hey all,
I have a tool that has an array of transformation Matrix. a few random
matrix will not allow the use to update the values, even though its not
locked or connected on the input.
this is in Maya 2020 btw. anyone seen issues like that?
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is there a widget os something that would allow you to specify where the
stretch occurs and to adjust size of panels in the UI?
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so tracked it to the compound, its failing to add it..thanks for the
pointer Marcus, not to track down what is causing the fail
On Fri, Jun 25, 2021 at 11:22 AM Todd Widup wrote:
> caught that last night and fixed it, still dont get the compound
>
> On Thu, Jun 24, 2021 at 10:41
r each call. It’ll tell you when any
> of them fails, which in this case is likely the second call to adding
> poseDriver.
>
> On Fri, 25 Jun 2021 at 05:53, Todd Widup wrote:
>
>> MStatus ArsenalPoseManager2::initialize()
>> {
>> MStatus status;
>&g
ttr.setUsesArrayDataBuilder(false);
addAttribute(poseData);
return MS::kSuccess;
}
that was working on the build I did the other day, but all of a sudden its
not adding the compound attribute, no error or anything just not there.
Any thoughts as to why?
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gt;>
>> list.getDependNode(0, sphereObj)
>> list.getDependNode(1, planeObj)
>>
>> sphereMesh = OpenMaya.MFnMesh(sphereObj) # errors out here with #
>> RuntimeError: (kInvalidParameter): Object is incompatible with this method
>> #
>> planeMesh = OpenMaya.MFnMesh(pla
(sphereObj) # errors out here with #
RuntimeError: (kInvalidParameter): Object is incompatible with this method
#
planeMesh = OpenMaya.MFnMesh(planeObj)
On Thu, Jun 17, 2021 at 2:59 PM Todd Widup wrote:
> that would work :)
> wasnt thinking about getting faces
>
>
> On Thu, Ju
> I believe maya is using barycentric coordinates, that would be an easy
>>> way of doing what you need (although the "UVs" part is not mandatory)
>>>
>>> Le jeudi 17 juin 2021 à 17:25:14 UTC-4, todd@gmail.com a écrit :
>>>
>>>
> Le jeudi 17 juin 2021 à 17:25:14 UTC-4, todd.wi...@gmail.com a écrit :
>
>> hey all, any good way of getting skin weights at a UV position (not a
>> vtx) in python?
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>> todd@gmail.com
&g
hey all, any good way of getting skin weights at a UV position (not a vtx)
in python?
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To u
s, which is probably what you want
> anyway, since it can only ever be updated manually by the user or Python
> (rather than a connection). If that doesn’t work, then another option is to
> implement MNodeMessage::addNodeDirtyPlugCallback to check for it yourself.
>
> On Sun, 23 May 2021
/tutorial/index.html
>>>>>
>>>>
>>>> Boost is a super heavy dependency. These days pybind11 might be a
>>>> better choice if your project is C++ centric:
>>>> https://github.com/pybind/pybind11
>>>>
>>>> It's head
l#af47e37db0e53940620c6cd1fe41d>
> or you can embed another Python yourself and call that. The latter would
> have the benefit of not polluting the global Python namespace and memory,
> and is something you could use to spin up multiple Python interpreters in
> parallel if your code is
run python at all?
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2022 now?
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gt; So to install pip in in maya you have to download the get-pip.py
>>>>> script from here:
>>>>> https://bootstrap.pypa.io/pip/2.7/get-pip.py
>>>>>
>>>>>
>>>>> The easiest way is to place that in your maya bin directory
what is the easiest way of getting them running correctly inside of Maya?
or even Pip for that matter?
thanks
-todd
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hey all... there is no command specific for it, has anyone got a helpful
hint on how to add a new pose to an existing now? trying to automate a
setup for it so our assets are consistent
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lol..teach me to actually try it...I see tooltip and I immediately think
the tooltip panel in Maya at the botton of the UI lol, ill try it thanks
On Fri, Oct 23, 2020 at 5:01 PM Justin Israel
wrote:
>
>
> On Sat, Oct 24, 2020, 12:51 PM Todd Widup wrote:
>
>> anyone ever d
anyone ever done something like that?
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channelbox attrs
for c in "tr":
for a in "xyz":
attr = pm.PyNode("{0}.{1}{2}".format(str(x), c, a))
layer.addMember(attr) # doesnt work at all
that doesnt work at all
any suggestions?
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, but none of
the ones in teh plugin cpp print at all
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ou could also be talking about cmds.addAttr which would be different,
> and it also depends on when and how you get a conversion node.
>
> A reproducible would help.
>
> On Thu, 20 Feb 2020 at 19:56, Jesse Kielman
> wrote:
>
>> Im pretty sure it's MAngle
>>
hey..what attribute numericData type do you need to you dont get a unit
conversion node for rotations?
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not sure...when I had tried it previously it didnt work...this time it
did...my example had a small typo and I fixed it
On Mon, Feb 10, 2020 at 9:36 PM Ravi Jagannadhan wrote:
> What was the issue?
>
> —
> “There are no dumb questions” - Carl Sagan.
>
> On Feb 10, 2020, at
well..got it working
On Mon, Feb 10, 2020 at 5:19 PM Todd Widup wrote:
> I am trying to add an array attr to my node, thats easy...but I am having
> an issue when I make that attr a vector
>
> aInValueX2 = nAttr.create("inX2", "ix2", MFnNumericData::
lBox(true);
addAttribute(aInValue);
This is not adding the attribute in the node at all. I can add each
channel as an array, but when I make them the child of an attr and that
attr an array it does nothing..it does compile fine, just no in2 attr in
Maya...any suggestions?
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pp_example_html
>
>
>
> On Fri, Jan 10, 2020 at 2:52 PM Todd Widup wrote:
>
>> MDGContext timeOff(time - 1.0);
>> MPlug inPrev(myNode, aInValue);
>> MMatrix inputPrev;
>> inPrev.getValue(inputPrev, timeOff);
>>
>> I am doing this just fine on a float
ideas?
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to python_i
anyone have a link or an example of using events and resizing a window?
basically, I want to set up an event trigger when the window is resized to
adjust the size of a panel to it doesnt get too big
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ns at where to
start looking?
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> .
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>
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s will probably
> be slower to run ( lots of creating/ destroying constraints) but the math
> knowledge required is minimal.
>
> Scale shouldn’t ever need to be mirrored (scale values on a “correctly” set
> up rig should be identical left to right, straight up copy and paste)
> On
I RARELY do matrix math and do to a bug in an animation tool, I find
myself with tasked at writing a mirror pose tool for an animation rig.
any pointers?
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> msgid/python_inside_maya/b041d046-df8f-405e-85a2-
> ac5420de8
ill print leg,
>> and if I select arm again, it will print arm this time.
>>
>> very first selection will print correctly, the rest are always 1
>> selection behind
>>
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>> Creature TD / Technical Artist
>> todd.wi...@gmail
, the rest are always 1 selection
behind
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:36, Todd Widup wrote:
>
>> ok bit more info on this...its not from the hiding/showing of the
>> elements. as I switched to a tab layout for the parent, and it still
>> happens
>>
>>
>>
>> On Thu, Jul 27, 2017 at 9:02 PM, Todd Widup wrote:
>>
>
well or
do you have to exclusively use layouts?
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ok bit more info on this...its not from the hiding/showing of the
elements. as I switched to a tab layout for the parent, and it still
happens
On Thu, Jul 27, 2017 at 9:02 PM, Todd Widup wrote:
> I have a treeView that I use to select parts of a rig system.
>
> when an item is sele
contained as the children of one
QWidget and thats what gets hidden and shown.
any ideas what is causing this bug?
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was a py and Bob was a PYC..you think it would compile like I
expect?
On Sun, May 28, 2017 at 3:27 PM, Justin Israel
wrote:
>
>
> On Mon, May 29, 2017, 10:22 AM Todd Widup wrote:
>
>> justin's correct
>>
>
> Did that suggestion to use the globals end up workin
4%
> 3DiXSDtJatEe9Bo3wPXNjEkyE0dp%2Bg%40mail.gmail.com
> <https://groups.google.com/d/msgid/python_inside_maya/CAPGFgA0A07nAE3CLKWUi4%3DiXSDtJatEe9Bo3wPXNjEkyE0dp%2Bg%40mail.gmail.com?utm_medium=email&utm_source=footer>
> .
>
> For more options, visit https://groups.google.com
is called by core.py
in core.py is where it seems to get hard coded to the path I have things
sourced from
On Fri, May 26, 2017 at 10:02 PM, Justin Israel
wrote:
>
>
> On Sat, May 27, 2017, 3:12 PM Todd Widup wrote:
>
>> so I have a few tools I gave over to a friend..gave
the path where I have
the tools on my local machine, not where he has them.
so...do PYC files store info like that? I always thought it was strictly a
compiled version of the py file, with nothing else
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o I guessing it's something in the
> connected slot method, often the menu may be off screen or the actions not
> added correctly.
>
> -Dave
>
> On Wed, May 10, 2017 at 7:12 AM, Todd Widup wrote:
>
>> I am trying to get a right click context menu working in
clicked on a
tree item, but nothing is executed.
any suggestions where to start looking
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To u
ct paths so that it
>> would strip out the drive and root and just use the perforce directories as
>> teh root for the project? ...in our case, Interactive
>>
>> thanks
>> -todd
>>
>> --
>> Todd Widup
>> Creature TD / Technical Artist
>>
the project paths so that it would
strip out the drive and root and just use the perforce directories as teh
root for the project? ...in our case, Interactive
thanks
-todd
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lol
well..didnt know you could do rotate.set...normally use setAttr for that
part.
On Fri, Feb 26, 2016 at 8:12 AM, Geordie Martinez wrote:
> Don't be afraid of change , Todd!
> pm.iLoveYou().rotate.set((0,45,0)
>
>
> On Friday, February 26, 2016, Todd Widup wrote:
>
st use the method on the
> object to affect rotation.
>
> node.rotate.set((0,45,0))
>
> If you're going to use pymel, take advantage of OOP.
>
>
> On Friday, February 26, 2016, Todd Widup wrote:
>
>> figured out what it is
>>
>> if I do
>
figured out what it is
if I do
pm.rotate(0,45,0,r=1,os=1)
its actually rotating 45 on x, not y..its thinking that first 0 is an
object, but it still applies it to the selected node, so that is a bug
On Fri, Feb 26, 2016 at 7:33 AM, Todd Widup wrote:
> hmmm strange...anyways..in a list here,
To view this discussion on the web visit
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> .
> For more options, visit https://groups.google.com/d/optout.
>
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s=True)
> it is flexible.
>
>
> On Thu, Feb 25, 2016 at 1:57 PM, Todd Widup wrote:
>
>> hye Damon, I would normally...was just testing something and found this
>> bug/strange behavior
>>
>> On Thu, Feb 25, 2016 at 1:55 PM, damon shelton
>> wrote:
>&
hye Damon, I would normally...was just testing something and found this
bug/strange behavior
On Thu, Feb 25, 2016 at 1:55 PM, damon shelton
wrote:
> Use xform 😀
>
>
> On Thursday, February 25, 2016, Todd Widup wrote:
>
>> the point being though...I can get it to work in
the point being though...I can get it to work in either...but the same
values actually rotate differently between mel/maya.cmds and pymel
On Thu, Feb 25, 2016 at 1:41 PM, Todd Widup wrote:
> it works without it as well..atleast here is it and errors on a list
>
> On Thu, Feb 25, 2016 a
it works without it as well..atleast here is it and errors on a list
On Thu, Feb 25, 2016 at 1:27 PM, Kurian O.S wrote:
> rotate take a list
>
>
> pm.rotate([0,45,0], r=1, os=1)
>
> On Thu, Feb 25, 2016 at 1:19 PM, Todd Widup wrote:
>
>> mel and maya.cmds
mel and maya.cmds
rotate -r -os 0 45 0;
works different than
pymel
pm.rotate(0,45,0,r=1,os=1)
any ideas why and what is going on with it?
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.py", line
> 410, in
>
> # import P4API
>
> # ImportError: DLL load failed: The specified module could not be found. //
>
>
> On Wednesday, January 6, 2016 at 4:28:25 PM UTC-8, Justin Israel wrote:
>>
>> Should be 64-bit for any of the recent versions of M
hmm...ok, discussing with our engineers...is Maya's Python 32 or 64 bit?
On Wed, Jan 6, 2016 at 3:51 PM, Todd Widup wrote:
> ok.. will get our engineers to recompile the perforce tools
>
> On Wed, Jan 6, 2016 at 3:41 PM, Justin Israel
> wrote:
>
>> I'm not
As for your perforce module... compiled extensions have to be compiled to
> match Maya. So you may have to rebuild it against Maya's own python.
>
>
> On Thu, Jan 7, 2016 at 12:10 PM Todd Widup wrote:
>
>> so I have to set the lib/site-package path then would be nic
our Maya.env or your userSetup.py to include extra paths?
>
> On Thu, Jan 7, 2016 at 12:05 PM Todd Widup wrote:
>
>> so Pip and P4python are already installed on my Python 27 install.. my
>> dirs for Python27 and Python27/Scripts are already in my path. both of
>>
see/use modules that are installed to teh
lib/site-package director of a python 27 install.
On Wed, Jan 6, 2016 at 1:55 PM, Todd Widup wrote:
> ok, was hoping that would work for those..though there seems to be an
> issue with the P4 one I got
>
>
> On Wed, Jan 6, 2016 at 1:50 PM
ok, was hoping that would work for those..though there seems to be an issue
with the P4 one I got
On Wed, Jan 6, 2016 at 1:50 PM, Justin Israel
wrote:
> Just add extra paths to your PYTHONPATH in the Maya.env or sys.path in
> userSetup.py?
>
> On Thu, Jan 7, 2016 at 10:44 AM Todd
so...how do I get site packages, like Pip and P4Python installed correctly
for Maya Py to see and use?
can they just sit in the local system install and scripts directory (the
default Python27 install that is) or do they have to be in the Maya python
dir int eh maya install dir?
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global vars anyplace?
>> globals like $gShelfForm or $gShelfTopLevel, etc
>>
>> --
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>> Creature TD / Technical Artist
>> to...@toddwidup.com
>> todd@gmail.com
>> www.toddwidup.com
>>
> --
> You received this message because you a
does pyMel store/add the maya global vars anyplace?
globals like $gShelfForm or $gShelfTopLevel, etc
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widgets actually parented to the MainWindow.
>
>
> On Thu, Sep 17, 2015 at 9:57 AM Todd Widup wrote:
>
>> I saw findWindow, but it only works, from what I can see, if you know a
>> windows objectName I was looking for something, where say I have 5 PySide
>> windows op
ustin Israel
wrote:
> MQtUtil has the findWindow() function. Once you have an actual Qt object,
> you have access to all the QObject methods like findChild(),
> findChildren(). What exact query would you like to be able to perform?
>
>
> On Thu, Sep 17, 2015 at 9:36 AM Todd Widup w
looking thru MQtUtil and the python, pymel commands, I am not finding
anything like lsUI that will actually work with Qt or PySide windows.
is there anything?
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f my_system_function():
>>> print("Doing something for 5 seconds..")
>>> time.sleep(5)
>>> print("Done!")
>>>
>>> threading.Thread(target=my_system_function).start()
>>>
>>>
>>>
>>> On 1 September 2
.
thanks
-todd
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tribute: through the method `MPlug::getValue()`.
>
>
> http://help.autodesk.com/cloudhelp/2016/ENU/Maya-SDK/cpp_ref/class_m_plug.html#a64f7093bfde5c5eb9d89b32635b772aa
>
>
> On 19 July 2015 at 09:45, Todd Widup wrote:
>
>> Working on a c++ pluginDone this once like
Working on a c++ pluginDone this once like 6 years ago
How do I query the value of an input connection in time in the api?
Sent from my iPhone
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On Thu, 9 Jul 2015 5:01 PM Todd Widup wrote:
>
>> hey guys..
>> thinking about incorporating an adjustable sections in this GUI..to allow
>> the user to stretch one treeView out a bit more. is there anything built
>> into PySide for hanlding this or would it be th
adjust the side
of the panel based on that
I am currently not using a layout as I couldn't find any that would match
what I needed.
cheers
-todd
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found it and used it...and it works :D
thanks all, not sure how I missed that when I was going thru everything
On Tue, Jun 30, 2015 at 10:36 AM, Todd Widup wrote:
> It's the set parent I'm sure
> Been looking all over for a flag function that does it but haven't found
&
that are not in the layout? Do you have a sample snippet? There shouldn't be
> a trick. All of the child widgets should show up in the dialog at the
> absolute parent widget position.
>
>> On Tue, Jun 30, 2015 at 2:39 PM Todd Widup wrote:
>> hey all...is there some
hey all...is there some trick or function I need to use/call for a
layout-less dialog to work and display my widgets? mie neer show up...but
the dialog opens with no errors
On Mon, Jun 29, 2015 at 6:59 PM, Todd Widup wrote:
> Thanks Justin...hmmm, might try it without again..I tried it o
Thanks Justin...hmmm, might try it without again..I tried it once, and it
didn't work, but will see, thanks
On Sun, Jun 28, 2015 at 8:01 PM, Justin Israel
wrote:
>
>
> On Mon, Jun 29, 2015 at 2:49 PM Todd Widup wrote:
>
>> so since I am still getting use to this..I jus
..correct?
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ght))
>
>
> On Mon, Jun 22, 2015 at 9:16 PM, Justin Israel
> wrote:
>
>> Are you looking for QPushButton.setIconSize(QSize) ? Or are you trying
>> to transform the source image before setting it on the button?
>>
>> On Tue, Jun 23, 2015 at 3:43 PM Todd Widu
ok, so the image shows up, but I need to control the size, only option I
have found is the scale method, which looks to need 2QtInt but its not
scaling the image.
On Sat, Jun 20, 2015 at 11:32 AM, Todd Widup wrote:
> awesome..thanks...that's finally working. I
>
> On Fri, Jun 19
might be good to know...but since Maya 2015 is built on VS 2012, I will
just compile fo4 2015/2016
On Sat, Jun 20, 2015 at 4:18 PM, Todd Widup wrote:
> ok..stupid me when I set up this workstation, I swore a installed visual
> studio 2010 so I could compile plugins for 2014..but I only h
suggestions?
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t; On Fri, Jun 19, 2015 at 9:29 PM, Todd Widup wrote:
>
>> I have both Just copied paste was wrong
>>
>> Sent from my iPhone
>>
>> On Jun 19, 2015, at 9:09 PM, Kurian O.S wrote:
>>
>> self.cylinder_btn.setIcon(icon) to self.cube_btn.setIcon(icon) ?
>
I have both Just copied paste was wrong
Sent from my iPhone
> On Jun 19, 2015, at 9:09 PM, Kurian O.S wrote:
>
> self.cylinder_btn.setIcon(icon) to self.cube_btn.setIcon(icon) ?
>
>> On Fri, Jun 19, 2015 at 8:41 PM, Todd Widup wrote:
>> hey guys
>>
>
setIcon(icon)
ive tried that and I have tried setting the style sheet background-image
and neither work.
any suggestions?
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Todd Widup
Creature TD / Technical Artist
t...@toddwidup.com
todd.wi...@gmail.com
www.toddwidup.com
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you can customize the margins, padding, colors, etc
>> easily too.
>>
>>
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> On Sat, Jun 13, 2015 at 8:21 PM, Todd Widup wrote:
>>
>>> hey Eric..yeah just want to make sure things
odd,
>
> What kind of problems are you having lining up the widgets where you would
> like them? Any sample images / code we could help with?
>
> Eric T.
>
>
> Eric Thivierge
> http://www.ethivierge.com
>
> On Sat, Jun 13, 2015 at
hat I I see
it can do though, and its nice writing a UI that usable in Maya, Mari, and
Houdini
thanks
-todd
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Todd Widup
Creature TD / Technical Artist
t...@toddwidup.com
todd.wi...@gmail.com
www.toddwidup.com
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&q
t; On Thu, Jun 11, 2015, 11:17 AM Todd Widup wrote:
>
>> found a way to hack around what I needed to do..but still curious if
>> there is anything built into pymel to handle/manipulate the user prefs
>>
>> On Thu, Jun 11, 2015 at 10:51 AM, Todd Widup
>> wrot
found a way to hack around what I needed to do..but still curious if there
is anything built into pymel to handle/manipulate the user prefs
On Thu, Jun 11, 2015 at 10:51 AM, Todd Widup wrote:
> is there a way to set a few user preferences with PyMel?
>
> --
> Todd Widup
&
duh..workspace...been one of those mornings
On Thu, Jun 11, 2015 at 10:30 AM, Todd Widup wrote:
> I need to automate setting up the Maya project directory.
>
> the issue...I found SetProject in pymel, BUT there is no documentation on
> it...even passing a directory path to it, it s
is there a way to set a few user preferences with PyMel?
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Todd Widup
Creature TD / Technical Artist
t...@toddwidup.com
todd.wi...@gmail.com
www.toddwidup.com
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"Python Programming for Autodesk Maya"
tions really seem
to provide insight on how to set it
thanks
-todd
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Todd Widup
Creature TD / Technical Artist
t...@toddwidup.com
todd.wi...@gmail.com
www.toddwidup.com
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"Python Programming for Autodesk Maya&
got it with PyUI
On Wed, Jun 10, 2015 at 10:55 AM, Todd Widup wrote:
> stupid question for some throw away work
>
> I am prototyping a GUI using the standard Maya commands
>
> Is it possible to get a UI element as a PyMel object?
>
> what I mean is I am creating it via pym
retrieve
the name as a Unicode...
is there a way to convert that to a PyMel object
on normal nodes in Maya, PyNode works but it doesn't on UIs, so is there an
equivalent?
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Todd Widup
Creature TD / Technical Artist
t...@toddwidup.com
todd.wi...@gmail.com
www.toddwidup.com
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no, the RMB context sensitive menus
On Wed, Jun 3, 2015 at 3:24 PM, Joe Weidenbach wrote:
> Are you talking about Marking Menus?
>
> On Wed, Jun 3, 2015 at 3:21 PM, Todd Widup wrote:
>
>> so you know the RMB menu you get..whats it called and any pointers on
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