Here is a quick code snippet for calling a Python script from Substance Painter and parsing the results. The in/out is very simple, but serves as an example of using the alg.subprocess.check_output function to bridge the JS api and your own Python scripts. // This can be called from the QML UI, or elsewhere in the plugin code. function GetAllFilesInDirectory(root) { if (root == undefined) return; // I put my scripts in a relative path to keep my plugin tidy. var script_path = "Scripts/FileUtils.py"; // Gathering files var ret = "NOSTRING"; try { // The arguments are used as parameter inputs to the Python script. This requires some planning // and well communicated conventions, but works well enough. ret = alg.subprocess.check_output( [ pypath, // Absolute path to interpreter. script_path, // Relative path to the py script. "log_files_of_type", // sys.argv[1], in this case the python ...
Super quick check-in. Hello world! For the last year or so, I've been working with Echtra Inc. on a great project as a Tools Engineer/Technical Artist guy. The project is using the Unreal Engine, which I like more and more every day. On Windows, C++ plus Visual Studio Pro and Visual Assist is a great combo, and I happily churn through my daily tasks without fighting the tools too much. Not so on my Mac at home. Programming in Unity on a Mac is great! Mono Develop isn't amazing, but it isn't terrible. But Unreal on a Mac. I want it to be fun, I want it to be possible, but I just can't get myself to like, let alone enjoy, XCode. On that, for anyone thinking "well, you could just use blueprints..." etc, I feel it's too much of a shackle to not be able to just dive into the guts of it. C++ or bust. So anyway, I recently adopted PyCharm at work and really enjoyed using it for my Python tools. I noticed that JetBrains also made an IDE called CLion , and they ...
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