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Re: Roadmap for the maya plugin

Posted: Fri Jun 24, 2016 1:13 pm
by QuinceHungaryKft
k.a.schubert wrote:@ QuinceHungaryKft

Ah I see, was a bit confused about what you mean with "gradient node".
So its a Gradient Texture Node that gives the problem.

Thanks for the bug report! :)
This node is part of the V2 system and I will replace all texture/material nodes for V3 production release,
since the new nodes work completely different and are not compatible so much.

@ Calus

Yeah maybe July is a bit optimistic.
Development in Mel is just much slower than C++, since there are no Dev tools for this language
and errors appear first at runtime with much less informative error messages. :(
On with it,
Kai
Great news, thanks :)

Currently I face an issue too many times with only painful solutions: I use a mesh importer plugin for cad files which works great, but it names some of the imported items' transform and shape node exactly the same. The current Octane Maya plugin does not allow for a name to refer to more than one object when set to movable proxy for example. The auto rename (octane render setting) option box enabled always crashes, so currently the renaming is done somewhat manually. It would be nice to have this fixed in v3.

Cheers

Re: Roadmap for the maya plugin

Posted: Fri Jun 24, 2016 3:20 pm
by ivankio
k.a.schubert wrote: Development in Mel is just much slower than C++, since there are no Dev tools for this language
and errors appear first at runtime with much less informative error messages.
It is far from a Visual Studio, but take a look at Charcoal Editor to work with mel/python inside maya. I can't live without it.
http://zurbrigg.com/charcoal-editor

BTW, out of curiosity, why mel over python?
And why not PyQT? I dont use QT myself, but I'm said I should.

Re: Roadmap for the maya plugin

Posted: Mon Jun 27, 2016 11:59 am
by Jolbertoquini
Hi Guys...

it's already -4 days for the end of this month any release yet?? Or we will get at 00h00 the 30th :roll:

Starting get hard here at company people are angry to have pay and have any demo, test and etc...

Hope will be release soon.

best
Jo

Re: Roadmap for the maya plugin

Posted: Mon Jun 27, 2016 4:27 pm
by pixerati2
ivankio wrote: BTW, out of curiosity, why mel over python?
And why not PyQT? I dont use QT myself, but I'm said I should.
Unless I'm mistaken, the Maya interface is still written in MEL, so even though the programming is uglier, for someone developing a plug-in architecture it would make more sense. It should make no difference to the way we plug in to it–we can use either MEL or Python.

But the Autodesk docs seem to make it clear that MEL still has the edge in terms of exposing all the gizzards of Maya:

"Note There are certain MEL built-ins that are not available in Python, though they generally have Python counterparts.These include math functions (abs, sin, cos, ...) and string functions (match, gmatch, tokenize...). (The set of MEL built-in functions can be considered the MEL runtime library.)"

Re: Roadmap for the maya plugin

Posted: Mon Jun 27, 2016 10:55 pm
by k.a.schubert
@Jolbertoquini

Sorry to hear,
fixing a bug that makes maya crash on unloading a scene (a weird one, where my code is not even in the callstack, so I don't see what part of the plugin does it), after that alpha should be good to go.

@QuinceHungaryKft

Okay. Noted.

@ivankio, pixerati2

I will have a look next week on how much I can do in Python.
Actually you can intermix MEl and Python and even C++, just really inconvenient that Autodesk makes me use 3 languages, where I could use 1.
But thats the "architecture", just didn't want to implement all functionality in every language, I guess.

But Python would be better than Mel, cause it has a debugger for example and more tools even in VS + a syntax that is not flag based.

Re: Roadmap for the maya plugin

Posted: Tue Jun 28, 2016 12:19 am
by calus
k.a.schubert wrote: just didn't want to implement all functionality in every language
And there 's 3 different implementation of python in Maya:
Pymel, Maya Python API 1.0 and Maya Python API 2.0 ... ;)

k.a.schubert wrote: But Python would be better than Mel, cause it has a debugger for example and more tools even in VS + a syntax that is not flag based.
Maya interface use thousands of lines of mel scripts.*
On top of the built-in mel functions, there are tens of useful mel procedures defined in the scripts, the UI commands, not documented in help, but easily findable.
And, all other renderer plugins for Maya, use mel for the interface, so this must mean something.

Python is useful for doing some new tools or new interface, or as a prototype for C++,
but to deal with the actual Maya interface, you would end up calling mel procedures from python,
so it won't solve your problem, e.g:

to delete unused nodes with MEL:

Code: Select all

MLdeleteUnused;
to delete unused nodes with PYTHON:

Code: Select all

import maya.mel as mel
mel.eval('MLdeleteUnused;') 



I'm curious :), besides AEtemplate and some straightforward mel proc call, what do you need MEL for ?




__
* (sorry if I raise obvious points here, just trying to sum up about MEL and Python)

Re: Roadmap for the maya plugin

Posted: Wed Jun 29, 2016 1:54 pm
by kommando_2k
:twisted: impending d0000m release alpha date due ! :twisted: before we release evil pester!

Re: Roadmap for the maya plugin

Posted: Wed Jun 29, 2016 8:59 pm
by Refracty
He still has a day to release depending on time zones ;)

Re: Roadmap for the maya plugin

Posted: Thu Jun 30, 2016 6:44 am
by k.a.schubert
Alpha release is coming tomorrow (mine in Auckland ;) ).

---release evil pester---

Re: Roadmap for the maya plugin

Posted: Thu Jun 30, 2016 8:27 am
by Jolbertoquini
k.a.schubert wrote:Alpha release is coming tomorrow (mine in Auckland ;) ).

---release evil pester---
Sorry I don't understand Tomorrow so next month the 1st July???? :o :?: