2010 Reel

Here's a sticky post of my reel - look in the previous posts for the full posting: Rigging Reel

Judd Simantov 2010 Reel from Judd Simantov on Vimeo.

Animation Work

Animation Reel - Judd Simantov from Judd Simantov on Vimeo.

Personal XNA game project

Isis Personal Game Project from Judd Simantov on Vimeo.

Friday, January 9, 2009

Maya API ... Python .vs C

So I ran into a nice little problem today... I've tried to write all the tools thus far using python API, for the reason that it makes distribution of the tools easier with no recompiling required as newer versions of Maya come out. I started writing a deformer and quickly realised that vertex iteration in python API is slow!!! Probably about 10 times slower than in C++... so I rewrote the plugin in C and it worked like a charm... kinda sucks that this is the case, but I guess I'll just need distribute some tools in a compiled .mll format.

I'll try and get some stuff up on the blog, just got back into work this week, so things are a bit slow... Also, I'm working on more rig stuff, so its not as pretty to put up on the blog :(



sunnyc said...

i am just curious.. there might be tons of people like me.. who has basic to good level knowledge of mel..

but maybe say without maths or programming background. how would ya recomend diving into.. to me personally cpp Api is pain in my ass..

but then again brain should have logic to built into and there CG maths plays a role.

your take??

judd said...

I'm not quite sure I understand the question... can you just elaborate a little?


sunnyc said...

yupp reading my post i myself got confused sorry about my english.

I want to ask, many people have fair to good amount of knowledge of MEL but getting into python or C++ api in maya is seemingly daunting task.. and that too without maths and programming background.. How would you recommend geeting into developing something like you did cgMuscle and now the cool iksolver..

with python things seems little easier.. isn't it??

judd said...

Whether you're using C++, Python, MEL...etc they are really all just languages. Once you grasp the syntax and ins and outs of the language, it boils down to programming principles and the complexity of whatever it is you're trying to do. If you dont want to have to deal with the hassle of compiling and setting things up in an IDE such as Visual Studio, then you might be better off just starting out with Python as you can prototype and explore really quickly by just executing commands in the script editor (that is if you're using Maya). In all honesty, I would say just pick one language (C, C++, Python, C#) and learn a little more about programming principles. Most books on the language will cover the principles while teaching the language. So if you are doing C++, then understand Variables, Data Structures, Inheritance, Pointers, Flow Control..etc. If you grasp all the main concepts and can apply them, you'll have no problem learning other languages. Also keep in mind that complex mathematics is really only needed if you are trying to solve unique high-end problems. A lot of math solutions can be referenced online and as long as you understand how to apply them, you dont need to derive them yourself. Not saying you need no math knowledge, but you definitely dont need to have whiteboards full of math equations to write useful production tools.

Hope this helps ;)

harley said...

Hi Judd,
Do you still have cgmuscle as source code available for download? I am trying to make some tests for a project of mine; your help would be greatly appreciated! thanks