Announcements

Between mid-October and November, the content on AREA will be relocated to the Autodesk Community M&E Hub and the Autodesk Community Gallery. Learn more HERE.

cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

Python for Maya LT (again)

Python for Maya LT (again)

I know this has been requested for years...Adding another one so hopefully you all listen to how important this is as a feature. 

 

I use Maya professionally and am coding all day at work...in python. Why can't I do this at home in the LT version? Or use references? 

 

The lack of python discourages actual TDs from using LT or creating anything intuitive beyond little quick scripts, and the lack of a reference editor discourages version iterations on work progress, lest you end up with massive storage use for heavier files. 

 

Please bring these to LT.

 

Thank you. 

 

-AJ

4 Comments
tj.galda
Alumni
Status changed to: Archived

Hi there,

 

We have looked at that and the decision right now is to keep python not included to differentiate MayaLT from Maya.  One of the main reasons is the target market for MayaLT is indie game developers who primarily model and animate.  LT is tailored specifically to suit their needs.

ValentinN84
Enthusiast

I beg to differ. There are plenty of modeling limitations also meant to force users to buy Maya Complete as well, it's not just the (in my opinion fair) omission of rendering/physics/etc. I think Maya LT fails when put against Autodesk's own target of making it a viable option for indies who model and animate for games.
Here are some reasons:
1. The lack of a Crease Set Editor  (made in Python for some reason). This is not mentioned as a difference on the comparison page. In fact creases were mentioned as being present in 2016 on both products but after I wrote support and accused them of false advertisement, they just deleted that line from the comparison page 
2. Polygon limits for exports. Just because somebody is indie doesn't mean they don't create high poly meshes for baking. In fact it's the industry standard and Autodesk refuses to allow users to export these meshes without artificial workarounds like export each object separately. This kills valuable time that indies don't have! 
Come to think of it, I actually worked on a commercial mobile project where each asset had more than 250k triangles. There's no away around this: it's an artificial technical limitation meant to steer users to the more expensive software.
3. MEL limitations for writing files. Of course we wouldn't want users to write their own exporters, right?
From the customer's point of view these limitations look pretty bad. Considering the price difference, there's a whole subset of lower income 3d artists that work modeling and animation for games that are forced by Autodesk to consider between an LT and Complete. How do you think the 3 limitations above look like for almost 10 times the price? It does not look fair from where I'm standing! 
To be honest, I've spent some time in the Idea forums over the last few days and I'm disappointed by how Autodesk is been kicking this can down the road for the last couple of years. The whole Maya Indie thing is also very disappointing, I did not expect to see Autodesk be so rigid when it comes to adapting to it's target market.

trevor.adams
Alumni
Status changed to: Gathering Support
 
robvandenbragt
Explorer

Even as an indie developer, you  need pipeline tools to help you manage the assets. Most asset management tools, such as Prism, and many others, use Python. MEL is overall less and less used by developers.

 

USD support is another one that is becoming a universal requirement.

 

 

 

 

Can't find what you're looking for? Ask the community or share your knowledge.

Submit Idea