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> .
>
> For
s and then restore the
>> lock setting for the tangent afterwards.
>
>
> I think in your case if the order of setAngle would change the slope of
> the tangents if you do this operation without unlocking the tangent. Try
> setting the angles after unlocking the tangents and th
though the saved data is all correct
Can anybody shed any light on this?
cheers
Mark
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not a big uplift in speed.
However, when you then have clients with 5 characters in the scene all
running MoCap and the skins are going off to the GPU then it's a huge
boost. Can be a little unstable mind you!
cheers
Mark
Mark Jackson
CEO & Technical Director
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trol(animUI.workspaceCnt, e=True, r=True) # raise
>>>
>>> Now that all works but I'll be damned if I can find a way to control and
>>> lock the width of this UI. If I go to the modelling tab and then my tab the
>>> ui is the correct width, presumably because I set the
Thu, 6 Oct 2016, 10:24 PM Mark Jackson <mark...@gmail.com> wrote:
>
>> Hi all,
>>
>> I'm trying to switch some of our base toolset so that the main UI (cmds
>> built) now docks correctly in the same tab as the channelBox rather than
>> docking to the
these?
cheers
Mark
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he actual command that you are running look like that
> produces the error?
>
> On 7 September 2016 at 11:46, Mark Jackson <mark...@gmail.com> wrote:
>
>> Thanks for all the replies guys, currently all our testing / unitTesting
>> all goes through nose and cove
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>> eF0dxReJ9tj6GqYw%40mail.gmail.com
>> <https://groups.google.com/d/msgid/python_insid
DLL load failed errors are typically due to your Python version trying to
> load a module that wasn't compiled for it.
>
> Have a look in your environment for things like PySide/PyQt and that your
> Python actually running is `mayapy`.
>
> On 7 September 2016 at 09:31, Mark Jackso
Morning all,
I'm trying to get our API docs updated and to do so I've always run Sphinx
to generate the docs but from an old laptop that was 32bit and running
Maya2012.
I'm trying to get the whole thing running again from 2016 but running into
issues whenever the Sphinx build process hits
> https://groups.google.com/d/msgid/python_inside_maya/CABPXW4gS5yP4OzZp%3D8EW5zdqLTg5ZX44%3D9gHw3_j%3DMgVM-tpvQ%40mail.gmail.com
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halt anytime you try dot completing the
class object. I'm figuring I may just roll all the calls back to
getters/setters but wondered it there was any magic fix I'm not aware of..
cheers
Mark
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,
but obviously the nodes it's snapping aren't in the correct place. If I
switch back to DG eval all is good. Any ideas guys
thanks
Mark
On 3 November 2015 at 03:39, Paul Molodowitch <elron...@gmail.com> wrote:
> Glad it worked for you guys!
>
> On Tue, Nov 3, 2015 at 4:40 AM Mar
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> For more option
sk support, setting this on has no adverse side
>>>>>>>> effects, but I'm leery - if so, why not have it on by default? That
>>>>>>>> said,
>>>>>>>> it's worked for us beautifully so far, without any noticeable issues...
>>>>>>>>
>>>>>>> Was
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Hi guys,
this is a bit of an urgent request, we've got a demo on Monday of the Red9
Pro Pack in which we're running PySide, but we've just found that the demo
machine will be Maya 2013 32 bit.
Does anybody have a compiled build of PySide for 2013 32bit they wouldn't
mind sharing up???
thanks
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Python
or if the only way to get
any more speed is to go to the api? Any pointers guys?
thanks
Mark
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Cheers!
Eduardo
On Fri, Nov 21, 2014 at 3:58 PM, Mark Jackson mark...@gmail.com wrote:
I'm in the middle of writing a new facial pipeline for Red9 clients and
and trying to get a solid corrective sculpt pipeline up and running, but
I'm hitting issues with blendshapes, or rather, the god
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because of similar issues managing the blendShape node. The issue
I have with this project is that we're sculpting ontop of a pretty heavy
mesh and keeping all the targets in the scene is bloating it massively.
Any pointers guys??
thanks
Mark
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connections
are lost then you have the uuids to match them back up.
I'd prefer an alternative though!
On Thu, Nov 13, 2014 at 11:10 AM, Mark Jackson mark...@gmail.com wrote:
Hi Marcus, thanks for the link, seems to re-enforce everything I've found
so far, might ping the devs a mail, see if there's
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to the same internal Maya object will return the same hash code.*
Can anybody shed any light on this, am I barking up the wrong tree here?
cheers
Mark
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-Dave
On Fri, Oct 31, 2014 at 11:07 AM, Mark Jackson mark...@gmail.com wrote:
Hi all,
I'm revisiting the Red9_Meta caching setup and am looking at the
possibility of using the MObjectHandles hashID as a key in the MetaCache
that I build up, currently I store the key as the dag path which
.
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reaching out. Somehow I thought that would be
it.
Is there perhaps a setting in Maya to have all attributes evaluated and
updated while scrubbing that would then update the HUD as a by-product?
Thx! Ken
On Tue, Jul 8, 2014 at 12:04 PM, Mark Jackson mark...@gmail.com wrote:
You need to attatch
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is
boldest, and the function bold. Seems odd that the params come out bolder
and more obvious than the function they're describing.
I'm assuming I'm missing a few things, only got this stuff running on
Saturday.
thanks
Mark
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is relevant?
http://stackoverflow.com/questions/3687046/python-sphinx-autodoc-and-decorated-members
-- justin
On Wed, Jan 29, 2014 at 9:29 AM, Mark Jackson mark...@gmail.com wrote:
I'm finally getting Sphinx hooked up to the Red9 api and had a few
questions to those of you running
limited ways (limited in that it
might make you max out your allowed point count to be 3-4) is to generate a
polygon using the points and attach to the surface. This method is also not
that reliable if the points aren't rigid.
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, 2012 at 5:24 PM, Mark Jackson mark...@gmail.com wrote:
It is, you need to use the 'playblastOffscreen' flag /optionVar then
the image is grabbed straight from the card rather than grabbed from
the display. This way you by-pass the current resolution limitations.
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Thanks for that, I'll get Dave to grab the next Git build. In our case it
was a simple SceneHealth function that I was writing, pass each refNode and
check for editFails, then report those back on file open/referenceSwitch to
catch issues. Fortunately we don't run nested refs, we force the riggers
Well, as Dave and Susanta may have hinted, I've already got an outline
approval from the directors here at Eurocom to allow us to comit into a
Eurocom Pymel GIT branch, open source isn't something that they're
particularly comfortable with but in this case it makes sense... and maybe
for some of
with the simulation flag, still takes quite a while..
- Paul
On Tue, Jun 29, 2010 at 8:00 AM, Mark Jackson mark...@gmail.com wrote:
Thanks I'll give that a go. I was actually thinking of a slightly more
radical approach which, in testing avoids all the slowness completely.
Basically
Yes, were running layers in production, whilst the animators like it, we
have had some issues. If you're using 2010 and characterSets there was an
issue that Maya would disconnect the characterSet from it's members,
breaking any referencing thankfully this is fixed in 2011.
Also it's
by frame, freeing up memory as it goes... Just a hunch,
though. Regardless, the underlying call made when you do a merge
layers through the GUI doesn't use simulation, so I recommend
avoiding that when baking.
- Paul
On Tue, Jun 29, 2010 at 1:32 AM, Mark Jackson mark...@gmail.com wrote:
Yes
Ok, I think I've found the issue, and it's the fact that PyMel is passing in
the reference path to the cmds.referenceQuery command and not the refNode
itself.
Looks like Maya cmds can't cope with copyNumbers {x} being passed in, I've
got multiple references pointing to a single file so the paths
Yeah, the namespaceUI in 2011 is as basic as it gets, strikes me as a hours
worth of coding at the best. ZooNamespacey is far better, but again, if
you're trying to do namespace management at a code level there's just
nothing there. You end up writing round namespace mv, rm and namespaceInfo
animCurves are locked during referencing full stop, I don't think
there's any way to unlock or edit them afterwards. It's a pain as one
of the things I often found is that you may want to reference in a
sequence, but shift the curve times round to suit. As far as I know
there's no way to over-ride
This is because since Maya2010 none of the menu's are actually built
on boot, they get initilized/built when you first open the menu so it
doesn't matter if you defer or not. You just need to build the menu
before adding your options to it:
call the buildFileMenu() first.
They also did this for
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