That's what I refer to with open Maya 2.
It's about as pythonic as writing Haskell on punch cards :)
On 6 May 2014 23:16, "Marc-Andre Belzile" <marc-andre.belz...@autodesk.com>
wrote:

> There is also Maya Python 2.0 which is more pythonic than v1.0. However,
> the class set in v2.0 is not as exhaustive in v1.0.
>
> -mab
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
> Sent: Monday, May 05, 2014 8:42 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage Python versus Maya Python
>
> Yeah, I can agree with pretty much all of it.
> It's a shame, because coverage and performance are very good, but the fact
> there is no hand crafting of a higher thin layer makes it horrendously
> clunky.
>
> With just a little bit of additional effort it could actually be very
> suitable for a lot more than it is suitable for now, but there doesn't seem
> to be a lot of interest in improving and extending the bindings, which
> ironically leaves the Python wrapper less friendly to read and operate than
> the C++ equivalent.
>
> I think I officially hit breaking point a few weeks ago at the hundredth
> (literally) time in what should have been a simple script I had to
> explicitly cast and recast across multiple variables the same damn data,
> and then handle every-single-F'ing-instance of a return explicitly.
> God forbid various adaptive set and get methods and constructors that work
> perfectly in C++ are wrapped, you can only use the explicitly type handling
> ones instead in Python, which makes any upstream change of a type combined
> with Python's eco system an absolute nightmare.
>
> If you're mostly doing pipe work that's far enough removed from the scene
> data and the DG, or has only minimal and simple interaction, you're mostly
> OK though.
> On Tue, May 6, 2014 at 9:12 AM, Serguei Kalentchouk <
> serguei.kalentch...@gmail.com<mailto:serguei.kalentch...@gmail.com>>
> wrote:
> That certainly holds true if you intend to do any plugin development.
> For all the pipeline / glew / build code you will still need to operate
> within Maya Python unfortunately.
> Otherwise the Python implementation in Maya is very straight forward but
> you have to make your piece with the fact that it is not OOP (not
> considering PyMel).
> So without any custom involvement on your end it's basically just
> functional programming with logs of string manipulation.
> On the bright side Maya's command module is pretty substantial in terms of
> its breadth and depth so you have little limitations in terms of what you
> can do.
> If you want to get back some OOP sanity then you're welcome to try PyMel
> although it has it's own issues and quirks.
> I've ended up writing my own wrapper that covers 90% of my use cases.
>
>

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