Maya Python for Games and Film by Adam Mechtley (ebook)
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Approved by IRC vote, 18 April Approved by IRC vote, 21 March Skip to content. Search Python. Computer Programming for Everybody Unifying types and classes in Python 2. PSF Board Resolutions We explain how to configure the Maya environment and provide suggestions for text editors that are well-suited to working with Python. Additionally, we provide tips for debugging scripts in Maya Python. Specifically, we cover the use of exception handling and status messages as well as using the pydb module to step through code.
Chapter 1. Principles of Maya Tool Design Project: Analyze various existing tools and interfaces that ship with Maya Goal: This chapter centers around the theory behind designing good Maya tools and interfaces. It analyzes Maya's existing user interface to provide guidelines for making tools that work predictably and are easy to use.
ISBN 13: 9780123785787
It also explores higher-level concepts for code organization to ensure that tools and user interfaces can be easily extended. Areas of focus include location and inclusion of common buttons and options, use of selection order and descriptive naming, as well as separation of functionality and form. Chapter 2. Chapter 3.
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External User Interfaces and mayapy Project: Rename Object in Files Goal: This chapter explains how to use the mayapy application to operate in Maya without having to open its user interface. Readers will learn about the basics of creating applications that operate using Maya from the outside. Readers will walk through an example that lets them make mass changes to a large number of files without having to even open Maya's UI.
Chapter 4. The project has readers create an external user interface with PyQT that works with mayapy to batch rig a number of files add IK handles to selected limbs. Project: Walk through the MVector class in the API documentation Goal: This chapter introduces the concept of the API and briefly describes what it is and how it differs from the scripts that readers have written up to this point as well as how it fits into the overall Maya architecture.
The chapter further explains what classes are not usable from within a script e. Readers walk through the basic parts of a command and learn how to write their own simple commands that take and parse arguments. The project is a command that lets users select all objects within the view frustum of a type specified via a command flag.
Maya Python for Games and Film : A Complete Reference for Maya Python and the Maya Python API
It provides examples of how messages and data are propagated throughout the scenegraph, how nodes operate on the data, and what ramifications this structure has. We explain the concept of working with plugs, attributes, and datahandles by showing an example of a simple multiply utility node which uses ordinary and array attributes for input and output. Readers will walk through an example wherein they create their own nodes and each part of the process is explained in detail. The project is a node that builds the rotation for an object from a specified aim vector and up vector in the scene.
Readers will also learn how to make a custom attribute editor panel for their node. Programming Special Types of Nodes Project: Multi-Shape Locator and Inflate Deformer Goal: This chapter discusses special types of nodes that can be created in the API, including locators with their own custom shapes and manipulators, as well as deformers. The projects explaining the special requirements of these nodes are a locator that can render as a variety of different shapes box, sphere, square, circle, etc.
It profiles the Inflate Deformer node from the previous chapter to illustrate which Python operations slow down computation and how to work around them.
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Close Preview. Toggle navigation Additional Book Information. Description Table of Contents. Part 1. Command-Level Python in Maya Chapter 1. The Maya Command Engine and User Interface Project: Input simple commands using script editor Goal: This chapter briefly describes the basic low-level structure of Maya by focusing on its command engine. Object-Oriented Programming in Maya Python Project: Create a script that adds noise to animation using classes to store keys Goal: This chapter shows one of the key advantages of Python over MEL by introducing the concept of object-oriented programming.
Chapter 5. Working With Files Project: Save and load a pose using files Goal: This chapter demonstrates the basics of writing data out to a file and reading it back in to another scene. Chapter 6. Writing Complex Programs in Maya Python Project: Create a script that implements step-through debugging and performs different operations on different types of objects sphere, cube, locator Goal: This chapter gets the reader ready to start doing more complex work in Maya Python.
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