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Maya Programming with Python Cookbook
Maya Programming with Python Cookbook

Maya Programming with Python Cookbook: Master complex workflows and conquer the world with Python and Maya

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Profile Icon Pankaj K P Singh Profile Icon Herbez
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$35.98 $39.99
Full star icon Full star icon Full star icon Full star icon Empty star icon 4 (4 Ratings)
eBook Jul 2016 266 pages 1st Edition
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$35.98 $39.99
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$48.99
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Renews at $19.99p/m
Arrow left icon
Profile Icon Pankaj K P Singh Profile Icon Herbez
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$35.98 $39.99
Full star icon Full star icon Full star icon Full star icon Empty star icon 4 (4 Ratings)
eBook Jul 2016 266 pages 1st Edition
eBook
$35.98 $39.99
Paperback
$48.99
Subscription
Free Trial
Renews at $19.99p/m
eBook
$35.98 $39.99
Paperback
$48.99
Subscription
Free Trial
Renews at $19.99p/m

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Maya Programming with Python Cookbook

Chapter 2. Creating User Interfaces

In this chapter, we'll be taking a guided tour through Maya's collection of user interface elements and learning how to use them to create interfaces that you and your teammates will love to use. The following topics will be covered:

  • Making a basic window
  • Simple controls – making a button
  • Retrieving input from controls
  • Using classes to organize UI logic
  • Using nested layouts
  • Using tabs and scrolling
  • Adding menu to your UIs

Introduction

While it is by no means required to create a graphical user interface (GUI) for your scripts, you're likely to want one in almost all cases. Very often, you'll find yourself creating scripts that are meant to be used by your teammates, some of whom may be less comfortable with command-line tools.

In this chapter, we'll be looking at how to create windows, fill them with interface elements, and link those elements up to other functionality within Maya.

Making a basic window

All great user interfaces start with window. In this example, we'll be creating a simple window and using the text label control to add a simple message.

We'll end up with something like the following:

Making a basic window

How to do it...

Start by creating a new file in your scripts directory and naming it basic Window.py.

Add the following code:

import maya.cmds as cmds

def showUI():
    myWin = cmds.window(title="Simple Window", widthHeight=(300, 200))
    cmds.columnLayout()
    cmds.text(label="Hello, Maya!")

    cmds.showWindow(myWin)

showUI()

If you run the script, you should see a small window containing the text Hello, Maya!.

How it works...

To create a window, you'll need to use the window command.

myWin = cmds.window(title="Simple Window", widthHeight=(300, 200))

While all of the arguments are optional, there are a few that you'll generally want to include by default. Here, we're setting the title to "Simple Window" and...

Simple controls – making a button

Creating a window is only the beginning. In order to create a proper interface, we'll need to both add controls, and tie them to functionality. In this example, we'll be revisiting our good friend, the polyCube command, and tying it to a button press.

The resulting UI (and its output) will look similar to the following:

Simple controls – making a button

How to do it...

Create a new script and name it buttonExample.py. Add the following code:

import maya.cmds as cmds
def buttonFunction(args):
    cmds.polyCube()

def showUI():
    myWin = cmds.window(title="Button Example", widthHeight=(200, 200))
    cmds.columnLayout()
    cmds.button(label="Make Cube", command=buttonFunction)
    cmds.showWindow(myWin)
showUI()

Run the script, and you should see a 200 by 200 pixel window with a single button inside it. Pushing the button will create a polygonal cube with the default parameters.

How it works...

In order to trigger functionality from our UI, we'll first...

Retrieving input from controls

While you will often need to add one-way controls (such as buttons) that trigger functions upon user input, you will also often need to retrieve information from the user before taking an action. In this example, we'll be looking at how to grab input from field controls, in both integer and float varieties.

The finished script will create a given number of polygonal spheres, each with a given radius. The resulting UI will look like the following:

Retrieving input from controls

Pressing the Make Spheres button with the previously mentioned settings of 4 spheres at a radius of 0.5 units each will result in a line of spheres along the x-axis:

Retrieving input from controls

How to do it...

Create a new script and name it makeSpheres.py. Add the following code:

import maya.cmds as cmds

global sphereCountField
global sphereRadiusField

def showUI():
    global sphereCountField
    global sphereRadiusField

    myWin = cmds.window(title="Make Spheres", widthHeight=(300, 200))
    cmds.columnLayout()
    sphereCountField...

Using classes to organize UI logic

Using global variables is one way to allow the different parts of your script communicate with each other, but there's a better way. Instead of using globals, you can organize your script using custom class.

Creating a class for your script will not only allow you to easily access UI elements from various functions, but it will also make it easy to neatly contain other kinds of data, useful in more advanced scripts.

How to do it...

Create a new script and name it SpheresClass.py. Add the following code:

import maya.cmds as cmds

class SpheresClass:

    def __init__(self):
        self.win = cmds.window(title="Make Spheres", widthHeight=(300,200))
        cmds.columnLayout()
        self.numSpheres = cmds.intField(minValue=1)
        cmds.button(label="Make Spheres", command=self.makeSpheres)
        cmds.showWindow(self.win)

    def makeSpheres(self, *args):
        number = cmds.intField(self.numSpheres, query=True, value=True)...

Using nested layouts

Very often, the interfaces that you'll want to create cannot be implemented with a single layout. In those cases, you'll need to nest layouts inside each other.

In this example, we'll create rowLayouts within a single columnLayout. Each rowLayout will allow us to have two controls (in this case, some text and intField) next to each other horizontally, and the parent columnLayout will stack the combined text/field pairs on top of each other vertically.

The end result will be something like this:

Using nested layouts

How to do it...

Make a new script and name it nestedLayouts.py. Add the following code:

import maya.cmds as cmds

class NestedLayouts:

    def __init__(self):
        self.win = cmds.window(title="Nested Layouts", widthHeight=(300,200))
        cmds.columnLayout()
        
        cmds.rowLayout(numberOfColumns=2)
        cmds.text(label="Input One:")
        self.inputOne = cmds.intField()
        cmds.setParent("..")
        
      ...

Introduction


While it is by no means required to create a graphical user interface (GUI) for your scripts, you're likely to want one in almost all cases. Very often, you'll find yourself creating scripts that are meant to be used by your teammates, some of whom may be less comfortable with command-line tools.

In this chapter, we'll be looking at how to create windows, fill them with interface elements, and link those elements up to other functionality within Maya.

Making a basic window


All great user interfaces start with window. In this example, we'll be creating a simple window and using the text label control to add a simple message.

We'll end up with something like the following:

How to do it...

Start by creating a new file in your scripts directory and naming it basic Window.py.

Add the following code:

import maya.cmds as cmds

def showUI():
    myWin = cmds.window(title="Simple Window", widthHeight=(300, 200))
    cmds.columnLayout()
    cmds.text(label="Hello, Maya!")

    cmds.showWindow(myWin)

showUI()

If you run the script, you should see a small window containing the text Hello, Maya!.

How it works...

To create a window, you'll need to use the window command.

myWin = cmds.window(title="Simple Window", widthHeight=(300, 200))

While all of the arguments are optional, there are a few that you'll generally want to include by default. Here, we're setting the title to "Simple Window" and the size of the window to 300 pixels wide by 200 pixels tall. Also...

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Key benefits

  • Improve your modelling skills and reduce your scripting problems using Python in Maya
  • Learn to communicate with web applications using Python for easier team development
  • A quick and practical answer to every problem you can have whilst scripting in Maya with Python

Description

Maya is a 3D graphics and animation software, used to develop interactive 3D applications and games with stupendous visual effects. The Maya Programming with Python Cookbook is all about creating fast, powerful automation systems with minimum coding using Maya Python. With the help of insightful and essential recipes, this book will help you improve your modelling skills. Expand your development options and overcome scripting problems encountered whilst developing code in Maya. Right from the beginning, get solutions to complex development concerns faced when implementing as parts of build.

Who is this book for?

This book is for Python developers who have just started scripting with Maya.

What you will learn

  • * Find out how to use Python scripting to automate tedious tasks
  • * Create functional user interfaces to make scripts easy to share with others
  • * Add new functionality to Maya via the power of scripting
  • * Import and export arbitrary data into and out of Maya
  • * Improve your workflow, and that of your team
  • * Create custom create custom controls to make rigs that are easy to work with
  • * Implement a system to render 3D assets for isometric games
  • * Use script jobs to trigger actions automatically in response to user interaction
  • * Open a command port to allow other applications to communicate with Maya

Product Details

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Publication date : Jul 29, 2016
Length: 266 pages
Edition : 1st
Language : English
ISBN-13 : 9781783551637
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Product Details

Publication date : Jul 29, 2016
Length: 266 pages
Edition : 1st
Language : English
ISBN-13 : 9781783551637
Languages :
Tools :

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Table of Contents

11 Chapters
1. Getting Started with Maya Chevron down icon Chevron up icon
2. Creating User Interfaces Chevron down icon Chevron up icon
3. Working with Geometry Chevron down icon Chevron up icon
4. Giving Things a Coat of Paint – UVs and Materials Chevron down icon Chevron up icon
5. Adding Controls – Scripting for Rigging Chevron down icon Chevron up icon
6. Making Things Move – Scripting for Animation Chevron down icon Chevron up icon
7. Scripting for Rendering Chevron down icon Chevron up icon
8. Working with File Input/Output Chevron down icon Chevron up icon
9. Communicating with the Web Chevron down icon Chevron up icon
10. Advanced Topics Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
(4 Ratings)
5 star 50%
4 star 0%
3 star 50%
2 star 0%
1 star 0%
SKP May 10, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Had this book on my reading list for a class, it has helped a LOT. Wouldn't say it ‘s totally beginner friendly, but a few YouTube videos to get a proper introduction, this book is a great resource to have handy. It explains things well and when combined with the Python help in Maya you can get a lot out of it, I was surprised!
Amazon Verified review Amazon
Joseph Hocking Aug 12, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I've been meaning to learn about this topic for a while, and this was a great intro. The very weekend after I got the book I'd already written (and released on the Internet) a "dropper", one useful script to export scene data as either JSONor XML.
Amazon Verified review Amazon
steven verborgh Sep 22, 2016
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
It's a "cookbook" kind of book ... as to be expected. Don't expect great insights, but exemplary pieces of code that demonstrate some things. It had nice short topic on shader networks, which is not something that is easily found elsewhere. It might have contained some more advanced recipes, but for a start it's a nice bedside material book.
Amazon Verified review Amazon
Oliver Reischl Oct 04, 2017
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
For example it only mentions PyMel at one point in the whole book and warns about the possibility of poorer performance. While this is not necessary untrue, it's a very narrow look on what Pymel is and misses the fact, that pymel also wraps part of the purely c++ maya API and will be much faster in other situations. Also it purely focuses on standard maya UI scripting, while by now professional technical artists in general favor the Qt-framework (which Maya itself is built on).On the flipside it has some unmentioned requirements: The idea of classes isn't really explained, which might stumble beginners coming only from MEL. And the python package manager PIP is mentioned for installation of the Python Image library, which is a slippery slope, as the installation of other modules is very tricky. Modules featuring C or C++ libs need to be compiled from source, as Maya Python uses a different compiler version than standard Python. Also PIP doesn't consider Maya when installing modules, which might mess with your installation. (PIL seems to come preinstalled with Maya 2017 though.)It's still a good start to get into scripting, but if you're already quite familiar with Maya scripting and Python, this book won't teach you many new tricks. And it's not doing a great job with teaching you how to create clean code, which will be an issue once your scripts extend beyond 1000 to 10k lines. Finally this book leans very towards the very "un-pythonesque" Maya-style of scripting, while most professionals will tell you that coding the Python-way is far superior.So accept the book for what it is: If you scripted a little, you will learn a lot and increase your production output a lot. You might even be able to support a small team of artists with tools. But once you go beyond that, you will need to look for more pro-information and tutorials.
Amazon Verified review Amazon
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