Re: [Maya-Python] Fast way to create QIcon in PySide2?

2017-05-22 Thread Michael and Amanda
Thanks for the replies. I should have been more clear. What I'm doing that takes the time is instantiating 50k QIcons using file paths to 50k jpegs, each 512x512 pixels. Creating items, telling the icons what size I want them to display, adding them to my QStandardItemModel and displaying them in m

Re: [Maya-Python] Re: [QUATERNION] Slerp

2017-09-18 Thread Michael and Amanda
If your dot is >0 in that code, and there are no mistakes, then you shouldn't get a flip. If you're seeing a flip, my feeling is that you should be looking for mistakes rather than worrying about the source of the quaternions. You could print out some numbers. - I'd expect you to get a dot < 0.0 fr

Re: [Maya-Python] Re: [QUATERNION] Slerp

2017-09-18 Thread Michael and Amanda
If you want to post a complete test, with test matrices (or objects) that show the problem, is be happy to try it and see if I can figure it out. Why don't you have access to slerp? On 19 Sep. 2017 4:48 pm, "RĂ©mi Deletrain" wrote: > I tried the Maya slerp but the problem is that I do not have a

Re: [Maya-Python] Re: Maya API, getting UV border vertices struggle

2017-11-10 Thread Michael and Amanda
Hey Ben, I have to admit I can't follow the UV shell technique you described. I would expect a 500 vert object with a seam up the middle to have 500 + (number of verts in the seam) verts in the game. The technique I described does that, by counting verts twice if they are on UV seams (or more than

Re: [Maya-Python] Re: Build Mesh from point cloud using MayaAPI

2018-01-08 Thread Michael and Amanda
In that case you'll need to figure how you want connect your points. I guess you want to construct a bounding hull around them. I've never done that, and it's far more complex that building the mesh in Maya will be after you figure it out. However I expect there are algorithms on the web, and possi

Re: [Maya-Python] Useful cycleCheck script

2018-04-04 Thread Michael and Amanda
Ah thanks, that's good to know. I was misinterpreting dag. I put it there because the node I was struggling with had no cycles of its own, but its ancestors had some (dozens, if you believe cycleCheck). Without dag=True, I got nothing, and with it, I got a page of text. Still, if this node doesn't

Re: [Maya-Python] Re: selecting vertex based off its color

2018-12-23 Thread Michael and Amanda
I'm off work for a couple of weeks so can't verify anything, but you can do some checks to find out the cause. Each time through your loop, instead of using polyColorPerVertex in the if statement, assign its result to a variable, then print it out, then use it in the if statement. Something like: