This has to be one of the most bloated, convoluted, obtuse APIs I have ever encountered.
It's not just about the size, their scenegraph is based on a Directed Acyclic Graph, which uses Multi-Parenting to implement a kind of instancing - it's a water buffalo mounted on rocket powered rollerskates, OMFG I HATE YOU MAYA!
It's not just about the size, their scenegraph is based on a Directed Acyclic Graph, which uses Multi-Parenting to implement a kind of instancing - it's a water buffalo mounted on rocket powered rollerskates, OMFG I HATE YOU MAYA!
it's a water buffalo mounted on rocket powered rollerskates
Got a chuckle out of that. :lol:
Literally, everything is a node, and can have input and output connections, to any other node, noting we're not discriminating, what they were thinking must have been 'everything is an atom, connected to other atoms in a grand woven fabric of spacetime' or something equally lsd-inspired :P
And then there is stuff like this, note these guys are not compatible for casting:
#include <maya/MFloatVector.h>
#include <maya/MFloatArray.h>
#include <maya/MFloatVectorArray.h>
#include <maya/MFloatVector.h>
#include <maya/MFloatArray.h>
#include <maya/MFloatVectorArray.h>