You can grab the transform matrix from a geometry datahandle by calling
MDataHandle::geometryTransformMatrix
On Wed, Nov 21, 2012 at 10:58 PM, Rishis3D wrote:
> Thanks for Your Reply guys,
>
> @Roy.. im usually do the same for doing R&D what u have done.. i using
> jcollision deformer for my ref
I'm more concerned with giving the (technical) artists access to Qt
Designer for a couple different versions of Qt.
Getting PyQt to work isn't the issue, just the Mac "Application" network
installation.
If I'm not making much sense it's because I'm a bit tired. :D
hoaf
On Wed, Nov 21, 2012 at
What do you mean? What problems are you encountering? We run a qt/pyqt install
from our network location at work. For maya it is just a pyqt install that is
linked properly to local paths.
On Nov 21, 2012, at 10:57 PM, Geoff Harvey wrote:
> Speaking of QT/PyQt for Maya on OSX ...
>
> Is it p
Thanks for Your Reply guys,
@Roy.. im usually do the same for doing R&D what u have done.. i using
jcollision deformer for my reference.. but he is using compute Function..
but as per Chad's SphereCollider Deformer Compute Function take Extra Graph
Evalution.. Thats why i am asking is Question..
Speaking of QT/PyQt for Maya on OSX ...
Is it possible to do a working (ie, Qt applications are usable) network
installation of Qt for a Mac?
Windows and Linux are easy, but I can't seem to get my head around the Mac
side of things ...
Thanks!
hoaf
On Wed, Nov 21, 2012 at 10:53 PM, Justin Isr
Maya 2011 needs Qt 4.5.3
https://dl.dropbox.com/u/34613220/MyQt4/src/qt-mac-opensource-src-4.5.3.tar.gz
On Nov 21, 2012, at 10:32 PM, PBLN RAO wrote:
> Hi Everyone,
>
> I am planning to compile a PyQt with MySQL support for Maya 2011. For that i
> am searching Qt SDK 4.7.3.
> i dont find it on
Hi Everyone,
I am planning to compile a PyQt with MySQL support for Maya 2011. For that
i am searching Qt SDK 4.7.3.
i dont find it on Qt site. Can anyone have any alternate link for this SDK.
Regards,
PBL
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You shouldn't need to implement compute. You can stick with deform. If you
need access to the input mesh, you can get it with an outputhandle from the
datablock.
On Wed, Nov 21, 2012 at 1:03 PM, Roy Nieterau wrote:
> Hey Rishis3D,
>
> Easiest way I found to start with this was by learning from
Hey Rishis3D,
Easiest way I found to start with this was by learning from a great working
example.
There's a python collision deformer for Maya available on the internet
which is using the Compute Function.
I actually rewrote this to C++ for learning purposes some time ago. I'm not
sure if I
Hi Guys,
I want to write my own Collision Deformer (Mesh to Mesh) .. in both Python
and C++
for tat i have some quires to start up . whether i want to use
Deform Function for Compute Function?
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It's not actually that weird when you think about it. The loop is not causing
an error because you are asking it not to raise one. One should be very
cautious about using a blanket statement "try...except: pass" in code. It makes
it very very hard to debug problems when they are nested in your
Heya
Got rather weird problem I thought it would go without problems but it get
stuck on 1st object it try to edit.
In any case trying to separate all selected objects and I get no error/good
result. It fails on 1st object and ignore rest...
http://pastebin.com/7kz3YfiG
Any hints why I'm hitt
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