Writing a character creator

So far, we've written the code to convert a hierarchy of transforms into joints. Now we must write something that we can hook up to a menu and a workflow. An overly simplified solution is to convert the current selection by assigning the following expression into a shelf button:

map(skeletonutils.convert_to_skeleton, pmc.selection())

But that's a pretty bad high-level function. What about error handling, user feedback, and the high-level decisions that we put off while writing the converter?

What we really want is something like the following:

charcreator.convert_hierarchies_main()

This can be hooked up to a menu button, which provides a better experience for the user and a place to make those decisions that we kept out ...

Get Practical Maya Programming with Python now with O’Reilly online learning.

O’Reilly members experience live online training, plus books, videos, and digital content from 200+ publishers.