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Free Autodesk software licenses and/or cloud-based services are be subject to acceptance of and compliance while using terms and conditions from the license agreement or service terms, as applicable, that is included with such software or cloud-based services. Autodesk can be a leader in 3D design, engineering and entertainment software. 3D animation, modeling, simulation, and rendering software offers artists an all-inclusive creative toolset. These tools give a starting point to comprehend your vision in modeling, animation, lighting, and VFX. All-new system speeds playback and character-rig manipulation. video: 4:12 min. Create branding, logos, titles, along with other text. video: 11:04 min. Model artists can take advantage of more artistic and intuitive freedom. video: 6:27 min. Get started making use of your software, find techniques to common questions. Get more out of Maya 3D cartoon software using this series of videos. It-s all to easy to get started. 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Published in The New Orleans Advocate, Sunday, December, 7, 2014 Click To View Read More January 23, 2016 8:00 am The Covington Farmer s Market January 23, 2016 9:00 am Mandeville Trailhead Community Market January 23, 2016 9:00 am The Covington Trace Community Market January 29, 2016 2:00 pm Abita Brewery Tasting Room Tours Bedico Creek Preserve 100 Bedico Creek Blvd. Madisonville, LA 70447 Welcome to TiddlyWiki put together by Jeremy Ruston, Copyright 2007 UnaMesa Association This page requires JavaScript to work properly. If you might be using Microsoft Internet Explorer you may must click within the yellow bar above and select Allow Blocked Content. 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Write it as being a WikiWord eg JoeBloggs option txtUserName option chkSaveBackups SaveBackups option chkAutoSave AutoSave option chkRegExpSearch RegExpSearch option chkCaseSensitiveSearch CaseSensitiveSearch option chkAnimate EnableAnimations - - Also see AdvancedOptions WHAT IS IT? This page is focused on how to try and do things in Maya featuring its scripting language mel Maya Embedded Language. And in addition to that particular elf mels Extended Layer Format, for UI creation. This page mainly lists code samples, and the way-tos with mel. There are no scripts to download. The purpose of these pages is being a resource for creating mel procedures and scripts. More facts about Maya is found at the revolutionary Autodesk web yes, they bought Alias or /maya/./This page used for being called How to locate stuff using mel on other Wikis:/which appears to get dead a few past sites. WHAT IT ISNT: Instructions on the best way to scriptprogram. Im presuming you know a little bit of that. But since there are numerous examples listed, they could help. HISTORY: This page started years ago like a personal web site with a number of random thoughts as I learned mel. So all of these notes are through the gamut of a single.0 through currently, 8.5. You will see some really quite simple things listed, and many more complex things as we While reading a book about the /language, that they a different take for the standard Maya for loop. A normal for loop has this format: for initialization; condition; change of condition statement; So an effective example: fori0;i 5;i printi ; ; 0 1 2 3 4 I learned that you may actually have//multiple//initialization parameters, as well as multiple conditions, and multiple change of conditions: fori0, j5; i j, j 10; i, j printi j n; 0 5 1 6 2 7 3 8 4 9 Im really not too sure what Im likely to do with this particular info yet, I think its good to learn! Talking with other programmers, their reply was oh yeh, //many//other languages do this. So, I guess Ive been ignored of //loop//. so bad, but so competent. Retrospective blog entry. mel wiki is made! Happy New Year! I added this new blog section. I figured out tips on how to move the mel wiki icon on the SiteTitle extreme fun. I also added my first little Python tagging, and setup a principal PYTHON category. Still stuck on Maya 7 Finally, made the Tags tab regularly be visible within the right hand column, which will make it easier for users to navigate the internet site by default. Man, there is really a pile of rain coming down here from the San Francisco area! is down for whatever reason, so all the modern updates are made Tiddlywiki is back I wonder the thing that was going Robots! Not directly associated with mel, but I made my initial few solar powered robots: The Symet /photos/8064698N03/sets/72157603647631805/The Hexpummer /photos/8064698N03/sets/72157603656270159/ Added a whole new helpful section, the Visual Guide of UI Controls. Will be updating it slowly with time, in alphabetical order. Lets an individual see the style of UI control before they build so you may make your UIs much quicker! Added the revolutionary All Subjects tiddler within the main menu about the left in the screen: It will show ALL the subjects tiddlers inside wiki. Now it is possible to search with the categories, or perhaps one big page of subjects. I recently got turned onto Processing over the Make blogs: Processing: /Make: /which you ought to read constantly, FYI Its an excellent free language that almost wrappers up Java. From their site: Processing is definitely an open source programming language and environment for folks who want to program images, animation, and interactions. It is employed by students, artists, designers, researchers, and hobbyists for learning, prototyping, and production. It is made to teach fundamentals pc programming in a visual context also to serve as being a software sketchbook and professional production tool. Processing is manufactured by artists and designers as opposed to proprietary software tools from the same domain. - - Heres some fantastic examples by Jared. One with the coolest things: He also increases the Processing source code away for every of them. That is awesome. Share the feeling! /gallery many more inside the above link I added a whole new category for the left called TROUBLESHOOTING. It will require some time to organize other items into it, nevertheless its a start. Added a fresh section called Other Links. Thought Id share some in the other websites that I enjoy, who have some correlation to brains that enjoy Maya and mel. A month possibly even ago2008 02 18 I brought up. Since then Ive began to learn it, and are actually posting several of my first sketches on /photos/8064698N03/collections/72157604136742471/. Enjoy. Ive FINALLY gotten around to re-learning Python. In lite of these, Ive made a whole new Python Wiki: /While there's still Maya-centric Python stuff on this article, non-Maya related Python stuff Ill start posting over there. Im still a Python noob, so theres nothing too amazing over there yet. Its like how this wiki started yeaaaars ago. Finally got around to updating to tiddlywiki v2.4. No one will definitely care but me. But its the brand new hottness. Ive finally designed a blog to tie together my various wikis and projects. It are available here: / A buddy of mine initiated a policy of his own mel tiddlywiki while he learns the languange. Everyone should! ; / I thought Id attempt to experiment, and make up a Guest BookGuestBook. I really don't know how many people use my wiki, how often it's viewed, etc. I do receive an occasional email telling me how someone has utilized it, which provides me the warm-fuzzies. If youd prefer to sign the Guest BookGuestBook, go compared to that link, and stick to the directions. Since his wiki isnt open for public editing one from the reasons I push the button that way: I used to obtain spammed continuously when anyone could edit it, youll ought to//email meWarpCat your guest book comment. That is usually a departure from regular website guest book signing, so I could view a reluctance within the part of many. As I said, this is undoubtedly an//experiment//;- Ive done some retagging on the subject of Python subjects: I currently have an upper-case PYTHON category around the left-column. Before, //all//subjects which were either about Python specifically, forms of languages that had Python code inside their examples received that tag. Ive now developed a lowercase python tag as well to assist differentiate: Subjects that are//specifically associated with Python features//will receive the upper-case//category//tag. Subjects which have example Python code included or call to your python//mel//command, but arent about Python specifically, will receive the lowercase tag. I think this will assist make searching for//Python-specific//issues easier, and never clutter it with code simply written//in//Python. Since Im forcing myself to understand the API very slowly, I added an API category. Im mainly learning the API via Python, since I do not know much of c whatsoever. Added the INFO category. Havent yet fully populated it, however it was missing: A place on subjects about querying specifics of things. Added the HARDWARE category. Currently just has one item. But its a very nice item. Im not sure how Id apply it, but I think it deserves its category ; Below are quite obvious lambda wrappers for converting sequences like API/PyMel Points or Vectors from Mayas internal units cm for the current ui units could possibly be cm, could something more important and again. Using API 2.0, but works just at the same time with from import MDistance internalToUi lambda item for item in x uiToInternal lambda item for item in x For example: import as pm nodeA coneA nodeB coneB This returns internal units: ptnodeArotPiv vnodeArotPiv ptnodeArotPiv This expects a vector or set of 3 vals of ui units, and then we convert: internalToUivnodeArotPiv, spaceworld Maya incorporates a whole lot of both c Python API plugin scripted plugin example stuff online, topicNumbercpprefexampleshtml Maya 2013 There are edge-cases where certain API calls will need a c /doc/tutorial/structures/passed in. For example, the course updatePixels method expects a pointer to some struct. How can you accomplish this via the Python API? As it turns out in this instance at least theyve wrappered that struct available for you: import as omr rvp PIXEL Id be interested to recognise how a lot more there are? This post by Kristine Middlemiss breaks it down very nicely: Transcribed from that post for prosperity: Heres how we would register a different user event type called myEvent: import as om myEvent To have a very function called myFunc execute whenever the presentation occurs: def myFuncdata: printGot a myEvent event! callbackId myEvent, myFunc To send a myEvent event: myEvent To remove the callback function when done: callbackId - Also see: API: How can I author callbacks for Maya events? When making custom node types via scripted-plugins or regular ol compiled plugins, they want a set with a specific value, making sure that custom node types wont clash: import as om kPluginNodeId 0x00113 Autodesk divvies-out ranges of addresses to developers, so how do you get these addresses assigned? Via this website: - - This writing does an admirable job covering every aspect of these ids, how theyre used, and how you'll be able to register for the kids: All in the api OpenMaya work I do is using the Python bindings. And plugins authored like that dont ought to be compiled, since theyre considered scripted plugins. Sometimes however Ill encounter legacy plugins that want recompiled to your latest version of Maya, and Maya itself includes many degrees of c authored plugins that//do//need compiled living here: C:Program FilesAutodeskMaya20XXdevkitplug-ins. Talking with co-workers smarter than I around the subject, here i will discuss the steps we experienced to compile a plugin: Install Visual /visualstudio/en-us. Im using Maya 2010 64-bit on Windows 7: I tried installing Visual Studio 2008, but I got compile errors. Switching to Visual Studio 2010 fixed that. When you first launch Visual Studio, configure it to C. Launch Visual Studio and: File - Open. are Visual Studio solution files. Select the Release build configuration, in the drop-down within the standard toolbar. Press F7 to make the plug-in Build - Build Solution: Watch orlando happen from the Ou Starting with Maya 2012 Hotfix 1, enhancements were designed to Python scripting together with the new Maya Python API 2.0. Maya 2015 /view/MAYAUL/2015/ENU/?guidpyrefindexhtml The new api modules are found inside the package. For example, right here is the old strategy to import OpenMaya: import as om print class And the revolutionary api way: import as om2 print type As you can observe, the earlier way typed instances as objects, however the new way types them as physical new types. Ive also seen that it looks just like the api objects are not being wrappered via swig objects: Calls compared to that worked really will fail on 2012 raising a great exception: AttributeError: PyCObject object doesn't have a attribute disown This isnt necessarily a consequence of API 2.0, nevertheless it does use a coincidence in It needs to be noted that in 2012 the complete API hadnt been ported over, but is far more robust in 2015. Here are this list of advantages they post: Array types are full Python sequences, including slice support. Methods which take Maya array parameters wil I recently ran into the issue of trying to query a double array attr through API. In the below example, I produce a doubleArray attr via commands over a node, then seek to query it through API. import as mc import as om node pSphere1 attr doubleArrayTest - ------- Via cmds, add the attr to the node: node, longNameattr, dataTypedoubleArray %s.%s%node, attr, 2, 3.14159, 2.782, typedoubleArray print %s.%s%node, attr 2.0, 3.14159, 2.782 print %s.%s%node, attr, typeTrue doubleArray - ------ Now, inside API: selList node mObject 0, mObject plug attr print So, the API is becoming confused: print False print //Error: Encountered exception: kFailure: Data type is just not valid here//indexArray indexArray //Error: Encountered exception: kFailure: Object isn't going to exist/Lets try something different: Get val as a possible MObject say whaaa?! plugValObj Create a function to do something on that object: fnDoubleArray plugValObj Get only the array data: doubleArray print doubleArray 2.0, 3.14159, 2.782 Finally! - Docs:, topicNumb Python code import as om import as oma def getSkinClustershape: shape: string: name of shape node to query skincluster on return: MFnSkinCluster: MFnSkinCluster node assigned to your mesh, or None. Create an MDagPath for that shape node: selList shape mDagPath 0, mDagPath Make a dependency graph iterator, passing inside our MDagPath as being the root on the system. Set the Direction to From source to destination and Level being Visit each Plug essentially once mItDependencyGraph,, Start walking through our shape nodes dependency graph: without : Get an MObject for your current item inside graph: mObject If the MObject may have a MFnSkinCluster function applied, it must be a skincluster: if : return the MFnSkinCluster object for your MObject: return mObject shape someNodesShape sCluster getSkinClustershape Print the name in the skincluster: print skinCluster14 The above example is founded on info I found within this thread: /group/pythoninsidemaya/browsethread/thread/1b865f8c3c0c81c2 And did a re-write OpenMaya Python: import as om Make a MSelectionList container object: selList Fill our container object while using active selection: selList Make a list to assemble the results: sel Fill the effect list with strings with the selection: sel print sel Man, that may be clunky!:-P Compared to: Python: import as mc sel selectionTrue print sel MEL: string sel ls - selection; print sel; When dealing with all the API, all linear//internal units//are located in cm unless overridden, but Ive never witnessed this happen. But if you're passing that data to mel/Python commands, they expect the values for being in whatever//ui unit//has been set. By default, the ui unit is cm also, however some studios can change this value to something different. In my case, its currently If both of these values lineup you wont notice any problems as part of your code. But in case you author code that expects the ui units to get cm and theyre not, chaos will ensue. In the below example, we grab the center-point in the bounding-box of any node, then convert that position to the current ui-units: import as om node pSphere1 Get the MDagPath for just a node: selList MSelectionList node mDagPath MDagPath 0, mDagPath Find the centerpoint according to bounding box, this will likely be in cm: dagNodeFunc mDagPath MFnDagNode boundingBox MBoundingBox centerPoint MPoint - ------ Now that we now have some data, convert it from internal to ui units: Convert fro The below classes compare together with the mel currentUnit command. The below classes have the capacity to query both the//internal//units, along with the//ui//units except MTime. The internal units, when they can be changed, usually shouldnt be. Defaults for internal units are: Linear: Centimeters Angular:? Mine happens as kInvalid, that is odd. Id expect it to become Radians though. Time: Has no differentiation between internalui: There is only ui units. I think when Maya installs this can be 24fps film. UI units will be the ones you are able to change via Mayas prefs, or via mel.!!!Linear: import as om uiLinearUnit This returns an int value that corresponds towards the Unit enum within the MDistance class. Which corresponds about bat roosting constants: 1 kInches 2 kFeet 3 kYards 4 kMiles 5 kMillimeters 6 kCentimeters 7 kKilometers 8 kMeters !!!Angular: import as om uiAngularUnit This returns an int value that corresponds for the Unit enum for the MAngle class. Which corresponds about bat roosting constants: 1 kInvalid 2 kRadians 3 kDegrees 4 kA Pulled a few below out of this post: The below example has all of the variable names set thus to their object types. I did this here's an example how the objects were returned and used, dont recommend it for regular coding The below example will loop over each object, plus the components selected on that object. It will print the worlds-pace position of each and every point that may be part with the component selection. Python code import as om Make a MSelectionList container object: MSelectionList Fill with selection, as MObjects MSelectionList Create an iterator to loop over our selection: MItSelectionList MSelectionList although not : The mesh node: MDagPath The components, if any: MObject Define the path to the object and components. MDagPath, MObject Create a function set due to this MDagPath. returns an MObject. MFnDependencyNode We are now able to do work about the object if we need to. print If we now have components: or else : Make an iterator for the children: MItGeometry MDagPath, MObject although it is not : Make a point object for Referenced from Complete Maya Programming Waaaay exciting! It needs to be noted that whenever you use API calls outside of your plugin to customize the DG, you cant undo the operation. Python code import as om optionA: transFn transObj name optionB: transFn transObj Illustrating inheritance: dagFn transObj name print name transform1 Class hierarchy: MFnBase MFnDependencyNode MFnDagNode MFnTransform Newer docs here: PySide: Access widget data in Maya PySide: Convert a Maya control in to a widget - - Starting with Maya 2011 they introduced a whole new API class. Notes through the docs: The safest way to make use of the Qt API from the inside of Maya would be to create your own Qt window and populate it with your controls. While it's possible to make use of the Qt API to change existing Maya UI elements, like those made out of Maya commands from MEL or Python, such modifications are certainly not supported by Autodesk and may even lead to Maya becoming unstable or inoperable. In practice, in all probability you'll find a amount of modifications which appear safe, for instance changing a controls text or reorganizing the items over a menu. However, Autodesk provides no guarantees which the underlying implementations of such UI elements wont alter from one turmoil Maya to a new, potentially in manners that may make formerly safe usage become unsafe. So should you choose to incorporate such actions into the plug-in don't forget that you may have t Notes, notes window data through the API. - - from : M3dView: Main class employed to access window info. MDrawInfo: used inside draw ways of MPxSurfaceShapeUI MSelectInfo: utilised in MPxSurfaceShapeUI::select - - from MPx3dModelView: Creates modelEditors. MPxModelEditorCommand: Creates commands for modelEditors. MPxControlCommand MPxUIControl MPxUITableControl MPxSurfaceShapeU MPxGlBuffer - - Query the latest camera with the active view, top left corner of viewport, and viewport widthheight. Similar stuff to what you may do using the window mel command. import as omui import as om camPath activeView 3dView camPath camName c pointer hoop-jumping: xUtil 0 xPtr yUtil 0 yPtr xPtr, yPtr x xPtr y yPtr pw ph print camName, - Top Left:, x, y, - width/height:, pw, ph perspperspShape - Top Left: 405 45 - width/height: 701 1060 Mel provides the polyColorPerVertex command, that could change the hue of one vertex during a period. This works fine youre carrying it out on a lot less than 100 verts each time. But on in excess of 1000, it truly starts to decelerate. Enter the API. The MFnMesh class incorporates a setVertexColors method allowing you to line multiple colors at the same time. And it truly is//much//faster. Pseudo code to make use of it: import as om Build jail vertex ID array: idArray Now fill it with all the vert IDs about the object to color. Could be some, or all of which. Build a clear color array: colorArray Now fill it with all the colors for each from the vert IDs defined above. Get a MDagPath for your object were coloring: selList myObject mDagPath 0, mDagPath Get a MFnMesh for your object: mFnMesh mDagPath Apply the shades: colorArray, idArray It needs to be noted that since youre with all the API to replace the scene graph, there isn't undo available. To get undo, youd have to author this to be a scripted plugin command. Several subjects below, heres what we now have: Overview of API Attribute-Related Concepts Attribute Property Defaults Overview of API attribute creation classes Creation Example Usage Differences between compound and array Understanding Array Indices physical logical Networked and non-networked plugs Additional examples - - Important note: In Maya, the definition of attribute can indicate two different things according to where its used: either anyone side or even the programmer side: On the person side, they get connected to attributes on nodes, queryingsetting their values, keyframing them, etc. The only point of entry would be the attribute. The attribute carries a value, one example is. The value plus the attribute come together. On the programmer side, an attribute is: Quoted from Complete Maya Programming: template or blueprint depending on how a piece of data inside the node must be//created//. The important distinction on the users perspective is the attribute doesnt actually hold any data. It simply offers a specifica Just some early See a working example here: API: Simple scripted plugin argument passing Docs: - - A major issue Ive ran into will be the apparent incapability to pass array data into a quarrel. A thread here discusses it pretty much: It appears that this main hack is usually to pass in one string it is possible to then later split in the array pieces of your choice, that's From that form post: MEL commands//dont//have the capacity to accept a string array as being a single flag argument., which seems to become true according to experimentation. - - When authoring a scripted plugin command to simply accept arguments, you try this by by authoring a syntax function that's passed to your method within the initializePlugin function. The syntax function will be something like this: import as om def newSyntax: syntax Start adding flags and whatnot here to secure your arguments to. And the snippet for registering the command, which include passing with the syntax cmdName cmdCreator being authored elsewhere: import as ompx def i Scratch-pad as I be a little more familiar with all the various API classes. Also see: API: class organization - - Starting with Maya 2013, they offered a API Class, topicNumbercpprefmayahtml online, which can be all classes arranged in line with subject/concept. - - This is mainly an area where I can note classes Ive used, you can find obviously over what is listed here.!M Notes: Mayas base utility provides strategies to working with 3D model views. 3D views are dependant on OpenGL drawing Control over animation playback and static class which gives methods which decide if an object has been animated, which attributes are animated for the given object and which animation curves are employed to animate certain attribute. Methods include isAnimated, findAnimatedPlugs, Implementation of your 3D bounding familiar with store values of color Provides strategies to obtaining one or all Paths into a specified DAG node: returns an MObject fullPathName: Returns string in the full path for the node. isInstanced: Returns TrueF If youve authored a custom scripted-plugin or possibly a derived class, like, via OpenGL you are able to draw text to your screen that follows it. Below is often a code snippet showing parts in the class that you may use to implement this functionality. I pulled the concepts of this because of this I should observe that Ive encountered a bug in which the text may seem to translate 1.5x in excess of that from the and I have yet to look for a solution: import as om import as omui import as ompx class : def initself: Superclass override. initself Save a clear chair MDagPath which will later function as path to your node. def drawself, view, path, style, status: Superclass override, the spot that the text drawing happens. M3dView TestText!, , def nodeTranslationself: Custom method that returns a MPoint object based about the worldspace position of the locator node. Get the dag road to this object:, Pop in the shape for the transform Find the translation with the node in worldspace: transformFn MFnTransform vec MVector Convert from internal units cm to whate The below code can be something I developed to list the many attributes using a node through API, the values stored within their plugs, plus the API attribute type. It seems//really//clunky, and perhaps in a few months Ill find some function that can doing all this in two lines. But it seems such as API allows you to test against which function set the attribute is owned by, after which have to query for any very specific sort of data. After I authored this I cam across Bryan Ewerts post, which utilizes a very similar system, so Im guessing Im about the right track. Some notes: I had to wrap every query in a very tryexcept clause, since some data would return None eventhough it was defined like a given type. I haven't yet figure out the best way to query string data. It just fails: As noted below, the code does not trace array attribute element plug data. It shows a weird - 1 for that index, and wont dig any deeper. However, a link into a solution is provided with the end in this topic. Some helper functions: import as om def nameToMObjectname After much learning from your errors, Ive whipped up the below code to query each of the child attributes under certain compound attribute, and print their names types. This was complicated by the variety of factors: It took me a while to achieve that compound attrs can be array. I hadnt quite grasped the differences totally: Compound is really a type, like float or string. Array is usually a property connected with an attribute, like keyable, locked, hidden, etc. I was capable to query compound children, but I wasnt understanding tips on how to query several compound attrs children. This was further all smudged by the fact the process will return negative index values, which cause a variety of problems. Not sure why it can that, but bypassing them solves the condition. Understanding the differences between logical and physical index arrays. In a nutshell, you wish to use logical most in the For more information about those topics, please see this subject: API: Attribute Creation Usage In our example we utilize a polygonal plane with four API Code Snippet In this example, I set all variable names to get the form of object these are, to learn effectively to understand how objects are returned and used. I dont recommend accomplishing this in regular code, just using it as a an explanation tool Highlights: Create MItDag DAG iterator mind loop over everything mesh. Create MDagPath DAG path object per mesh, giving entry to its path/name. Create MFnMesh polygonal surface function set object, permitting actions being performed around the current MDagPath object. Print the name of each of the mesh inside the scene their vert counts. import as om Make a MItDag iterator object, for mesh only: MItDag, Start looping over each mesh: although it is not : Make a MDagPath object which will store the path from the mesh: MDagPath Set the MDagPath object towards the path in the current mesh as defined by the existing loop on the iterator: MDagPath Create a whole new MFnMesh object, set to your current dag path. We can do operations on that mesh via that object. MFnMesh MDagPath A Example using the OpenMaya Python API of choosing the closest vertex with a polygonal mesh with a given transform. Ive not ever done it, nevertheless it may be worth looking at a solution using. There is undoubtedly an example utilizing it online, topicNumbercpprefclosestpointcmd8cppexamplehtml, hasha33 For fun, I made two different implementations. They both carry out the same thing, just go about this different ways. This first code chunk is needed for both examples: Python code from operator import itemgetter import as mc import as om def getMDagPathnodeName: Convenience function that returns a MDagPath to get a given Maya DAG node. selList nodeName mDagPath 0, mDagPath return mDagPath !!!Example A: In this example, we fill a MPointArray with all of the vert positions at the same time, then do our distance comparisons over that array, filling our final sorted dictionary using the distance results. def closestVertToPointAmesh, target: Parameters: mesh: string: Polygonal mesh to query vert positions on. target: string: Any transform to discover import as om node pPlaneShape1 attr uvSetPoints Get an MObject by string name: selList node mObject 0, mObject Get a plug based around the attribute string name: mFnDependencyNode mObject plug attr print Docs for There will be the scriptJobs attributeChange argument naturally. But should you wanted to do that via the api, the below code functions. That being said, it usually trigger much more often of computer should: In the below example, it needs to only trigger when the translateX attribute is nonetheless it will trigger seemingly when any from the attrs are modified: Even though the price of tx hasnt changed, Maya may seem to list it as a maybe internally its triggering away from the dirty state in the node. There would be the MNodeMessage::AttributeMessage enums that are meant to limit what's evaluated, but I did an evaluation, and none ones will trigger with an attribute//change//. import as om Get an MObject for the node: node pSphere1 selList node mObject 0, mObject Callback code: def callbackmsg, plug, otherPlug, args: if translateX in : print Attribute Changed:, msg val print tplug:, , val print totherPlug:, print tClient Data:, args Create the callback: cid mObject, callback, arbitraryClientData Delete the callback lat The most common strategy to do this really is via mel. But with the OpenMaya API, you are able to access many Message classes that supply a lot more functionality to areas that scriptJobs dont provide. It really should be noted that should you keep executing precisely the same callback creation code, theyll learn to pile up. Youll ought to develop a system to monitor if theyve occurred, in order to not have acquiring duplicate callbacks running inside background. In the below example, we include a callback function that will probably be executed just before a fresh scene is opened using a object. As a straightforward hack, we track its existence using a global mel variable. Python code import as mm import as om def callbackargs: Put your callback execution code in here. print CALLBACK! def makeCallback: Creates the callback, doesnt allow dupes: Pass mel variable to Python: global int gMyCallbackExists; callbackExists int callbackExists gMyCallbackExists; or else callbackExists:, callback global int gMyCallbackExists 1 To create the callback: makeCallbac Docs: import as om depNodeFunc node transform MObject Or in case you dont cherish the actual MFnDependencyNode class object, it is possible to skip its storage: node transform As you can observe from the example, the MFnDependencyNode class can easily build a physical Maya node in this instance called transform1 inside the Outliner via its create method, and that is returned like a MObject. Furthermore, MFnDependencyNode will be the superclass of several other MFn classes, hence the create method might be called from them too. For example, it is the class inheritance tree with the MFnSkinCluster class: superclass subclass So lets produce a skinCluster Maya node: import as oma skinClusterFn Call the create method in the MFnDependencyNode superclass. Could equally easily make any node type on this call, not really a skinCluster: skinCluster skinCluster MObject - It ought to be noted that creating nodes using this method bypasses the undo queue. If you would like to have this be undoable, youll must manage it by way of a scripted plu When handling node names, Maya commands like ls return back the//string//representation on the nodes. Things might get complicated really quick when you can find duplicate names inside scene, or when nodes get renamed: You can not accurately reference them by their string name. MDagPath objects instead store a pointer to the spot that the node lives in memory: Other than deleting the node, this location wont change, even if your name does. Because in this, duplicate node names and node renaming issues suddenly go away completely. The below functions will convert a listing of string names to MDagPath objects, and convert a listing of MDagPath objects back in strings. import as mc import as om def MDPnames: Will remove any non-DAG objects. Parameters: names: list: List of string names to convert to MDagPath objects. Return: list: List of MDagpPath objects. dag names, dagObjectsTrue mdp selList for name in dag: mDagPath name 0, mDagPath mDagPath return mdp def STRmdp: Parameters: mdp: list: List of MDagPa Presuming you must call to//mel//someplace as part of your scripted plugin as opposed to the Python version on the command, the strategy will carry out the trick: Python code: import as om cylinder Thats essentially the most simple strategy to do it. There are also solutions for capturing the final results: import as om cmdResult theResult melCmd string b polySphere; display, undo True, True melCmd, cmdResult, display, undo theResult print theResult When executed, that is printed within the Script Editor: string b polySphere;//Result: pSphere1 polySphere1//upSphere1, upolySphere1 I wished to find the centerpoint of an node utilizing the API. Below is one method to do it. The only real wrinkle is that this API, as usual, returns the outcome as cm, plus my case, Im doing work in inches yuck. So you have to make it happen conversion. In a nutshell, I get the bounding box for that node, get the bounding boxs center point, then convert that location into your proper linear units. import as mc import as om Name in the node to query: node myFancyMesh Get a MDagPath for that node: selList MSelectionList node mDagPath MDagPath 0, mDagPath Find the centerpoint: dagNodeFunc mDagPath MfnDagNode boundingBox MBoundingBox centerPoint MPoint Convert from cm to current units: center unitType for i in range3: distance centerPointi MDistance, as cm converted unitType double, converted converted print center Little more work versus the mel listRelatives command ; import as om Presume dagPath can be a MDagPath object dagPathFunc dagPath kids for i in : i kids is really a list of MObjects, one for every child node. Wow, so simple: Python code import as om import as omui fileType jpg imageFile c:/temp/mayaScreen.%s%fileType mimage view 3dView mimage, True imageFile, fileType From the MImage docs, these image formats are supported for output: iff, sgi, pic, tif, als, gif, rla, jpg Docs: API to your rescue. Amazingly easy. Example module which will execute a function elapsedTimeFunc based on a group amount of time in seconds in Maya. Modify the valuables in elapsedTimeFunc and not its parameter signature however youd like. The argument to clientData is usually anything you want: It could also be another function that's executed in elapsedTimeFunc. import as om callbackId None def elapsedTimeFuncelapsedTime, lastTime, clientData: print nElaspsed time:, elapsedTime print Last Time:, lastTime print Client Data:, clientData def makeTimeCallbackseconds, clientData: global callbackId callbackId seconds, elapsedTimeFunc, clientData def removeTimerCallback: global callbackId in any other case callbackId: return callbackId callbackId None To execute it in another module: import timeCallback 5, some data Then, every five seconds, it'll print: Elaspsed time: 0.00076920655556 Last Time: 4.1576094601e21 Client Data: some data Elaspsed time: 5.00000333786 Last Time: 0.00532985245809 Client Da Example: Create a physical Maya skinCluster node returned as MObject in script, find its maxInfluence attribute as a possible MPlug, then set the plug value import as om import as oma influenceCount 4 skinClusterFn MFnSkinCluster skinCluster skinCluster MObject plug maxInfluences MPlug influenceCount Docs: - - Also see: API: Querying Array Attributes Based about the current selection, print a listing of which function sets are for sale to those MObjects. In this example, I set all variable names for being the form of object they're, to learn effectively to understand how objects are returned and used. I dont recommend accomplishing this in regular code, just using it as a an explanation tool Python code import as om Make a MSelectionList container object: MSelectionList Fill with selection, as MObjects MSelectionList Create an iterator to loop over our selection: MItSelectionList MSelectionList Start looping over each node: whilst not : find the name in our node from your MItSelectionList object: MDagPath MDagPath name Define the existing MObject being done: MObject MObject get Function Sets: funcSets MObject, funcSets Print results: print - -Name:, name print tfuncSets:, funcSets Advance on the next node in this iterator: Prints: -Name: sidesideShape funcSets: ukBase, ukNamedObject, ukDependencyNode, ukDagNode, ukShape, ukCamera - -Name: pSphere1pSphe When you interactively execute//mel//code within the Script Editor, youll go to a result line print what youve done. For example, in the event you execute this//mel//code from the Script Editor: float aa 23; Youll view it print this above: float aa 23;//Result: 23/And in the event you execute this//Python//code inside the script editor: aa 23 All youll see above will be the same line repeated, no//Result:. This same problem is present when researching mel code via Python via, you//still//wont view the//Result: print line. But what should you//really//planned to? While doing random API code browsing I found a method to do it. And after thinking about it more, I realized it may be done far more simplistically, so now you'll find two versions below, new and old. New just prints the effects. The old method efforts to return the results likewise.!!!New Solution import as om melCmd string stuffx asdf display, undo True, True melCmd, display, undo When executed prints from the Script Editor: //Result: asdf/- - If you want to go one step Inside the compute method of the MPxNode within a scripted plugin, I wanted a approach to track down the MObject for that node on the other end associated with an incoming connection. Maybe there is often a better way to make this happen, though the solution I put together below. The code says: If the output attr needs to get computed, then uncover the node feeding some unrelated, in cases like this input attr. import as om import as ompx class : someOutAttr someInAttr def computeself, plug, data: if plug : Get an function set with this plugin node: thisNodeFn Get an MPlug with the input attr: thisPlug Fill a variety with MPlug inputs to the attr: plugArray plugArray, True, False Get the node like a MObject connected for the MPlug for that input object: inputNode And print its name, for confirmation: mFnDependNode inputNode nodeName print nodeName The rest with the plugin - Also see: API: Querying input and output attrs on nodes and deformers The API makes utilization of a class that allows to the detection of user input the Esc key, and may cancel its operation when detected. Heres an extremely simple illustration of it utilized: import as om def someOperationi: print i def doComputesomeFunc, loopRange: Parameters: someFunc: A callable function object, choosing a single arg for that current loop number. loopRange: int: How many loops to carry out. computation for i in rangeloopRange: someFunci if : print Operation cancled by user. break doComputesomeOperation, 10000 After execution, if Maya is offered focus and anyone presses the Esc key, the computation will quit. This is similar for the behavior from the //command//, but with no gui, and executed through API. This isnt a proper solution, but I posted this question towards the forums, and you are able to find the replies here: /forum/?fromgroups!topic/pythoninsidemaya/QK2N0QYYXWI If youre doing any work through the API, you have to know about these objects. This is my personal description: MObject is usually a Lego-brick. MDagPath notifys you about where that brick lives within the model and what bricks effect it. Online Docs: !!!Difference between MObjects and MDagPaths: My personal notes: when I say object, Im referring into a Python class-based instance. When I say node, Im referring to a genuine node in Maya. A MObject can be an object that describes a selected instance of your nodeattribute in Maya. In non-API related mel scripting, you define a node by its//string name//within a variable. If the name with the node changes, your code will don't be capable of work on it ever since the variable name now has wrinkles. If for the other hand that you were working with all the MObject for just a node directly, the name is but one of numerous things that describe it: Change the name, and you also code will still keep work for the same node because its looking directly with the object that describes the node, not merely its A great blog post covers their creation and usage here: All are based on OpenMayaUI: inherits from. Derived from OpenMayaMPx: inherits from The OpenMayaRender package through the class provides having access to a class. It is really a utility class that gives wrappers for that basic functions from the OpenGL API. As of Maya 2011, it supports nearly OpenGL 2.0. OpenGL is on the more current version than Maya uses. Legacy docs to 2.1 is available /sdk/docs/man/These calls could be used among a number of other places within the draw method with the, see API: Simple scripted plugin locator node. Example: import as omr renderer returns MHardwareRenderer glFT returns MGLFunctionTable for d in sorteddirglFT: print d This will print almost everything: glProgramParameters4dvNV glProgramParameters4fvNV glProgramString glPushAttrib glPushClientAttrib glPushMatrix glPushName glRasterPos2d glRasterPos2dv glRasterPos2f Should note you can find no docs for your static class method theRenderer within the MHardwareRenderer docs, weird. - - In addition, the OpenMayaRender module itself has several OpenGL related constants you'll be able to access. Which, such as above docs say, are prefixed wi Examples using The MItDag class will iterate over-all nodes within the DAG directed, acyclic graph, which can be a subset with the DG dependency graph. DAG nodes employ a transformshape relationship. The below example runs most with the methods around the class, exposing the values to become printed. import as om def exampleMItDag: This iterator could be filtered by node type too, via MFn.k types dagIterator MItDag print MItDag iteration info: whilst not : - ------------- Querying info specifically for the MItDag node: currentItem MObject root MObject depth int path MDagPath path pathArray MDagPathArray pathArray fullPathName string partialPathName string isInstanced bool instances 0 instanceCount instances unsigned int willTransverseUnderWorld bool Lets find the function sets because of this item too, which basically signify what this thing is: funcSets currentItem, funcSets - ------------- Print info: currentItemFunc currentItem rootFunc root pathFunc path print t, , : Current Item print ttRoot :, print ttDep Examples using The MItDependencyGraph can be used for transversing connections to some node. The below example will print every node connected towards the incoming side in the given nodeName: import as om def exampleMItDependencyGraph: Convert a node name to your MObject, to pass to MItDependencyGraph class: nodeName myAwesomeNode selList nodeName node 0, node Iterate through all incoming connections to node: dependGraphIter node, , print %s: All Incoming Connected Nodes%nodeName although it is not : currentItem MObject currentItemFunc currentItem name print t, name Examples using The MItDependencyNodes class will iterate over everything nodes within the DG dependency graph, basically all nodes inside the scene. The below example runs most from the methods around the class, exposing the values being printed. import as om def exampleMItDependencyNodes: This list might be filtered by type also, via MFn.k types Lets only seek out partition nodes: iterFilter dependIterator iterFilter MItDependencyNodes print MItDependencyNodes iteration info:n without : - ------------- Querying info specifically for the MItDag node: Really, this can be all it should query: thisNode MObject Lets find the function sets with this item likewise, which basically signify what this thing is: funcSets thisNode, funcSets - ------------- Print info: thisNodeFunc thisNode print t, , : This Node print ttThis Node function sets : for fset in funcSets: print ttt, fset Running it prints: exampleMItDependencyNodes MItDependencyNodes iteration info: renderPartition: This Node This Node function sets : kBase kN Short version: As of Maya 2010, that is not doable. The MSyntax class doesnt include the passing in of array items, along with the makeFlagMultiUse method requires you to definitely pass with your args like: //mel myCmd - arg a - arg b - arg c; rather than a genuine array: //mel myCmd - arg a, b, c; This is further compounded that as of the authoring it might appear to be Python has problems querying multi-use flags. You cant pass the identical parameter name over and over in the Python function: Invalid Python syntax: myCmdarga, argb, argc So you have to pass through in multi-flag data like a//list//array: Python myCmdarga, b, c But it doesnt appear to work in my own, personal scripted plugins, and also other blog posts confirm this: However, standard Maya commands//do give you results//that way via Python, but Im guessing its because theyre authored via c, in lieu of Python. Even crazier is that in case I execute my scripted plugin command via Python also it fails when querying the mult-use arguments, calling going without running shoes from mel per the highest example//does//work. Buu When authoring custom nodes or deformers, youll sometime want having access to their built-in default, Maya authored attributes. For example, let's imagine youre setting up a deformer, and also you want entry to the envelope attribute inside deform method. How will you get usage of that? Maya has provided an awesome, semi-secret spot for storing those attributes in the swigvarlink datatype. It appears to obtain MObject representations of all the normal attrs one would ought to access. You extract them through the syntax Node Type Attribute Name. For example, in case you wanted to gain access to the attr with a given deformer, youd can get on via envelope. Ive found two spots inside the Maya docs that focus on them: Example: Bounding Box Built-in Deformer Node Attributes - By inheriting from MPxDeformerNode, your class will have use of the input and output mesh attributes, available via inputGeom and outputGeom respectively. These variables are generated with the SWIG tool throughout the C header file conversion to Python This can be an expansion in this little API: Simple scripted plugin command example. It shows other ways to capture flag argument data as passed to a scripted-plugin based command. It also exposes an obnoxious Python The below example scripted plugin will build a command called argExample. The command doesnt do just about anything other than print the arguments passed for the various flags within the command. Furthermore, you may pass object names to becoming the first positional argument, and when it finds none, will instead seek to operate on everything you have selected. import as om import as ompx --------- Plugin code class : Name this command make use of when executed via melPython: commandName argExample Setup our flags: flagfloatValue -fv; flagfloatValueLong -floatValue flagstringValue -sv; flagstringValueLong -stringValue flagmultiFloat -mf; flagmultiFloatLong -multiFloat flagjustFlag -jf; flagjustFlagLong -justFlag def initself: Initalize our superclass: initself def doItself, argList: Superclass override. Paramet Example of authoring an effective scripted plugin//command//. It features value setting, querying, and undoing. This scripted plugin is authored slightly completely different from other simple scripted plugin examples Ive done: The command name is really a class attribute as an alternative to a module constant. The command creator and new syntax functions have already been made class staticmethods, instead of being external functions. It behaves exactly the same as other solutions, just another way of carrying it out. Why would you need to do it in this way, compared for the other alternatives Ive presented? The main reason Ive found is when youre authoring multiple scripted plugins//within the same module//: To help organize this special data, lumping it in together with the class makes it easier to get and distinguish from the others. Here is another great, all the more simple through the Maya API docs. When it comes to making a scripted plugin//command//, these are the basic major things required: A class inheriting from. The name with this class expires I wanted to make a bare-minimum framework for authoring a deformer node using a scripted plugin. Maya comes which has a simple example, which I stripped down more, added a number of notes, etc. Long after I authored this, found a good article on general API deformer stuff: Mayas Deformer When the deformer is applied to your node, it'll randomly counterbalance the nodes points determined by its deform attr. When it comes to building a locator node, these are the basic major things required: A class inheriting from. It consequently inherits from The name in this class is up for you, it really is independent from your name with the node being created. The node name is definitely defined in initializePlugin Must initialize the superclass in init Override the deform method, put your point deformation code within. Author node creator and node initializer functions. The names are arbitrary, but nodeCreator and nodeInitializer are fantastic ideas. These are both utilized by the initializePlugin function. Author initializePlugin and unini I wanted to develop a bare-minimum framework for authoring personal files translator using a scripted plugin. Maya comes having a simple example here: Which I modified and added notes to inside example below. Once this plugin is imported, you are able to export and import the brand new sft data using the Maya UI, or perhaps a script, just like some other type. This example simply exports what they are called of all nodes within the scene or selected items to some custom text file. The importer will look at the text file, and print the contents for the script editor. But obviously this really is just an easy framework that could be expanded upon. When it comes to developing a file translator, fundamental essentials major things required: A class inheriting from. It consequently inherits from The name of the class is up for you, it really is independent from your name from the node being created. The node name will be defined in initializePlugin Must initialize the superclass in init Depending about the functionality you would like, must override particularly writer, reader, haveWrite I wanted to construct a bare-minimum framework for authoring a locator node by using a scripted plugin. Maya comes which has a pretty simple example here: Which I stripped down more, added a few notes, etc. The below example creates a fresh square-shaped node called spSimpleLocator which has a single size custon attribute. It will likely be a semi-transparent green in shaded mode. There is often a bug inside OpenGL code however: It will occlude wireframe display behind it. I have no idea much about OpenGL code, hopefully can address inside the future. When it comes to making a locator node, these are the basic major things required: A class inheriting from. It consequently inherits from The name of the class is up to your account, it's independent in the name from the node being created. The node name is really defined in initializePlugin Must initialize the superclass in init Optional: Override the compute strategy to do any extra internal-node computation. Not needed for standard locator behavior. Override the draw method, put yo I wanted to create a bare-minimum framework for authoring nodes using a scripted plugin. Maya comes having a pretty simple example here: Which I stripped down more, added a couple of notes, etc. The below example creates a whole new node called simpleNodeA that's two inputs. Internally, it just adds those values together, which may then be captured looking at the single output attribute. When it comes to setting up a node, fundamental essentials major things required: A class inheriting from. The name with this class is up to you personally, it really is independent from your name in the node being created. The node name will be defined in initializePlugin Must initialize the superclass in init. Must override the compute method: This is the place that the node does its work. Author node creator and node initializer functions. The names are arbitrary, but nodeCreator and nodeInitializer are perfect ideas. These are both utilised by the initializePlugin function. The node creator does little or no, as the node initializer does a lot of While Python comes with a unique built-in types, sometimes you should access a particular API type wrapper. This isn't a rigid: What one considers a kind is up for consideration here, I just grabbed classes that suited the bill in my own, personal head. All are component of !!!Angle !!!Color !!!Dag Path: !!!Distance !!!Double !!!Euler Rotation !!!Float !!!Int !!!Point !!!Matrix !!!Object: !!!Plug !!!Pointers References See !!!Quaternion !!!String Note: These arent available inside Python OpenMaya API !!!Time !!!Unsigned Int !!!Vector Pseudo code: Some scripted import as om import as ompx class : def doItself, args: defaultArg 5.0 index d, default if ! index: defaultArg index1 so very much more So what object type is args? The passed in args are changed into an object form of, and that means you have direct entry to all of the methods simple example above querying for just a flag. Docs: Scratchpad of API stuff. A lot of it is just pulled directly in the Maya docs. And it ought to be noted that is entirely based within the//Python//implementation from the API. No c stuff in here apart from helpful comparisons for learning the Python aspects. - - I would be nice to link to this particular, Maya Help - Developer Resources - API Guide - Using the Maya Python API You should import Pythons OpenMaya module to have at most from the functionality. Import others to perform other things: like OpenMayaMPx if youre gonna author a scripted pluigin import as om import as ompx - Online Resources: /group/pythoninsidemaya This /group/pythoninsidemaya/browsethread/thread/9fa689ab6edf834a inside pythoninsidemaya Google groups. /3ddocs/mayaAPI//blog/category/maya-python-api/The is usually a common class the Python API programmer will have to use. Some examples here: /blog/resources/maya-api-programming/mscriptutil/Good quality official documentation: /us/maya/2009help/API//us/maya/2010help/API//us/maya/2011h This topic name can be a bit abstract, but heres the concept: Via the OpenMaya API, various classes go together. These are my notes to aid show those that connect to which. : Use the DAG iterator to traverse the DAG either depth first or breadth first, visiting each node. Generic function set which might be used on any dag node. : Iterate over Dependency Graph DG Nodes or Plugs starting in a specified root Node or Plug. : Traverse each of the nodes in Mayas Dependency Graph. : creation and manipulation of dependency graph nodes Classes are organized into these main groups: M, MFn, MIt, MPx. Also see: API: Commonly used classes M courses are Mayas base utility classes. M is short for Model. Most, but not all, of such classes are Wrappers. Examples in this class are: MObject may be the base class coming from all objects. They are operated on via MFn function sets, and MIt iterators. MPlug may be the API interface on an attribute MSelectionList handles everything to try and do with selections MScriptUtil is the vital thing when doing API work from Python MGlobal features a lot of random goodies. could possibly be called m-misc. many MFn is wrappers for making accessing common object easier. Fn Function. They wrapper functionality. Any class using this prefix is often a//function set//utilized to operate on MObjects of your particular type. All MFn classes aside from MFn itself live as part of your class inheritance hierarchy, the main being MFnBase. This differentiates them from your other class types M, MIt, MPx which//dont//employ a class inheritance hierarchy. Example I supply a more robust example on this in action here: API: undoing commands But to create it concise here: If you want a scripted plugin based over a to return some form of value, you have to do that via its setResult method. Code snippet below: import as ompx class : def initself: initself A list later full of data to go back: def doItself, argList: couple of code, filling then on the end, setting the return value: Ive found one disadvantage to using Maya Python API calls that customize the DG in scripts in lieu of scripted plugins: It bypasses Mayas undo queue: Ive tried wrappering the API code chunks inside an undoQueueHow can I author an undo context manager?, nonetheless its had no effect. Why? Because Mayas command engine only undoes actual registered//commands//. What counts to be a valid thing that//can//be undone? A command depending on authored using the Maya Python API as being a scripted plugin that supports undoing. A command according to authored via c being a regular plugin that supports undoing. Any standard Maya commands whether executed via mel or Python. A mel procedure script or Python function class module with calls on the above items. What cant be undone? Piecemeal pieces of Maya Python API code put in the function. A Maya Python API class isnt a//command//: Its some code which is usually used to//develop a command//or custom node, etc. Maya undoes//whole registered commands//, not the various components and pieces that make tho MRV/MRV can be a multi-platform python development environment to help remedy rapid growth and development of maintainable, reliable and high-performance code to get used near Autodesk Maya. gradient horiz ddddff ffffff WHAT IS IT? This page is focused on how to try and do things in Maya having its scripting language mel Maya Embedded Language. And in addition fot it elf mels Extended Layer Format, for UI creation. Starting with Maya v8.5, Ive been adding examples also, since you'll be able to now script with Python//in//Maya. Starting with Maya 2010, I finally got around to teaching myself the OpenMaya API, in 2012 PyMel, as well as in 2014 PySide/PyQt, so theres newness to the showing up. This page mainly lists code samples, and ways in which-tos with mel. There are no scripts for download. The purpose of this site is to get a resource for creating mel procedures and scripts. More home elevators Maya is usually found inside the Maya Links section./This page used for being called How to seek out stuff using mel on other Wikis:/?Howtofindstuffusingmel which appears to become down half the /HowToFindStuffUsingMel are a couple of past sites. WHAT IT ISNT: Instructions on//how//to scriptprogram. Im presuming you currently know a dose of that. All of such will open the documentation within a web browser. Python code import as mc show Python docs for xform: xform, languagepython, docTrue show mel docs for ls: ls, languagemel, docTrue show the international documentation for mel: documentationTrue, languagemel show the worldwide documentation for Python: documentationTrue, languagepython show the international documentation for your API:, docsTrue show the international documentation for node types:, docsTrue When you access the Maya menu command here: Skin - Edit Smooth Skin - Paint Skin Weights Tool Options What code can it execute? That menu command calls to this particular runTimeCommand: ArtPaintSkinWeightsToolOptions; Which in turn is really a wrapper because of this command: artAttrSkinToolScript 3; Which is really a global procedure called to within this script on Vista 64: C:Program - The code that generates the tool options within the Attribute Editor lives here: C:Program Below are a set of//all//the subjects tiddlers inside wiki. Note that there will likely be ones for site maintenance etc, that really should be disregarded. - - list all What are the existing selected animation layers? //global string array: print gSelectedAnimLayers; You can also start using thise mel procs coping with to both discover the selected anim layer, and choose the contents this can be executed by Layers - Select Objects: string lLayers getSelectedAnimLayerAnimLayerTab; layerEditorSelectObjectAnimLayerlLayers; All getSelectedAnimLayer is basically doing is this fact: string list treeView - query - selectItem AnimLayerTabanimLayerEditor; - Pop the animLayer editor into a window: openFloatingAnimLayerEditor; Use createAnimLayerEditorstring parentLayout, string toolName To put it to a UI of the choosing. - - Delete empty animLayers: deleteEmptyAnimLayers; - How can I highlight/select the foundation animation layer automatically, named BaseAnimation no others? string rootLayer animLayer - query - root; ifsizerootLayer string animLayers ls - type animLayer; fori0;i sizeanimLayers;i animLayerEditorOnSelectanimLayersi, 0;//From animLayerEditorOnSelectrootLayer, 1; Or via P Some links: /blog/?p1463 my own, personal blog /2009/07/26/basic-arduino-to-maya-communication/ This is often a scratchpad of info as I read more about this subject. A lot of that is just pulled directly in the Maya docs. More notes over on API: basics Official online examples here: API: Example Code Or you are able to find examples with your local drive: C:Program - The Maya Learning /user/MayaHowTos/videos?view0 Youtube page incorporates a growing number of videos likewise: Loading and executing a Python plug-in in /watch?vWf03mSCdh-Q. Creating a Python command plug-in - Part 1: Undo and /watch?vBZyXe3MhEyI listPL2611366C5C04BF9B index2 Creating a Python command plug-in - Part 2: Custom /watch?vv1d8fCtIROI featureyoutubegdata - - Collection of simple example scripted plugins Ive been authoring with the wiki might be shown by exploring this tag: scripted plugin - - Notes: May be good to prefix all scripted files with like sp, and that means you know theyre completely different from regulard Python scripts? Scripted Plugins is usually loaded within the Maya plugin manager, regular Python scripts cant. - - If you have Autodesk gold su Presuming you use a selected hierarchy like below, how will you get back every one of the parent nodes. Meaning, any transform node that includes a child? group1 some poly mesh A some poly mesh B some poly mesh C group2 some poly meshD string selObjects ls - sl; string parents listRelatives - p selObjects; parents stringArrayRemoveDuplicates parents; print parents;//group1//group2//some poly mesh B Thanks into a post from Johan Ramstrom Also see: Based using a selection of nodes, how can I return exactly the groups? Presuming you use a selected hierarchy like below, how could you get back exactly the group nodes. Meaning, transforms without the need of shapes? exactly the group nodes group1 some poly mesh A some poly mesh B some poly mesh C group2 some poly meshD string selObjects ls - sl; string groups; clear groups; fori0;i sizeselObjects;i string shapes listRelatives - s selObjectsi; ifsizeshapes0 groupssizegroups selObjectsi; print groups;//group1//group2 Also see: Based using a selection of nodes, how can I return back every one of the parents? lsThroughFilter For example, find the many default shading groups and materials in a different scene: string nodes lsThroughFilter DefaultMaterialsFilter;//Result: lambert1 particleCloud1/Also see: How can I query the many default itemFilters in Maya? How can I use itemFilter or itemFilterAttr? This subject is around batching Maya files in the session of Maya//other compared to one that may be currently open//, via Python. Its one thing to through//currently opened Maya//loop over a set of files opening them in succession and executing code. But when you want to launch//external//Mayas in batch mode to be able to not disturb your Maya session, open personal files, and execute code on that file all in Python, its another story. To batch file via Maya with//mel//, its pretty straightforward via : maya - batch - file - command someMelProc There is likewise, but this doesnt launch Maya: It launches Mayas version of Python. It can be a Maya mirror of. However, once it's been launched, Maya itself may be imported in like a Python module, and batching can take place. Method A explains this below. - - Different methods below. I put together Method C first, got suggested Method B, then form of combined the 2 main to produce Method A.!Method A The example below will batch over every one of the passed in Ran across this post describing tips on how to code in-between as well as the absolute chaos that's needed to it off:?t1079399 gradient horiz ffffff ddddff 8888ff The mel wiki blog. 2010 01 20 - Added the HARDWARE category. 2010 01 13 - Added the INFO category. 2009 05 13 - Added API category 2008 11 19 - Updated Python tagging 2008 08 14 - Created the Mel Wiki Guest Book 2008 07 05 - A new mel tiddlywiki online! 2008 06 08 - Blog about my new blog blog blog blog 2008 05 21 - tiddlywiki upgraded 2008 05 20 - Python Wiki! 2008 03 31 - More Processing. 2008 03 11 - Added Other Links 2008 03 07 - Added the TROUBLESHOOTING category. 2008 02 18 - Processing! 2008 01 29 - Added All Subjects tiddler. 2008 01 08 - New feature: Visual Guide of UI Controls 2008 01 07 - Tiddlyspot copy. robots! 2008 01 04 - rain! Tiddlyspot 2008 01 02 - New PYTHON category, update wiki UI formatting. 2007 04 27 - mel wiki is born Where would you download Mayas bonus tools? /bonustools The below code was originally on Brian Ewerts match web, which went down to get a while. It appears to become back up! But, Ive left this info in here. Strip component string node pCube1.f2; string nocomponent match. node;//Result: pCube1/Extract component or attribute, with. string node pCube1.f2; string component match. node;//Result:.f2//string nodeAttr ; string attrName match. nodeAttr;//Result: /Extract attribute name, without. string node pCube1.f2; string component substitute. node ;//Result: f2//string nodeAttr ; string attrName substitute. nodeAttr ;//Result: color/Extract parent UI control from full path string uiControl OptionBoxWindowformLayout52formLayout55button6; string uiParent substitute uiControl ;//Result: OptionBoxWindowformLayout52formLayout55/Strip trailing CR, if any. This is useful when processing text input read from data using fgetline. or you might just utilize strip command, even so the concept is significant string input linen; string line match rn input;//Result: lin Pi may be the ratio in the circumference of your circle to its diameter, approximately 3.14159. So when you wanted to calculate this yourself: Python code: diameter is circumferencepi: diameter 5.0 circumference is pi diameter: circumference 15.7079632679 so: pi circumference/diameter 3.14159265359 As of Maya 2008, if you hit tab inside the Python Script Editor, it adds a proper tab t, that's 8 spaces long. Pythons PEP8 Style /dev/peps/pep-0008/says that tabs in general must be avoided but in the event you have to utilize them, they really should be 4 spaces long. You must be using 4 spaces rather than tabs most external IDEs have the capacity to insert spaces as opposed to tabs once the tab button is pressed. So the Script Editor has this//completely wrong//. After searching on the internet, and pinging various user groups, this appears to get a fix value. In fact, this is reported as being a bug to Autodesk in Maya8.5, and Im told its//still//not fixed in Maya2009.:- Another reason make use of an external IDE. When you start a playblast via its UI, you'll be able to open a Video Compression sub-ui allowing that you adjust the compression settings. The playblast command has compression arg you are able to pass a string value to this, will, through the docs: Specify the compression to use to the movie file. On Unix, valid values are mvc1, mvc2, jpeg, rle, none. Default is mvc2. On Windows, when the argument is definitely an empty string a dialog happens allowing the consumer to set the codec, data rate, keyframing, compression quality, and codec settings. This dialog will even come up with playblast - options. Use of some other string will use the codec that had been previously set utilizing the dialog. So on Unix, you'll be able to specify values. On Windows, in the event you pass it a clear chair string, it'll pop up a dialog box helping you to set values. And, in case you use any string will utilize previous setting. So this tells me that NO, you are able to NOT specify compression options via mel. Which kind of sucks. Searching the internets, it would appear that all This tool can be around for a while, and although Ive never used it, my girlfriends have and vouched for the abilities: by Jorge Imperial Download from?sheetbg4 It basically turns your joystick in a mocap device, which Maya are able to interface with. Use to find attribute information based with a node class. Meaning, can discover attributes on transform nodes, on joint nodes, etc. Cant be accustomed to query information on nodes you specify by name, like attributeQuery does. list internal attrs list hidden attrs list multi attrs list leaf attrs list writeable attrs list boolean attrs list enumerated attrs list UI friendly attr names as opposed to Maya Ascii names. On anyone attribute by using an individual node, use to discover: If the attribute exists If it can be a mulit-attribute find the selection of its value find any sibling attributes find its parent attribute find any children attributes and lots of //mel int exists attributeQuery - ex - n nodeName attrName; Python import exists attrName, nodenodeName, existsTrue Findset the present LINEAR meters, feet, etc. units, ANGULAR degrees, radians units, or FRAME RATE film, video, etc. that Maya uses. Given a thing, will return lists of: Readable attrs Writable attrs Array attrs Visible attrs Connectable attrs Keyable attrs Lockedunlocked attrs User defined attrs And many Query or set the actual frame range. Also: Queryset: playback speed, frames rate, and loopability. Maya8 and then: Set the max playback speed polyEvaluate can be a really versatile command. Things it may do: For a whole polygonal object, or merely a component selection, return the amount of: vertex edge face uv coordinate triangle shell Bounding box data: For the given object in 3d space, or its uvs in 2d space. For the selected components in 3d space, or with the selected uvs in 2d space. The surface area on the faces in worldspace, or local space - - Also see: Command: polyInfo polyInfo assists in finding dependencies between polygonal components: How can I discover the specific poly components connected completely to another poly component? faces that share the edge faces that share the desired vertex edges defining a face vertices defining a face vertices defining a good edge Edges connected to some vertex Find non-manifold vertices, edges, and lamina faces? How can I get the normal worth of face? Example, have a faces normal value: polyInfo - fn;//however it will return a string that will must be tokenized. - Also see: Command: polyEvaluate Commands: WIP commandsCommands Can accept when executed, depending within the command: command flagsFlags flag arguments, command argumentsArguments Can provide when executed, depending for the command: return valuesReturn Values - - A command is one on the fundamental play blocks that make up mel. Many commands will surely have flags listed after them, or arguments, or both, or neither it depends around the individual command: Arguments accept variables you pass into them, and expose those variables towards the inner-workings in the command. They are like doors that enable external data in to a command. Flags have many different behaviors: Some flags, if present, modify behavior on the command their presence acts such as a boolean switch, onoff, but take no arguments. Other flags accept arguments./Usually//, command arguments and flags are optional. Sometimes certain commands require certain arguments. However, if the flag is utilized, and takes a unique arguments, they may be required too. This is one method com Here is usually a growing listing of commands for the revolutionary coder that I consider super useful. Data Query: : Used for querying nodes in Maya. By selection, by type, by name, by any number of rules. print: Print the given data. : Store and query data that may be persistent between Maya scenes. : Query a nodes existence. : Query what form of object a node is. Node Transformation: : Translate the node. : Rotate the node. : Scale the node. : All sorts of translate, rotate, and scale operations could be performed, including matrix application. : Freeze a nodes transforms. Attribute Manipulation: : Query the value of any given attribute. : Set the value with the given attr. : Add a custom attribute to some node. : Delete a custom attr at a node. : Query an attributes existence, and a number of other things over it. Family Tree: : Find parent and youngsters nodes. Find the nodes upstream downstream because of this one. : Find incoming and outgoing connections to nodes. Node Modification: : Select or deselect one or mor Just comparing just what the Output Window spits from Maya 2016 startup, for several graphics cards.!NVIDIA GeForce GTX TITAN Initialized VP2.0 renderer Version: 6.3.16.0. Feature Level 5. Adapter: NVIDIA GeForce GTX TITAN Vendor ID: 4318. Device ID: 4101 Driver: :10.18.13.5560. API: DirectX V.11. Max texture size: 16384 16384. Max tex coords: 32 Shader versions supported Vertex: 5, Geometry: 5, Pixel 5. Active stereo support available: 0 GPU Memory Limit: 6144 MB. CPU Memory Limit: 31089.4 MB. OpenCL evaluator is attempting to initialize OpenCL. Detected 1 OpenCL Platforms: 0: NVIDIA Corporation. NVIDIA CUDA. OpenCL 1.2 CUDA 7.5.0. Supported extensions: clkhrbyteaddressablestore clkhricd clkhrglsharing clnvcompileroptions clnvdeviceattributequery clnvpragmaunroll clnvd3d9sharing clnvd3d10sharing clkhrd3d10sharing clnvd3d11sharing clnvcopyopts OpenCL evaluator choosing OpenCL platform NVIDIA Corporation. Choosing OpenCL Device GeForce GTX TITAN. Device Type: GPU Device is obtainable. !AM The below PyMel code will generate an absolutely new local axis matrix by offering a single vector. The code is simple, in support of works a hard and fast way: You supply a vector that specifies the x leg in the new local axis, and it'll compute the attached vectors with the y z legs: The z leg will endeavour to match the globe z, and the brand new y leg are going to be the cross product on the new x z. This is basically what an aimConstraint is progressing, as well as the code might be expanded to become far tougher, emulating similar features of your animConstraint. import as pm def computeLocalAxisnewX: By providing a newX Vector leg for the modern local axis, this can compute the Y Z legs. The Z leg are going to be most closely aligned with all the worldZ, Y leg will likely be a cross with the X Z legs. Return is usually a PyMel Matrix from the new local axis, with all the position zeroed: newX, computedY, computedZ, 0, 0, 0, 1 worldZ newY newZ Make sure Z is aligned correctly: if newZ 0: newZ -1 newY -1 return newX, newY, newZ Heres an illustration showing This 's all based over a Windows system First, you should get some sort of com object solution getting work done in Python for Maya: See my notes here: Getting pywin32 doing work in Maya Once you have that package or something similar operational, it is possible to start having Maya speak with Photoshop. Heres a straightforward example: Presuming you will find the package Need to import so as import pythoncom import app Application psdFile document psdFile Document For each layer within the psd: for layerSet in : LayerSet in LayerSets, which PS calls groups print 50, 50 128, 128 Some optional fun: 64, 64 How about some docs? The root for those related scripting docs for multiple versions of Photoshop has arrived: I would recomend getting a look in the VBScript Reference on your version of Photoshop, compared on the JavaScript or AppleScript: The VB generally seems to more closely match the Python bindingssyntax. PyMel carries a nice utility to convert from mel instantly to Python: import 2py as mel2py print 2pyStraimConstraint - mo - weight 1 - aimVector 0 - 1 0 - upVector 0 0 1 - worldUpType vector - worldUpVector 0 0 1 - skip y; aimConstraintweight1, upVector0, 0, 1, skipy, mo1, worldUpTypevector, aimVector0, - 1, 0, worldUpVector0, 0, 1 Tip from Mason Sheffield. Much with this I have learned from others, many of us ride on shoulders of giants. But for what I present as my work, its within the below licence: - - All information for this wiki is in the Apache Licence, v 2.0: Copyright 2015 Eric Pavey Licensed in the Apache License, Version 2.0 the License; you might not use this file except in compliance while using License. You may get yourself a copy in the License at /licenses/LICENSE-2.0 Unless essential to applicable law or opted for in writing, software distributed underneath the License is distributed by using an AS IS BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for your specific language governing permissions and limitations in the License. To understand how this licence works see this. But it basically means you'll be able to use the knowledge on this wiki and you want, but I always appreciate credit where applicable. Great reference showing interactive curve easing functions: /And the code correctly all JavaScript is here now: Moar: /easing/Heres some Python conversions: JavaScript: easeInOutCubic: function x, t, b, c, d if t/d/2 1 return c/2ttt b; return c/2t-2tt 2 b;, easeInQuad: function x, t, b, c, d return ct/dt b;, Python: note I overlooked the x, because it isnt necessary in these funcs t: current time b: beginning value c: change In value d: duration def easeInQuadt, b, c, d: T t/d return cTTb def easeInOutCubict, b, c, d: T td2 if T 1: return c/2TTT b else: TT T - 2 return c2 TTTTTT 2 b Note together with the Python, you cant modify values in-place like they actually in JavaScript: if t/d/2 1. While this really is legal in Python: a 4 a 3 This would fail: a 4 b a 3 Because of the, I broke them out within their own lines, an it truly does work just fine, and is also slightly less confusing ; Starting in Maya 2013, they have a very DG Profiler window, allowing you to definitely see how cheapexpensive node evaluation is. Great resource. Official Autodesk Youtube /watch?featureplayerembedded v4Nly2Q1mRDM on its usage. It is made via the script: C:Program The window is partly created using the dgTimerSpreadsheet command no online docs, that is part on the plugin that ships with Maya. - - One on the benefits it has will be the ability to export the data data, for usage in Excel. Since I dont use excel an excessive amount, heres the general process for inspecting your data: Open Excel and import the csv file. Select the most notable lettered columns: Double-click on any line in-bewteen barefoot and shoes to expand them. Drag-select the superior entries inside the 1 row, from Node Name to Dirty Self ms. In the Editing menu-bar section, click within the Sort Filter button, and select Filter. This will give a drop-down for every single column, allowing someone to sort it by different categories. Finally, for most visual fluff, you may easily create chartsg This is at Maya 2008: Still trying to understand what the superior history layout is termed. scriptEditorPanel1Window - - window TearOffPane - - paneLayout scriptEditorPanel1 - - panel - - This and also the next one really are a bit confusing, being because of the same scriptEditorPanel1 - - scriptedPanel formLayout52 - - formLayout frameLayout10 - - frameLayout formLayout53 - - formLayout All the buttons throughout the top in the Script Editor formLayout54 paneLayout1 - - paneLayout cmdScrollFieldReporter1 - - cmdScrollFieldReporter the lower half in the Script Editor. This value is also locked in global string gCommandReporter formLayout55 tabLayout2 - - tabLayout All the present mel and python tabs inside the Script Editor tabLayout3 - - tabLayout formLayout66 - - formLayout textField5 - - textField textScrollList1 - - textScrollList You can utilize cmdScrollFieldExecuter command to create the lower half on the Script Editor, in a whole new window. Mel: C:/Program The more I find out about matrices in Maya, a lot more ways I find gain access to, manipulate, and apply them. Need to jot it down to keep my head straight ; The below doc is put into these sections: Gotchas Docs Access Manipulation Application!Matrix gotchas: Internally, API matrix translational data is stored in cm in Maya, regardless of whatever you have the UI set to inches, etc. So when you//not//doing work in cm, youll have to convert the cm data for a ui units if using application methods including setAttr, or when you are extracting and modifying the info before reapplication. Freezing transforms with a node will ruin where Maya thinks the globe matrix position is: It will no more return the best positional values next. If you freeze transforms with a node, it's going to think the brand new world matrix is with the location defined from the world rotate pivot without as much local rotate pivot. Really, its precisely the world rotate pivot. Often, I have to rebuild the entire world matrix with correct worldspace positi I wanted a solution to reference a node by way of a persistent ID, that will remain the identical between Maya sessions, //even when the name on the node changed//. Meaning, reference a node with a value apart from its string name. Short response is yes, but//theyre only persistent with the given Maya session//: Restarting Maya rests the : And to clarify, Im not referring to your MTypeId class, which provides having access to the unique id provided into a given typeclassification of node: I was trying to find a persistent id for just a specific instance of an node, like its location in memory, or even a representative hash. - - What I found id this: Given an MObject for the node, you are able to access the secretive myMObject.hash method, that can return an exclusive hash for the instance of your MObject for that given node. If you create another MObject, it is going to have its very own unique hash. AND, obviously, when you quit Maya, reopen it, and generate a whole new MObject, it too will have its very own unique hash. Theres also the MObjectHandle class that incorporates a h Ive pretty-much converted from mel Mayas scripting language to Python. And what I describe below is standard in Python implemented differently, but similar visually. But I recently learned that it is possible to include dots periods. in mel procedure names. While this doesnt in any respect change their behavior, it can let you organize your procs within a more intelligent way depending on their names. Background: In Maya, when you have a world procedure in a very mel script, as well as the global proc and also the script share the identical name, whenever you call to your name via another procscript, Maya will search rolling around in its script path with the script with all the name, then search as script with the global proc with this name, if it finds it execute the proc. Furthermore, any global procs because script are actually sourced and is usually executed outside from the script by other procedures. Nothing new here. The dot in name convention though helps you to associate the script name using the other global procs from the script. W

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