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Kristine Middlemiss
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Creating a New Attribute from MPlug
Have you ever wanted to create a new attribute from the definition of an existing one, such as kTransform? However you cannot get the proper type from the attribute since MDataHanle::type() returns kInvalid: // Create attribute for future access MDataHandle hData =plug.asMDataHandle(); MFnTypedAttribute typedAttr; MFnAttribute fnAttr; fnAttr.setObject( plug.attribute() ); MString sName =fnAttr.name(); MString sShortName =fnAttr.shortName(); MFnData::Type type =hData.type(); MObject newAttr =typedAttr.create( sName, sShortName, type, MObject::kNullObj, &st ); if ( MS::kSuccess == st ) { // Add a dynamic attribute to... Continue reading
Posted Aug 27, 2012 at Around the Corner
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Adding a Custom Cursor in MCursor in Maya
Posted Aug 22, 2012 at Around the Corner
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Introduction to MotionBuilder OpenReality SDK Programming DevTV Video
Posted Aug 17, 2012 at Around the Corner
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What's a callback and what's its purpose?
Posted Aug 13, 2012 at Around the Corner
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Small Annoying Things Maya Forum
Please help us identify things that bother you when you’re working in Maya that we can easily fix. http://mayafeedback.autodesk.com/forums/160518-small-annoying-things-to-fix-in-maya-forum Suggest and vote for annoying little quirks or problems in Maya you want us to fix, and get others to vote for your ideas. Describe both the steps to show the issue, and how you would prefer it. Enter each idea separately (we’ll remove items with multiple ideas). Put larger issues in the Ideas for Maya forum. We’ll move issues that... Continue reading
Posted Aug 8, 2012 at Around the Corner
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What do I mean by a “handle”…?
Through my years at Autodesk/Alias, I have done a lot of teaching and education (some is recorded and some is not), but some things you might catch me saying during training are… “Now you get the handle to the object”, or “this now returns the handle to the object”, but what the heck does that really mean? I will know try to explain my colloquialism below using MotionBuilder Python SDK code as an example. A Handle in Programming Terms What... Continue reading
Posted Aug 3, 2012 at Around the Corner
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Looking at undo in regards to deleting attributes and nodes
Posted Jul 30, 2012 at Around the Corner
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Setting a user event within Maya
I was looking through some interesting questions that have come into ADN in the past, and thought I would share this one, it was about the possibility of setting a user event with a scriptJob (Maya Command). There are no MEL commands to create user events and the scriptJob command cannot be used to wait for them. However, you can do both in a Python script using API calls. Here's how you would register a new user event type called... Continue reading
Posted Jul 25, 2012 at Around the Corner
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Using a MEL/Python Script to Load Plug-Ins
You may come across a time where you want to tell Maya to load/unload a plug-in during "plug-in load time" (i.e. while Maya is launching) or maybe you have certain plug-ins that conflict with each other, and you would like to have an automatic way of unloading (or "not" loading) various plug-ins. To go about doing this there are four options, I highly recommend option 1, as it is the most perdictable and safest. Option 1: Using Maya API Within... Continue reading
Posted Jul 20, 2012 at Around the Corner
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All Things Qt
Posted Jul 16, 2012 at Around the Corner
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Maya Programming: The Beginning
Posted Jul 11, 2012 at Around the Corner
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Top 10 Autodesk Maya Python API Gotchas When Getting Started
Not Understanding the Difference between Python Script and Python API Maya has four programming interfaces, two of which are using the Python language. It’s important to know the distinction between the terminology of Python Script and the Python API, because they each access different functionality within Maya (with very little overlap). The other two interfaces are Maya Embedded Language (MEL) and the C++ API. Python Plug-in Disclosure You cannot hide your Python API code from users! If you’re a games... Continue reading
Posted Jul 5, 2012 at Around the Corner
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Are you looking to rewrite some of our Maya default scripts?
Posted Jul 1, 2012 at Around the Corner
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Updated Maya API Documentation Online and New Python API Learning Path
We have updated the Maya 2013 API Documentation, so please download the latest version here: http://www.autodesk.com/me-sdk-docs Within the updated documentation there are two major additions which have been done by Martin Ashton are API documentations Guru: First, we have a brand new Maya Python Learning Path http://docs.autodesk.com/MAYAUL/2013/ENU/Maya-API-Documentation/files/GUID-856DDB26-93E7-493D-A1D4-60C4CBA38B9C.htm Second, a class taxonomy – all classes arranged according to subject/concept http://docs.autodesk.com/MAYAUL/2013/ENU/Maya-API-Documentation/cpp_ref/_maya.html Enjoy! Kristine Continue reading
Posted Jun 29, 2012 at Around the Corner
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What’s New in the FBX 2013 SDK?
The FBX SDK animation system has been completely redesigned. Take nodes, take node containers, current takes, and FCurves have all been replaced by animation stacks (FbxAnimStack), animation layers (FbxAnimLayer) animation curve nodes (FbxAnimCurveNode), and animation curves (FbxAnimCurve). The classes in the FBX SDK have all been renamed using the "Fbx" prefix, instead of "KFbx" or "K". All structures have also been renamed with the same prefix, including global functions and enumerations. We did this to make the SDK simpler and... Continue reading
Posted Jun 22, 2012 at Around the Corner
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What’s New in the MotionBuilder 2013 SDK?
Programming Environment and Code Refactoring Changes MotionBuilder and its distributed plug-ins are now compiled using Visual Studio 2010 (Service Pack 1). FBContainer has been renamed to FBVisualContainer for uniformity of cross-product naming schemes. const correctness improvements. Although not enforced in this release, we recommend that the "H" prefix in classes such as HFBPlug be removed and replaced by the pointer suffix "*", for example: FBPlug*. This change is intended to facilitate the use of the documentation system in the near... Continue reading
Posted Jun 18, 2012 at Around the Corner
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What’s New in the Maya 2013 API?
The “devkit/plug-ins” folder has been reorganized so that the plug-in associated files are encapsulated under one folder and the plug-in project will be parented under a single parent solution file called “Plug-ins.sln” The module support for plug-in distribution has been improved so that you will be able to more easily create a distributable deployment of your plug-in. New attribute pattern API classes MAttributePattern: class that will provide a pattern of attributes to be applied to nodes as dynamic attributes or... Continue reading
Posted Jun 13, 2012 at Around the Corner
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