3.) unsigned integers are positive numbers only. Because it can't hold any negative values, the positive range is twice as big compared to a (signed)int.
1. you can use optionVar for that which will add the variable to maya's dedicated list of variables (where it stores your defaults for bevel, extrude, etc) 2. hmm maybe they have better ways to do it now, but tokenize is nice when you're trying to do things like split up filepaths or something like that. It's just for…
1. Yep, what Funky Bunnies said - optionVars are the way to do it. 2. I use tokenize all the time... hopefully not because I'm doing something wrong :) But for example if you want to extract the vertex index as an int from "pCube1.vtx[21]" which is a string, so tokenize it into an array with "[]" as the split characters,…