You could use the fileInfo command. It will be written in the header of the
maya file.
http://download.autodesk.com/global/docs/maya2014/en_us/CommandsPython/fileInfo.html
2014-07-10 22:14 GMT+02:00 md :
> Hey Guys,
>
> Another Maya noob question.
>
> Where do you guys store ancillary meta data
Hi again,
I can't seem to find a direct method of doing the equivalent of loading an
image weight map for a deformer using the "Import..." button on the "Paint
Blend Shape Weights Tool" panel.
I've found the "deformerWeights" function but this seems to only deal with
numerical values in XML forma
Thanks ! - I decided to go with creating a custom transform node w/ custom
attributes through my script.
I like being able to see it in the outliner. Makes sense to me.
M
On Thursday, July 10, 2014 4:31:52 PM UTC-4, Marcus Ottosson wrote:
>
> Good question, it isn’t obvious and it wasn’t until
Good question, it isn’t obvious and it wasn’t until recently that they
implemented the metadata portion of their API.
http://download.autodesk.com/global/docs/maya2014/en_us/files/GUID-52A836EE-9A09-4B50-8C44-1A6941EAE9D7.htm
As it is quite new I haven’t used it, but I remember seeing that you wer
Hey Guys,
Another Maya noob question.
Where do you guys store ancillary meta data for a scene ? For example, say
I want to store data in the scene that keeps the users ip address, network
login etc. Is there a 'UserData' node I can create ? Or do you create
something like a null or locator a
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
edi
Yes, definitively start out with the Maya Python docs.Sent from my iPadOn tors, jul 10, 2014 at 7:21 em, Geordie Martinez 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 pysi
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
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 t
No worries, I'll be here, and good luck. :)
On 10 July 2014 16:29, md wrote:
> Thanks Marcus!,
>
> I figured this was going to be the case. It sounds similar to Softimage
> command model/object model.
>
> Anyway ... i guess starting with the commands would be fine for now.
>
> Thanks again ...
Thanks Marcus!,
I figured this was going to be the case. It sounds similar to Softimage
command model/object model.
Anyway ... i guess starting with the commands would be fine for now.
Thanks again ... I am sure I will be bothering you again shortly ;-)
On Thursday, July 10, 2014 10:29:25 AM
Hi md,
Vague descriptions get vague answers. "Best" is subjective and a number of
things in Maya can't be directly compared to Softimage.
For anyone getting started with Python in Maya, I'd point you to maya.cmds
and tell you to stick to your guns until you find reason to do otherwise.
The import
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
yeah it's been a god's send whilst setting up facial systems, just
selecting the channels and throwing them up onto the HUD for debug.
cheers
Mark
On 9 July 2014 21:53, Kenneth Ibrahim wrote:
> Nice looking tool and video intro. Having seen that I was able to get this
> working by switching f
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