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Forum profile page for Maya MEL on http://forums.cgsociety.org.
This report page is the aggregated overview from a single forum: Maya MEL, located on the Message Board at http://forums.cgsociety.org.
This forum profile page summarizes the general forum statistics such as: Users Activity, Forum Activity, and Top Authors, which are reported in either a table or graph below for a given reporting time period.
Additional forum profile information for "Maya MEL" on the Message Board at http://forums.cgsociety.org is also shown in the following ways:
1) Latest Active Threads
2) Hot Threads for Last Week
Warning: These statistics are generated using 'best efforts' and can experience delays and reporting errors at times. Please note that such statistics do not constitute a forum's popularity and/or exact posting volumes at any given reporting period.
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Posting activity on Maya MEL:
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Week
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Month
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3 Months
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Threads:
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21
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196
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607
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Post:
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33
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393
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1,232
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Maya MEL Posting activity graph:
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Top authors during last week:
user's latest post:
A default cyclecheck for any for...
Published (2009-11-29 09:17:00)
Code: int $count = 0; for ($no = 0; $no < 50 ; $no+=2 ) { print ( $no + ""); $count++; if ( $count == 1000 ) break; } This should work, the one big nnoying thing about the script editor is when you select multiple lines and hit tab to indent them they are gone and undo OF COURSE does not bring them back. For a few lines of code its okay, bigger scripts should prolly be done outside of Maya.
user's latest post:
HELP: How does Maya...
Published (2009-11-30 20:57:00)
Some other findings: The source of your eval issues is the closeCurve call. If you comment that out, it all works. What's likely happening is that you call closeCurve, but the DG doesn't have a chance to update since it's waiting for the script to end first. Since the closeCurve part isn't critical to your script's flow, perhaps wrap that in an evalDeferred. I just tested that workflow and it works just fine. So...
user's latest post:
Change Hardware Texturing...
Published (2009-12-01 04:53:00)
Script editor echo all commands these two lines of code when you change hardware texture from none to incandescence. I'm trying to figure out the mel to set a shaders hardware texture channel. Code: AEhardwareTextureChannelCB "color transparency ambientColor incandescence normalCamera diffuse translucence" lambert2.message; AEhardwareTextureChangedCB "color transparency ambientColor incandescence normalCamera...
user's latest post:
Maya API: How to smooth a...
Published (2009-11-29 01:58:00)
Hmmm, but for MFnMeshData I don`t have generateSmoothMesh, do I? I am not quite sure how I would use that to generate a smooth version of the sourceMesh, then.
user's latest post:
computePolysetVolume math insight?
Published (2009-11-29 02:39:00)
Here's a quote from the mel doc on computePolysetVolume : Quote: The method uses the divergence theorem: \int_{vol} Div(f) dV = int_{surf} Dot(f,n) dS Would anyone shed some light on this ? Maybe the formatting is confusing me.. and I can't seem to google it properly...
user's latest post:
Another tricky selection
Published (2009-11-30 23:31:00)
I should add - I can get the desired list by walking thru the duplicates of the list of vert relatives like so: Code: // get verts string $sel[] = `ls -fl -sl`; //Create kludgy list of parent of each vert: $parents = `listRelatives -p $sel`; string $parentMeshes[]; clear $parentMeshes; int $count =0; string $last = "last"; for($i=0;$i<size($parents);$i++) { if ($parents[$i] != $last){ $last=$parents[$i];...
user's latest post:
registerUI from Python API
Published (2009-11-27 10:16:00)
Does anyone know how to use registerUI in a plugin written in Python so that you can call a MEL script when the plugin is loaded? I had assumed plugin.registerUI("myMELproc", "", "", "") would work, but it seems to want pointers, and I couldn't find an example in the devkit examples. thanks Simon
user's latest post:
how to rename a global variable?
Published (2009-11-27 09:34:00)
string $var = "global string " + $asdf + "asdf=\"\";"; eval ($var);
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Latest active threads on Maya MEL::
Started 6 days, 18 hours ago (2009-12-01 21:52:00)
by norbertnacu
Hello There,
Please try this:
Code:
// Render using
string $curr = `getAttr( "defaultRenderGlobals.currentRenderer" )`;
// Set to Software
setAttr( "defaultRenderGlobals.currentRenderer" ) -typ "string" "mayaSoftware";
// Set to Hardware
setAttr( "defaultRenderGlobals.currentRenderer" ) -typ "string" "mayaHardware";
// Set to Mental Ray...
Started 1 week ago (2009-11-30 21:41:00)
by beetz15s
global proc AEhardwareTextureChannelCB( string $attrTokens,
string $messagePlug )
{
// Get the material info node.
string $info = getMaterialInfo($messagePlug);
if ($info == "")
return;
string $channelMenuName = getChannelMenuNameFromMaterialPlug($messagePlug);
// Disconnect the current texture from materialInfo...
Started 1 week ago (2009-11-30 23:31:00)
by andymoorer
I should add - I can get the desired list by walking thru the duplicates of the list of vert relatives like so:
Code:
// get verts
string $sel[] = `ls -fl -sl`;
//Create kludgy list of parent of each vert:
$parents = `listRelatives -p $sel`;
string $parentMeshes[]; clear $parentMeshes;
int $count =0;
string $last = "last";
for($i=0;$i<size($parents);$i++) {
...
Started 1 month, 1 week ago (2009-10-28 15:36:00)
by sciLoop
Maybe try to copy it to windows notepad, save it and then reload it in Maya.
If its not a Maya related bug, you should get rid of all that formatting.
Started 2 weeks ago (2009-11-24 06:34:00)
by isoparmB
I don't have a particular resource in mind, but from experience Maya will execute mel command from left to right, from top line to bottom, unless you source a procedure into memory in which case it will only get executed after you call the proc, and even then it does the same thing: left to right, top to bottom. You can tell mel to skip certain portions of your code based on pre-conditions.
...
Started 1 week, 2 days ago (2009-11-29 01:41:00)
by Buexe
have you tried
MFnMeshData?
sorry, this is so bold, cause I copied it from the docs.
Started 1 week, 3 days ago (2009-11-27 22:54:00)
by Buexe
I read somewhere that a guy wrote a auto-save script for the script editor, that could help a little bit. as to for loops, when I`m still playing with the rough code I implement a dummy variable that breaks the loop after 1000 cycles no matter what and when I see the loop seems to work fine I remove it. I dont know of cyclecheck stuff for MEL commands. My understanding is that the cycleCheck ...
Started 1 week, 2 days ago (2009-11-29 16:06:00)
by cbamber85
http://mathworld.wolfram.com/DivergenceTheorem.htm l
http://www.gamedev.net/community/fo...me+Calculati ons
It's basically how volume integrals relate to surface integrals, there's a few things on Game-Dev about it - search there.
Started 1 week, 5 days ago (2009-11-26 01:29:00)
by dbiggs
A tip for anything that tool that saves to html , test it in FireFox, Chrome, IE, Safari, etc.
Your table cells have
bgcolor="D5E1E8"
which is invalid, IE lets it work, FireFox doesn't.
You should use
bgcolor="#D5E1E8"
or better yet, put it into css.
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Hot threads for last week on Maya MEL::
Started 1 week ago (2009-11-30 23:31:00)
by andymoorer
I should add - I can get the desired list by walking thru the duplicates of the list of vert relatives like so:
Code:
// get verts
string $sel[] = `ls -fl -sl`;
//Create kludgy list of parent of each vert:
$parents = `listRelatives -p $sel`;
string $parentMeshes[]; clear $parentMeshes;
int $count =0;
string $last = "last";
for($i=0;$i<size($parents);$i++) {
...
Started 2 weeks ago (2009-11-24 06:34:00)
by isoparmB
I don't have a particular resource in mind, but from experience Maya will execute mel command from left to right, from top line to bottom, unless you source a procedure into memory in which case it will only get executed after you call the proc, and even then it does the same thing: left to right, top to bottom. You can tell mel to skip certain portions of your code based on pre-conditions.
...
Started 1 week ago (2009-11-30 21:41:00)
by beetz15s
global proc AEhardwareTextureChannelCB( string $attrTokens,
string $messagePlug )
{
// Get the material info node.
string $info = getMaterialInfo($messagePlug);
if ($info == "")
return;
string $channelMenuName = getChannelMenuNameFromMaterialPlug($messagePlug);
// Disconnect the current texture from materialInfo...
Started 1 week, 2 days ago (2009-11-29 01:41:00)
by Buexe
have you tried
MFnMeshData?
sorry, this is so bold, cause I copied it from the docs.
Started 6 days, 18 hours ago (2009-12-01 21:52:00)
by norbertnacu
Hello There,
Please try this:
Code:
// Render using
string $curr = `getAttr( "defaultRenderGlobals.currentRenderer" )`;
// Set to Software
setAttr( "defaultRenderGlobals.currentRenderer" ) -typ "string" "mayaSoftware";
// Set to Hardware
setAttr( "defaultRenderGlobals.currentRenderer" ) -typ "string" "mayaHardware";
// Set to Mental Ray...
Started 1 month, 1 week ago (2009-10-28 15:36:00)
by sciLoop
Maybe try to copy it to windows notepad, save it and then reload it in Maya.
If its not a Maya related bug, you should get rid of all that formatting.
Started 1 week, 2 days ago (2009-11-29 16:06:00)
by cbamber85
http://mathworld.wolfram.com/DivergenceTheorem.htm l
http://www.gamedev.net/community/fo...me+Calculati ons
It's basically how volume integrals relate to surface integrals, there's a few things on Game-Dev about it - search there.
Started 1 week, 3 days ago (2009-11-27 22:54:00)
by Buexe
I read somewhere that a guy wrote a auto-save script for the script editor, that could help a little bit. as to for loops, when I`m still playing with the rough code I implement a dummy variable that breaks the loop after 1000 cycles no matter what and when I see the loop seems to work fine I remove it. I dont know of cyclecheck stuff for MEL commands. My understanding is that the cycleCheck ...
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