Practical Maya Programming with Python

By Robert Galanakis

Unleash the facility of Python in Maya and unencumber your creativity

About This Book

  • Create and customise UIs utilizing average instruments and libraries
  • Understand how Maya can leverage complex Python features
  • Make your instruments, and Maya itself, absolutely automatable

Who This publication Is For

If you're a developer trying to construct a strong approach utilizing Python and Maya's functions, then this booklet is for you. useful Maya Programming with Python is ideal for intermediate clients with simple event in Python and Maya who are looking to larger their wisdom and skills.

What you are going to Learn

  • Understand the structure of Python gadgets, Maya nodes, and PyMEL
  • Write composable code that's modular and re-usable
  • Make Maya "Pythonic" by utilizing decorators and context managers
  • Learn approximately various Maya UI strategies and libraries
  • Use PySide and PyQt to construct Maya consumer interfaces
  • Turn Maya right into a server that may be managed remotely
  • Understand find out how to use Python with Maya's API
  • Conquer customized nodes utilizing Python's dynamic sort creation

In Detail

Autodesk Maya is a 3D special effects software program. It bargains an unlimited and versatile set of good points using Python. it's not tricky to start utilizing Python in Autodesk Maya, however it might be tricky to move from writing procedural, MEL-inspired instruments to development the strong but easy platforms that Python promises.

Practical Maya Programming with Python may also help you grasp either Python and Maya. With thorough motives, illustrative examples, and entire pattern initiatives, you'll the best way to use Python to attraction Maya into obeying your each command. functional Maya Programming with Python will educate you ways PyMEL works in addition to tips to take care of blunders and write composable code in Python.

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Delete(node) go back end result it truly is worthy declaring that the deletion of node (and implicitly, all of its descendants) in basic terms occurs if the hierarchy production completes effectively. We would not are looking to in part convert a hierarchy after which delete the inputs, leaving the consumer excessive and dry with a corrupt scene. we will glance extra at most sensible practices for dealing with blunders in bankruptcy three, facing blunders. aiding inevitable transformations At this aspect, the fundamental personality writer is completed. You hook it as much as a shelf or menu as defined in bankruptcy five, development Graphical consumer Interfaces for Maya, and delight in your glory. Or no longer. The instrument hasn't been published for an afternoon and already you get a function request. Animators wish the joints to be better. yet as the joint exhibit dimension works good for an additional online game the code is used for, you cannot simply swap it globally contained in the skeletonutils. convertto_joint functionality. whilst you could have written sufficient code, you are inclined to anticipate yes adjustments, and learn how to continuously count on swap in most cases. this doesn't suggest you want to construct aid for unneeded positive factors simply in case. actually, this is often one of many absolute worst belongings you can do. yet you need to retain a watch open to ensure your code can be in a position to switch in most probably methods, no matter if you do not upload particular help instantly. One such inevitable amendment is passing arguments from larger point capabilities (such as charcreator. convert_hierarchies) right down to implementation services (such as skeletonutils. convertto_joint). although, you can't do exactly this blindly. delivering an assumePreferredAngles parameter (a key-phrase argument to pmc. joint) to convert_hierarchies would not make a lot feel and you'll prove with a bloated codebase. something we will be able to examine offering this is a few type of configuration that callers can choose between. the information of this configuration could be constrained to charcreator. py, and it could actually unpack its values whilst it prepares to name skeletonutils. concentrate on the highlighted code within the revised features within skeletonutils. py. def convertto_joint(node, father or mother, prefix, jnt_size, lcol, rcol, ccol): j = pmc. joint(name=prefix + node. name()) safe_setparent(j, father or mother) j. translate. set(node. translate. get()) j. rotate. set(node. rotate. get()) j. setRadius(jnt_size) def calc_wirecolor(): x = j. translateX. get() if x < -0. 001: go back rcol elif x > zero. 001: go back lcol else: go back ccol j. overrideColor. set(calc_wirecolor()) go back j def convert_to_skeleton( rootnode, prefix='skel_', joint_size=1. zero, lcol=BLUE, rcol=GREEN, ccol=YELLOW, parent=None): if mother or father is None: _parent = rootnode. getParent() j = convertto_joint( rootnode, _parent, prefix, joint_size, lcol, rcol, ccol) for c in rootnode. getChildren(): convert_to_skeleton( c, prefix, joint_size, lcol, rcol, ccol, j) go back j All we're doing is exposing extra parameters (for joint dimension and colour) to customization. rather than hardcoding issues reminiscent of joint shades, or now not even permitting the joint measurement to be set, we take them in as arguments and supply good defaults.

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