Re: [GD-General] MEL
Brought to you by:
vexxed72
|
From: <phi...@pl...> - 2002-05-08 18:19:14
|
MEL's not that complex. I mostly use it for interface work, as much of
Maya's interface is written in MEL (which means there's plenty of sample
code, and you get to edit the interface to match your tools). Everything
goes through it as well (Maya's a fully factored application for you
AppleScript fans), if you open the script editor while you work, you can
watch the MEL fly by (then turn on "Echo All Commands" for MEL overload).
I don't think I'd want to write data extraction tools in it though, it's
not very fast, and the debug cycle is a PITA. All of our data extraction is
done via the SDK. Which is fairly complex, until you get your head round
the object model.
I'd reccomend going on a Maya training course as well.
It's all well worth it though, Maya is possibly the most flexible and
powerfull modelling / animation / rendering package I've ever worked with.
Cheers,
Phil
"Corrinne Yu" <cor...@sp...>
Sent by: To: <gam...@li...>
gam...@li... cc:
eforge.net Subject: [GD-General] MEL
05/08/2002 09:47 AM
Please respond to corrinne
How tough is it to learn MEL? I am coming from Max Plug-In SDK.
What kind of Maya export mangling should I be careful of?
My artists are moving more to Maya, and the data we need for engine is
increasingly those from Maya than Max.
How do you think is the fastest way for me to ramp up to MEL from Max
plug-in?
Thanks for the heads up.
_______________________________________________________________
Have big pipes? SourceForge.net is looking for download mirrors. We supply
the hardware. You get the recognition. Email Us: ban...@so...
_______________________________________________
Gamedevlists-general mailing list
Gam...@li...
https://lists.sourceforge.net/lists/listinfo/gamedevlists-general
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_id=557
|