Serious technical limitations of proprietary languages.

loocas | 3ds Max,maxscript,Maya,opinions,Python,software,technical | Tuesday, May 13th, 2008

The more time you spend developing some more complex tools and code, the more you start appretiating all the open-source tools and add-ons you can get. Thankfully, Max and its MAXScript language is very widely used throughout the CG community, so, some times you don’t even have to start developing your own tools from scratch, you can get either the whole package from sites like ScriptSpot or at least build your tools up on somebody else’s script. However, there are certain limitations that even a huge community, such as the one Max has, won’t be of much help.

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I’m loving Python!

loocas | 3ds Max,maxscript,Maya,opinions,Python,software,technical | Sunday, March 2nd, 2008

max_maya_python.png

Interestingly enough, when I started looking into extending my technical skills and knowledge beyond 3ds Max itself at first I got a bit frustrated. The reason was I thought (as probably many other technical artists out there, based on many discussions I read) that I spent years developing some scripting and technical skills to find out they were useless and I’ll have to learn something entirely different in order to stay at the cutting edge and still being competitive. Now while 3ds Max isn’t a factor here, it’s just a platform anyways, I dived into Maya recently and faced a, seemingly, difficult decision: do I go the MEL way or do I learn Python (available in Maya since 8.5)? The decision turned out to be petty simple! I’ll learn both! As I devoured the user reference files, some tutorials and some books, I found out that once you learn one scripting language syntax and logic, picking up any other (similar) language is quite easy.

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