Category: Around The Corner
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Using Maya template for creating deformer UI
Recently, a customer asked a question about creating UI for deformers. The deformer nodes in Maya are created with a table for deformer attributes e.g., But for deformer plugins, if you don’t have an AETemplate assigned for it, it looks like this, which is not as easy to understand and has extra, but unnecessary details……
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Compiler versions for Maya 2018
This is an update on previous posts, for older versions, they can be found here: Maya 2017, Maya 2016 Extension 2, Maya 2016,Maya 2015, Maya 2014, Maya 2008 to 2013. Basically, the windows build environment of Maya 2018 was upgraded to Visual Studio 2015. The details are listed as follow with links. Maya 2018 Windows 64bit: Win7x64 SP1 Visual…
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Setting up Mac OS X developing environment with VSCode and makefile
I have recently refreshed my working laptop to a 2016 MBP. My previous Dell is a great laptop except it is way too big and heavy to carry around with me and I need OS X environment for supporting sometimes, so I decided to make my Mac a daily working machine and my previous laptop…
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New API changes for Maya 2018
Another big time for the 2018 release of M&E products, the following products are released on July 25: Maya 2018 Arnold SDK 5.0 MotionBuilder 2018 Mudbox 2018 Entertainment Creation Suite Ultimate 2018 Maya Entertainment Creation Suite Standard 2018 3ds Max Entertainment Creation Suite Standard 2018 Maya 2018 with Softimage For our 3rd party developers, it…
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Improve performance with MPxNode::preEvaluation & MPxNode::postEvaluation
With last post we talked about the Best practices while migrating your plugin to Parallel Evaluation, in this post, we will talk about the following 2 new methods, and how to make use of them to improve the performance: MPxNode::preEvaluation MPxNode::postEvaluation Within the old DG system, because MPxNode::setDependentsDirty function is called during dirty propagation, it…
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Suggestions & Best practices while migrating your plugin to Parallel Evaluation
As we know, starting from Maya 2016, Maya introduces a new evaluation model that enabled better utilization of computer resources by distributing computation over all available cores and taking advantage of GPU compute power. Unlike previous versions of Maya, which was limited to node-level parallelisms, Maya now includes a mechanism for scene-level analysis and parallelization.…

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