A milestone in creating expressions in my own maya script editor, along with previous features of splitting and deleting panes. Oh yeah and it will transfer your current scripting tabs over to the script editor.
In other news on coding this, I've been looking into the logging library and creating debug messages using those, which I found pretty funky as I can turn them on or off by setting the severity limit.
I've been testing debugging Maya Python scripts lately. Mostly focusing on free IDEs or editors such as PyCharm. So far this is one requires less setup in my opinion.
This is mostly based off the remote python debugging functionality described here: Download and install Microsoft's free Visual Studio CodeInstall the official Python Extension
Download ptvsd package as a zip
Extract the ptvsd folder into your Maya scripts folder
Open Maya and run import ptvsd
ptvsd.enable_attach("my_secret", address= ('0.0.0.0', 3000))
Back in VSC, switch to Attach (remote debug) in the debug configurations and start it
You are now ready to debug.
Note: here is the settings I use in launch.json
Add break points, run your code and it should stop and populate the debug section of Visual Studio code when it hits a break point
Been trying to simulate a flock/crowd of butterflies using Maya nParticles and instancing a simple animated geometry.
So far I had to add a better butterfly pointing vector as the default set is limited, butterflies do not pitch or dive steeply which the most usable default option available, aim by velocity, does. I had to write a custom expression to get the butterfly to get them to fly flatter.
Wasn't too pleased with the result at the moment, looks like a mess, especially the flapping which does not relate to the speed or change of direction of the butterflies.
Also, as expected, they behave like a bunch of particles, which is random enough for shots such as when they are collecting underneath the umbrella, obviously needs more tweaking for that.