs a background Qthread. When this
background QThread finishes it launches another widget, much like a splash
screen.
Everything when executed withi python.exe runs correctly: the splash screen
shows up with some kind of animation and after the background thread
finishes processing the new Windows Widget appears,

Then im trying to call this same QApplication from another script doing a
subprocess.Popen/subprocess.check_call and the Splash Screen Gui launches
but it remains stuck there and the following widget doesnot appear.

Im guessing the finished signal of the background QThread isnt emitted due
to the multiprocessing/multhreading fact but that' s only  a guess.

Any hints on this?

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