still cant figure out how to check for a string in a string in mel, but if mel is required you could always do this. string $layers[] = `ls -type "displayLayer"`;for ($i in $layers){ if (python("'LPL'" + "in" + "'" + $i +"'")) { setAttr($i + ".visibility", 1); }} though as you seen it is most easily done via python edit:…
yeah, I was caught in the giant fat windows 7 UI style whirlwind, sue me ;) I am planning to redo the whole thing whenever I get more than 2 weeks of python behind me and migrate the remaining MEL into a full python script. For a while I wanted to do that distance threshold option, but as the script is laid out right now…
The export script doesn't work for me. When I go to the debug window, this is what it spits out instead of telling me it's complete: I followed every step exactly as it was presented in the video, but it doesn't work for any model I tried, be they simple primitives I created in Blender or more complex models I'd made…
I did find a solution. Mathias Røyrvik helped me out in the Usd Interest group. Apparently, you can pass arguments directly in the python build file. For example running python build_usd.py --maya --maya-location "C:\Program Files\Autodesk\Maya2016" c:\usd in command prompt builds the maya plugin. python build_usd.py -h…
I would look into doing this with max script, if your learning to program dont bog yourself down. While Max, Blender and Maya all support python that is where the similarity ends. workflows and commands are specific to each app so beyond the base python syntax / commands a script written for blender wont work in max or…
I wrote this simple Python code that can do the same thing. If you want to explode many times you can build a button in the shelf from this code. Just paste it into the script editor : import maya.cmds as mccLst = mc.ls(sl=True)faces = mc.polyEvaluate(cLst,f=True)def divLag(b): mc.polyChipOff…
Thank you, the tail has been a challenge for sure, I'll probably go back and do it all over again as it's just kind of out of control after so man little tweaks. Thanks! good to be here. I'll probably do a whole new run from scratch and rethink how I want him to move. I was going off a lion run. This is great! I'll see…
I think that's sort of what I like about Python. It doesn't typically get all in your face over compiler errors and has an odd tendency to sort itself out (which is very interesting if you wanted it to display something and what it displays is not what you were expecting at all). Python takes your suggestions and…
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What they do is different in a lot of studios, can work on tools, and shaders and generally workflow tech. Sometimes they work mostly on rigging tools. Quite often they are the layer in-between the game programmers and the artist.(Arts speak to codes speak translator) In a lot of places i seen the more technically inclined…