"Practical Maya Programming with Python" is a practical tutorial packed with plenty of examples and sample projects which guides you through building reusable, independent modules and handling unexpected errors.
If you are a developer looking to build a powerful system using Python and Maya's capabilities, then this book is for you. Practical Maya Programming with Python is perfect for intermediate users with basic experience in Python and Maya who want to better their knowledge and skills.
|Product dimensions:||7.50(w) x 9.25(h) x 0.73(d)|
Most Helpful Customer Reviews
There is a very interesting and insightful comment made in the book about .ui files. These were first used in Maya for Qt Designer, which makes WYSIWIG [what you see is what you get] for constructing GUIs. This was in itself an IDE or GUI, where via various buttons and menus, you could visually make a given interface for your needs. Then by saving into a .ui file and bringing it into Python, you got your GUI. Wow! This approach has been followed in other graphical contexts. Notably in circuit and chip design. In the 80s, we went from a text file to define a circuit in SPICE to a WYSIWIG and far simpler, faster, less error prone method. A big boost in productivity. In general, you would indeed expect this in other fields. But the book argues otherwise for Maya and Python. It says WYSISWIG generated code is 'poorly designed from a technical and aesthetic standpoint'. The code is bloated. Objects in it are auto-named, which might not be as semantically useful. And unnecessary attributes are inserted into the code. This makes sense, so far. The text goes on to suggest that using Python and Qt means you can drop a lot of boilerplate. The claim is that with enough experience on your part, you can manually write better, faster GUI code. So much so that the book recommends never to use Qt Designer for production code. Perhaps in part this is due to Python being a scripting language? So that the interpreter has less chance to optimise the source code, compared to a compiler. Or maybe that the graphics in a GUI layout for Maya applications are often simpler than the cases of circuit and chip design. There, the complexity of the connections between circuit elements can be overwhelming. And today's circuits often have thousands of elements. While each is often only connected to a few others, the sheer number of parts precludes a manual writing of the connection topology. As a practical matter, chip designers all use WYSIWIG and rarely descend into editing the underlying autogenerated layout code. For those readers with long experience in programming, there are perhaps ironically unintended echoes of an old debate from the dawn of computing, when compilers came about. Before then, you manually wrote assembler or even machine language. Yes, you had to and you did. But the first compilers indeed often generated assembler that was not as optimised as your handwritten efforts. Like the overly verbose syntax that Qt Designer makes. In time, of course, the compilers improved and became the default. So maybe the book's deprecation of Qt Designer is likewise.