What does your legBuild or headBuild slot callback look like? I am not sure
from your reduced example, but it seems like you are getting the values
from the text boxes once and storing them in globals. You should remove the
use of globals and have your button callback look up the text box values
Hi Justin,
Thanks for getting back. Noted about Qt hacks, had thought it will be
possible as I was using userSetup.py which seems to have resolve the issue
I had on hand.
Am trying to see if the change I made, can be implemented/ enforce into
Maya.
May not be ideal to apply a python event
Are you trying to connect from RV to the Maya commandPort? If so, are you
sure you have an open commandPort in that Maya 2018 instance at the given
port number?
On Tue, May 29, 2018, 3:30 AM Rémi Deletrain
wrote:
> Hi everyone,
>
> For my animators I've created a tool for launch a motion
This is probably the same issue one faces when trying to make custom Qt
hacks on a 3d viewport. They will work the first time, but new viewport
instances will not have the changes. One approach is to use an event filter
that checks for QEvent::ChildAdded. This even is fired when the parent
(main
Thanks, Markus, It definitely helps!
This is more or less what I've been trying to do. The Issue I have with
this approach is that keypress tracking only works when the widget is in
focus. I need my widget to track keypress events during my work in Maya
viewport. As soon as I switch focus from
Hello, i have a .py file which contains all the functions i need and at the
very bottom this class is laying which converting the .ui file etc.
def headBuild(*arg):
...
cmds.matchTransform('head_L_eye_bindDummy_JNT', leyeGeo)
...
class nyBipedUI(form_class, base_class):
...
Hi all,
I am trying to "fix" the spacing/ fonts in the Script Editor of Maya 2017
version as I am used to the format and style of Maya 2016 versions and
before.
After some searching, I created the script for the change as well as
created a userSetup.py that will load and executes the script
Totally valid. Thanks for the suggestion, it's way easier and pythonic :)
---
[image: Nicolas Chaverou - Golaem Crowd Product Manager - Golaem SA]
+33 (0)2 99 27 21 44
http://www.golaem.com
On Mon, May 28, 2018 at 1:00 PM, Justin Israel
wrote:
> I definitely second
Hi everyone,
For my animators I've created a tool for launch a motion capture movie
reference in RV from maya scene file name and I connecting RV to Maya. With
this tool it's possible to compare movie and animation juste with maya
animation timeLine.
It's perfecly works in Maya 2014.
But with
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
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
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
Yes, this is possible.
from PySide import QtGui, QtCore
class MyEventHandler(QtCore.QObject):
def eventFilter(self, target, event):
if event.type() == event.KeyPress:
print("That's a keypress")
return super(MyEventHandler, self).eventFilter(target, event)
handler =
I definitely second the suggestion from Marcus and recommend to avoid
trying to construct a text based expression to pass to eval. Inverting the
design and offering a callback registration is much more flexible and
reliable.
On Mon, May 28, 2018, 10:34 PM Marcus Ottosson
How about this, for the user:
import glm
def mycallback():
print("Did it!")
glm.registerUserCallback(mycallback)
That way, your registerUserCallback can take and store the callback,
regardless of whether it’s from the Script Editor or another module.
On 28 May 2018 at 11:20, Nicolas
Hi guys,
I'm trying to implement a user callback mechanism;
I'm having a function in a predefined module called glm.utils :
def createNodeUserCallback(functionName, nodeName):
callbackFunction = functionName + 'UserCallback'
call = callbackFunction + '(\'' + nodeName + '\')'
try:
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