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Autodesk maya 2018 copy instance
Autodesk maya 2018 copy instance








  1. #Autodesk maya 2018 copy instance how to
  2. #Autodesk maya 2018 copy instance install
  3. #Autodesk maya 2018 copy instance code
  4. #Autodesk maya 2018 copy instance zip

The elasticity, scalability, and cost effectiveness of the cloud value proposition is attractive to media customers. The following is an example of folder conventions for a project to be used as a guide for the folder structure that we will use when creating assets.Contributed by Mike Owen, Solutions Architect, AWS Thinkbox

#Autodesk maya 2018 copy instance code

Go into Maya and run your code and it should connect to Wing and pause at the breakpoint. Set breakpoints in your code, and then start the debugger. In the lower left corner of Wing, click the bug and make sure Accept Debug Connections is turned on.Īdd the following code to your python script to connect to the debugger.

#Autodesk maya 2018 copy instance install

C:\Maya2018-DEVKIT_Windows\devkit\other\pymel\extras\completion\piĬopy wingdbstub.py from the Wing install directory into the same directory as your python scripts. In the Interface File Path, click Insert and enter the path for the Maya Devkit PI folder, e.g. In Wing, go to Edit > Preferences > Source Analysis > Advanced With the Wing project open, choose the menu Project > Project Properties.Įnvironment > Python Executable > check the custom radio button.Įxtract the folder to someplace convenient like: C:\Maya2018-DEVKIT_Windows C:\Program Files\Autodesk\Maya2018\bin\mayapy.exe) Open an existing Wing project or create and save a new project.Ĭopy the path to mayapy.exe (e.g. Wing Python IDE works well for writing and debugging scripts. This allows shelf buttons and other scripts to call functions in scripts that live in these paths. MAYA_SCRIPT_PATH = C:\ArtPipeline\MayaTools PYTHONPATH = C:\ArtPipeline\MayaTools C:\pymel-1.0.10rc2 Edit the Maya.env file to include these paths, for example: Take note of where you checked out the git repo, for example: ( C:\ArtPipeline\MayaTools), as well as the PyMel dir ( C:\pymel-1.0.10rc2). C:\Users\Name\Documents\maya\2018\Maya.env) where you can include paths to your scripts or libs.

#Autodesk maya 2018 copy instance zip

To setup PyMEL do the following:Įxtract this zip to someplace convenient like: C:\pymel-1.0.10rc2Įach version of Maya has a Maya Environment file called "Maya.env" (e.g.

autodesk maya 2018 copy instance

To setup your development environment so you can write Python code with autocomplete and debugging, follow these steps (sorry, this is for Windows only at the moment):Īdd this path to your computer’s PATH environment variable so scripts can find your Python installation.įor Maya scripting, I prefer to use the PyMEL lib because it's more object-oriented than using straight Maya Python commands. JSON file that lives in the Maya Project root folder and describes folder naming conventions.įrom the Maya menu bar go to File → Set Project. This will create standard folder structures and allow the scripts to load unique settings for each project when switching between projects.

autodesk maya 2018 copy instance

Start by cloning the Art Pipeline repo from here:īe sure to set your Maya project before beginning a new project.

autodesk maya 2018 copy instance

I plan to flesh out this tutorial at a later date with more explanations of the code. The AssetManager.py code has been battle tested on several games that shipped. However, the code is a WIP that hasn't been refactored and refined fully. I've tried to make it readable and added lots of comments, but some rough edges and bugs may exist. Setup your system for Maya python scripting.Īuto create assets and folder structures.Īuto export assets such as static models, rigged models, and animations into Unity. exporting a rig without constraints, animation baking, naming files, etc.) I've included explanations for how to:

#Autodesk maya 2018 copy instance how to

The following is my example of how to automate and streamline a game art pipeline workflow for Maya and Unity. The focus is on eliminating the need to follow lots of naming conventions, navigate directory trees over and over between your Maya project and Unity project, and automating repetitive art tasks that can be prone to error (e.g.










Autodesk maya 2018 copy instance