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I've only glanced at the first part before my eyes glazed over.Is it actually really sixteen minutes worth of setting up hotkeys or there's something more interesting going on later?
Is there a tutorial that explains how to get your script back after hitting the execute script button in the script editor?
17 years later and it still does this…really?
Matt
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Eric Turman
Sent: Monday, May 12, 2014 6:09 PM
To: soft...@listproc.autodesk.com
Subject: Re: First Softimage -> Maya transition videos posted
Hi Raf,
Is there a tutorial that explains how to get your script back after hitting the execute script button in the script editor?
17 years later and it still does this…really?
Matt
CTRL-Z or not, that has to rank up there as one of the most stupid workflows in the history of 3D. Think about it. You have to write additional code to destroy that data. Somebody actually took time to spec out, write, and debug the application to do that and QA didn’t catch the stupidity.
The only thing worse is the issue hasn’t been corrected yet. Code written in 1996/97 still does the same thing in the year 2014. The only question I have is: did Back to the Future predict this too?
Normally I’d be angling to join a beta list, but when extremely obvious stupidity exists front and center, it really makes a strong statement that efforts on a beta list would be fruitless and wasted.
Houdini it is.
Matt
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Eric Turman
Sent: Monday, May 12, 2014 6:18 PM
To: soft...@listproc.autodesk.com
Subject: Re: First Softimage -> Maya transition videos posted
well at least they allow you to ctrl-z it now :P
The feature was developed for a different era and is largely a holdover from Wavefront Advanced Visualizer, no? Back then all that was available were expression languages, so it made some limited sense to have such a feature, but even by those standards still stupid as a default behavior.
I don’t think a new editor is necessary. Can be solved with a user preference or button in the editor itself, with default value of not deleting the code upon clicking the execute button. Considering there are a bazillion other user preferences already, I don’t see how this was ignored for so long. It’s like Honda or Toyota building cars with nails embedded in the tires causing flats right out of the factory and refusing to fix the problem because some customers want to replace their tires upon taking possession of the car at the dealership. While not putting nails in the tires could disrupt a few customers, I think it would benefit a great many more and improve the company’s reputation.
Matt
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Monday, May 12, 2014 6:40 PM
To: soft...@listproc.autodesk.com
Subject: Re: First Softimage -> Maya transition videos posted
Well, to be honest there is a basis for it. In Maya the environment persists, so when you "run" something what you are doing is committing it, much like it'd happen in a command line python instance.
A ‘script editor’ is for developing scripted code, often from scratch, and testing the logic and workflow in the context of its use. It’s a very iterative workflow full of trial and error as you build up the logic and features cumulatively while writing generically and comprehensively work with the application’s API. Having your code deleted every time you click the execute button is the exact opposite behavior you want in such a workflow. That’s why it’s so stupid. Can you imagine C++ development where your code is deleted each time you click the compile button? Honestly, I cannot think of another ‘script editor’ in any application that behaves in the way Maya’s does by deleting code upon clicking the execute button. That’s including web development and other industries. I think there’s a reason for that – it’s counter productive.
A ‘script editor’ should have default behavior for script development. If the intention is to debug with persistence, as you say, then it shouldn’t be called a script editor. It should be called a debugger. Debugging why a scene isn’t behaving as expected is a very different context than developing code for use as a tool. In debugging mode you’re poking and prodding what things are doing in a specific context. You often don’t write much code in a debug session. You’re more or less inspecting and tracing it to expose the problem. The scenario you present about persistence is in effect, but most modern applications have implemented some form of JIT debugging for that purpose. I can see how you only want to execute small bits of code and perhaps iteratively, but I still don’t see how deleting code in an editor is productive under any scenario. I would tend to think it would be better to make the user work with selections or some other mechanism to get the same behavior.
Semantics leads to expectations.
deleting the code upon clicking the execute button.
What do you mean? Close and reopen it and your scripts are still there. If you're talking about when you close Softimage, that is expected. That kind of functionality is weird to me in Maya. It's like reloading your last scene you had open before you closed the last time.
On Tuesday, May 13, 2014 10:39:26 AM, Peter Agg wrote:
...and then you had the Soft script editor that clears itself out when
it closes. Apparently no one gets this stuff right!
On 13 May 2014 15:21, Francois Lord <flord...@gmail.com<mailto:flord...@gmail.com>> wrote:
I remember when The Foundry asked me what I wanted in a script
editor. I said: make it work like the XSI one. They said:
everybody already said that but about the Maya one. I didn't know
how the Maya one worked so I assumed it would be similar.
When Nuke finally came with a script editor, I was shocked! I
never understood why would someone want that. If you want to run
commands and forget about them, make it a shell, not a script editor!
Fortunately, they added an option not to clear the script. Problem
solved.
F
On 13-May-14 03:34, Andy Goehler wrote:
Nukes script editor behaves the same way. Down to the Selection
and Ctrl-Enter to execute. For the reason Raf has mentioned.
Looking into Houdini there seems to be all options: the python
shell and the editor which does not delete the code :-)
Andy
On 13.05.2014, at 05:01, Matt Lind <ml...@carbinestudios.com
If you plan on scripting in Maya I highly recommend Charcoal Editor – worth the investment. See here:
http://zurbrigg.com/charcoal-editor
-Nick
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com]
On Behalf Of nick name
Sent: Wednesday, May 14, 2014 3:00 AM
To: soft...@listproc.autodesk.com
Subject: Re: First Softimage -> Maya transition videos posted
Seems like they're very well received these videos, just look at the amount of likes/dislikes. It might not be the best indicator, but not to be ignored either.
Thank you for these Jill. I can't help thinking since there are thousands of things different users would like to see covered it might be difficult for your team to identify and cover them all since there are almost as many ways of working as there are users :)
How about making a sort of list to which users can contribute and say which particular functionalities or workflows they would like to see in a transition video?
Best
Morten Bartholdy