Hey! Thanks a lot for the sources, this is awesome! I hope it does what I want it to do, i.e. running maxscript commands from within Python. If so, this might prove to be an uber-powerful Python module for Max users!
Thanks a lot mate!
Unfortunately I haven’t had luck getting it to work the way I want.
The thing is, we’ve developed a different Python integration for 3ds Max in-house, but right now, it’s working the way that from within 3ds Max I can call Python scripts and pass them 3ds Max variables. The bridge then converts the variables to Python compatible ones and processes the Python script. Then, whatever the script outputs gets converted back to MAXScript.
This has worked flawlessly so far, however, I’m not able to call Max functions (or whatever) from within Python scripts directly. This isn’t implemented in our plugin, yet. So I though I’d use this one instead, but I haven’t had any luck getting it to work the way I need.
Or maybe I’m assuming it works differently than it actually does?
Also, the plugin of ours is entirely 3ds Max independent. It was written in C# and uses .NET extensively. We’re bridging IronPython with 3ds Max, due to obvious, .NET, reasons. So, this might also be a problem. And also I haven’t had luck getting Win32 modules to work in IronPython, but that might be a different issue, though.
I hope to be able to show some of our 3ds Max Python efforts soon. Just need to iron out some last kinks.
If you look at the examples, you’ll get a better idea of how it’s integrated. You need to do the “from Py3dsMax import mxs” and then all maxscript functions get called from the mxs module. ie: mxs.getnodebyname or mxs.selection… etc.
http://code.google.com/p/blur-dev/wiki/Py3dsMaxTutValues
The way I understand it, and Eric will be the one to say for sure, is that this is a plugin that looks up the hash table of maxscript variables in the same way that maxscript itself does via the sdk… hence it being a 3dsmax plugin. Of course he’s also added all the awesome pyqt integration as well.
Thanks for the info, I appretiate it.
However, it seems that I’ve finally nailed a strict dotNET Interop communication between IronPython and 3ds Max, so, I won’t need Eric’s plugin, even though it’d be much, much more powerful and easier to script with.
Anyways, thanks again, your help is much appretiated!
Hi guys~ How can i use double byte character (IE. chinese word) in Blur python editor ?
I try it all day… with no luck. Never success.
always get error message:
UnicodeEncodeError: 'ascii' codec can't encode character u'\u4f60' in position 5: ordinal not in range(128)
can someone point me a way?
@ NoFlame –
That I have no idea about…I’ve never needed to do such a thing. Is the character in a string? How is it being created?
All the code for the python editor can be found in [python_path]/lib/site-packages/blur/wingui
I found if i use a external editor,like. N++, and call my script use python.run.
It w’ll be no problem at all with double byte character.
sorry for reply so late.
Hey there,
i just realised that there are new installers and it seems there is a naming change ? What is BlurOffline ? Replacing BlurCore and BlurLibs ? Sadly it isnt available for Max 2k8 it seems. Any insight Eric ?
Kind Regards,
Thorsten
^ Those are the blur tools (all the maxscripts and some plugins compiled for 2010), along with the latest max python plugins.