I know this is a bit foolish suggestion which is to write your global data (in py format) to a temp file on disk. Then load that file as a py file. This is a quick workaround.
Chris On 22 Oct, 2013, at 5:46 AM, Raffaele Fragapane <raffsxsil...@googlemail.com> wrote: > To be perfectly honest I'm still on the fence about that behaviour. > In some ways it's nice, and it's relatively easier to debug Maya live because > of it than it is Softimage. > > On the other hand multiple runs and coarsely grained iterations tend to > pollute the environment beyond belief, and God forbid you change your mind > about a name, or commit a typo that you repeat further down the line or other > similar mistakes, since you get those odd to debug situations but without the > benefit of having everything plain to read, and your work is committed to > some transient void somewhere. > > All in all it's occasionally convenient, but generally a horrible way to work. > > Ultimately I find that either way (Soft's or Maya) you have a trade off > somewhere, in Soft you have to spend extra time on a framework for persistent > items, in Maya on one to investigate and clean up the mess. > > Between the two I probably prefer Soft's by a small margin, while overly safe > it's not as infuriating as Maya's constant, undoable, easily mis triggered > nuking and committing of anything you happen to dump in a script editor tab. > I'm not sure I'd consider it a nice to have feature to make Soft equally > twitchy, especially since we have successfully hooked debuggers and all to it > and it's easy to write a simple framework to work with for transient objects > and experimentation (while Maya's infamous editor nuke is impossible to > prevent). > > Try to invest a little bit of time in how you work through it, and you might > find the same way of working will trickle to your Maya work as well after a > while with its added safety and structure. > > > On Tue, Oct 22, 2013 at 12:51 AM, Sergio Mucino <sergio.muc...@modusfx.com> > wrote: > Thanks Raffaele. Yes, in both applications I've used (Maya and Max) this is > how it works. Any functions and variables I declare or define at the global > scope remain in memory throughout the session. This makes it very easy to > iterate over different version of tool development. > It seems SI won't be as user-friendly in the same department (Modo used to be > like that, but they just released a Python API with 7.1 that allows for a > persistent interpreter, which solves the same problem). Given that this is > one of those things I can't really work around, I'll just consider it as a > little "would be really nice to address" note for the Softimage team. > Thanks a lot for all the comments! > > <Sergio Mucino_Signature_email.gif> > > On 20/10/2013 5:44 PM, Raffaele Fragapane wrote: >> >> I might have been unclear, sorry. >> No, it won't work across tabs of course, but it gets closer to Maya's way of >> working within each tab (which I understand is where Sergio comes from), and >> it allows to expand or contract module functionality on the fly. >> For it to work across different interpreters yes, you need to extend it with >> some files, a directory parser, and a push to dir wrapper to extend the >> magic module. >> >> >> On Sat, Oct 19, 2013 at 2:46 AM, Luc-Eric Rousseau <luceri...@gmail.com> >> wrote: >> On Thu, Oct 17, 2013 at 6:22 PM, Raffaele Fragapane >> <raffsxsil...@googlemail.com> wrote: >> > If you want something to be available across the board you can simply write >> > it, register it as a module, and push it. No need for it to exist as a >> > file. >> >> >> I've read the link, but I can't see how you could use this to push >> functions to a different instance of the python interpreter without >> using some file on disk (or copy/pasting the code between script >> editor tabs) >> >> >> >> -- >> Our users will know fear and cower before our software! Ship it! Ship it and >> let them flee like the dogs they are! > > > > -- > Our users will know fear and cower before our software! Ship it! Ship it and > let them flee like the dogs they are!