Hello all,So I have wanted to jump into the Maya API for a while but have not had the need to, or really knew where to start, but is has come to a point where I really want to know it and feel I should to advance myself.Firstly the Python API will be the ticket for me. My C++ is kinda sparse and I am not a dedicated programmer of that spectrum.I am going to be looking through building a plugin with Chad Vernon as I think it might be a good starting block but I was after some extra advice from the group.- What can the API (Python or C++) be used for and what is a good best case scenario in which you will need it?
- Where should you start, i.e. are there example projects/generic ideas that could be useful to build a plugin of sorts?
- Is it generally used quite sparingly? (In my experience so far I have had no need for it but am aware it is very powerful)
Any other advice would be awesome also.As always thanks to the group you guys are awesome.Cheers,Ben
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You can't load the plugin if it was compiled with a mismatched compiler because it will want to dynamically link with libs in Maya that are not compatable. So that would mean your only option is to run an external process and communicate with it either over stdin/stdout or ipc. I don't think it's quite worth it just for c++11 features. You could always use boost of you need some stuff that is available in c++11. Or maybe even qt for things since it is already there
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Ah, is it 2012 even.. Then there doesn't seem to be as much as a glimmer of hope for C++11. Thanks Chad for confirming.About going IPC - i.e. writing something completely external from Maya, and integrating by communicating across processes - I have a sneaky suspicion that Bifrost may do something along these lines.I've seen three signs that point towards this; one, simulations with Bifrost happen asynchronously, where the timeline reflects the current status. That's not enough to indicate IPC, but at that release, ZeroMQ got added as well. Now that still isn't enough to prove they do IPC (via messaging in that case) or that it got added for Bifrost but seeing as Bifrost came from Naiad which was originally uncoupled to Maya, it's possibly written in C++11 to begin with which may have been reason enough to force the developers to look towards ways of integrating it with an older codebase, other than degrading it to C++03.So, for a plug-in, maybe it's possible to develop entirely in C++11, as an external process, and compile a separate thin wrapper specifically for a version of Maya that handles communication with it? ZeroMQ looks fast, but is it fast enough to handle deformers (or simulation, pointclouds, for that matter)? Is it faster than pure standard in/out?
It sounds like a win, as you could reap the benefits of cutting edge technology, and C++11 won't be the last of that with C++17 around the corner, whereas Maya will always lag behind, while at the same time worry less about compatibility between your plug-in and future (and older) versions of Maya.
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> stdin/stdout are file descriptors. sockets are file descriptors.Technically its all the same camp where you read and write and poll their status.Ah. I was under the impression that sockets had to go the TCP route, through the network card, but this would make more sense.
> But what features of C++11 are you itching for that would make your plugin so much more performant or easier to maintain?Haha, nothing in particular. You know you could have said the same thing about newer versions of anything, right? "What about Maya 2016 will make your work so much better looking and easier to make?" :)I would like to progress, wouldn't you?
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I am responding to your suggestion that one wants the latest and greatest cutting edge technology. I didn't understand why you would require c++11 just to be cutting edge and up to date. I was asking what exactly you wanted from c++11 that would justify the effort? It felt to me that your only reason was the it was newer. What would you use from it?
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I'd actually like to hear input from those that have used c++11 in a production capacity, about what features they have found most useful.
"auto" is just a convenience really
Shared pointers are nice without needing Boost or Qt.
Move semantics seems cool if you are trying to write some efficient code.
Lambdas for sure would be great.
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Hmm - so C++11 isn't usable in windows maya plugins yet? Bummer... their linux spec supports it, sort of:
https://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2016/ENU/Maya-SDK/files/Setting-up-your-build-environment-Linux-compiler-requirement-htm.html
I've made a few small plugins that used C++11, and they seemed to work. (Word on the street about the split
I haven't used C++11 much yet myself, but there's a bunch of features that I kept thinking / wishing were in C++, that when I looked up, found out would be in C++11. The unique_ptr / shared_ptr - would probably be worth it alone, for me (they were the most common reason I would add boost dependencies, which was obviously overkill). Other things I've wished I'd had at various points included static asserts, ability to call a construction from within another constructor of the same class,
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On Sun, Jan 10, 2016 at 8:38 AM Paul Molodowitch <elro...@gmail.com> wrote:Hmm - so C++11 isn't usable in windows maya plugins yet? Bummer... their linux spec supports it, sort of:
https://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2016/ENU/Maya-SDK/files/Setting-up-your-build-environment-Linux-compiler-requirement-htm.html
I've made a few small plugins that used C++11, and they seemed to work. (Word on the street about the split
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