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Creating a new Maya Plugin, best practices with C++ and Python?

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kfolks
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Creating a new Maya Plugin, best practices with C++ and Python?

I'm a Software Developer and I'm in the process of creating a new Plugin for Maya 2015.  My knowledge of Maya is not great, but I'm somewhat confused on best practices for structuring things.  Especially since most of the examples I have looked at don't do anything like how I am planning.

 

Ideally I'd like to have the base plugin be in C++, and utilize Python as much as possible for the UI and outward functionality.  Then if any function potentially becomes too slow, it would be easy to convert it to C++.

 

However, all the examples I have seen are more along the lines of:

  • All C++
  • C++ and Mel
  • All Python
  • Python and Mel

Is there a particular reason why this is the case?  Is my structure not viable for some reason?

 

 

 

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