Sounds like a good starting point and a fun little project.. I'm not lucky
enough to have a high DPI screen so I wouldn't develop it myself. This
thread on HiDPI for Qt might be useful as
well; http://comments.gmane.org/gmane.comp.lib.qt.devel/6983 .
On Thursday, 19 March 2015 11:55:24 UTC, Fre
though I am quite happy to read C++ stuff here too.
>
> http://forums.autodesk.com/t5/programming/bd-p/area-b50/page/2
>
>
>
> On Wednesday, 8 October 2014 22:38:26 UTC+11, Jack Straw wrote:
>>
>> This group is a great resource for Python development and basically it
I now understand what you are trying to achieve. You want to group
selections of vertices that are connected.
The approach you were using had the caveat that you would need to select
the verts in connected order otherwise it was possible to have orphaned
ones that should be grouped (I fixed your c
import pymel.core as pm
sel = pm.ls(sl=1, fl=True)
connectedVertGroups = {}
vertGroups = {}for i, vtx in enumerate(sel):
vtxKey = next((key for key, vtx_list in
connectedVertGroups.iteritems() if vtx in vtx_list), None)
if vtxKey is None:
connectedVerts = [ vert for vert in vtx.co
This is how I generally go about searching the values in a dict;
my_key = next((key for key, value in dict.iteritems() if value == 'what im
testing against'), None)
my_key will be None if the condition is never True.
On Wednesday, 8 October 2014 15:14:40 UTC+1, kevco...@gmail.com wrote:
>
> He
Writing it using the maya Python 2.0 API might make it simpler though as
the array types can be iterated over much more easily.
On Wednesday, 8 October 2014 17:02:23 UTC+1, Jack Straw wrote:
>
> Heres a little bit of code to print out the corrdinates;
>
> intersections = returnCol
Heres a little bit of code to print out the corrdinates;
intersections = returnCollisionPoints()
for pnt_idx in range(intersections.length()):
print intersections[pnt_idx][0], intersections[pnt_idx][1],
intersections[pnt_idx][4]
Writing it using the Python 2.0 API
On Wednesday, 8 October 20
This is why I would lean towards making the c++ one separate and just have
it as a sister group to this one.
On 8 October 2014 16:45, Fredrik Averpil wrote:
> But then you kind of need to write that prefix instruction in the footer
> or something... At least I know I'm going to forget about that
>
> How about a prefix, such as [C++] to questions involving C++? E.g.
> "[Maya-Python][C++] My question"
>
> On 8 October 2014 14:55, Jack Straw
> wrote:
>
>> The name of this group will throw a lot of people and even if they do ask
>> C++ questions here, t
:13:42 UTC+1, Michał Frątczak wrote:
>
> W dniu 2014-10-08 13:38, Jack Straw pisze:
> > This group is a great resource for Python development and basically it
> > would be great to have another for discussing C++ development for
> > Maya. I just wanted to gauge interest be
This group is a great resource for Python development and basically it
would be great to have another for discussing C++ development for Maya. I
just wanted to gauge interest before I set it up, I have seen plenty of
questions on C++ development on this group.
If it could be added to the useful
If the package is pure python, no cpython extensions and compiled files,
they should work correctly by just including them in your python path. But
if they do have cpython components like numpy or PyOpenGL you will have to
compile it for the instance of python that inside Maya and not use a bina
; glFT.glPushAttrib(OpenMayaRender.MGL_CURRENT_BIT)
> # Enabled Blend mode (to enable transparency)
> glFT.glEnable(OpenMayaRender.MGL_BLEND)
>
> glFT.glClear(OpenMayaRender.GL_DEPTH_BUFFER_BIT) here is get the error
> OpenMayaRender doesnt have attribute
>
>
> D.
>
>
>
You need to call them from the OpenGL function table. Here is an example;
http://www.fevrierdorian.com/blog/post/2010/02/12/Creating-custom-locator-with-Maya-s-Python-API
On Monday, 20 January 2014 13:05:23 UTC, Dilen Shah wrote:
>
>
> Hey Jack,
>
> I am trying to use that but in python as I am
As it is a full OpenGL viewport you can just use standard OpenGL methods
for rendering on top. From a quick google it looks like
glClear(GL_DEPTH_BUFFER_BIT) is the best option. I have done this before
but I cannot remember the exact command I used that time.
Jack
On Friday, 17 January 2014 08
Hi, yep the idea is feasible, I worked at a studio with a similar script
for transferring skinning weights. The way I would go about it would be to
store the vertex position relative to the wire point (instead of the vertex
ID) with the influence then when reapplying the weights use this positio
16 matches
Mail list logo