Doing all this math-related posting has reminded me of something I've been meaning to write up:
Maya's python API 2.0, first introduced in the 2013 version, got off to a rocky start. People complained about missing functions and missing modules. It uses (mostly) the same function and class names as the original OpenMaya Python, which is a recipe for confusion. The documentation is pretty confusing too, since it points at the original C++ docs and leaves it up to you to do much of the translation in your head. However....
One thing that API 2 definitely does right is to eliminate the dreaded MScriptUtil, with its ugly and confusing interface and all of the opportunities for failures that it includes. I've been busy porting over a bunch of geometry utilities to the new API and I'm routinely finding that stuff like this:
Turns into to this:
In other words, one reasonable line for 4 icky ones.
Plus, the new versions are generally more pythonic - the API 2 version of MVector, for example supports both dot-access, bracket access, and iteration over the vector components (though, annoyingly, not slicing).
It's certainly not all perfect. You do have to be very careful about mixing API 1 and API 2 code in the same functions - even though they are both wrapping the same C++ underpinnings they are are mutually incompatible. Some things are still cumbersome -- converting strings to MSelectionList items to MObjects to MFNs is still a waste of good brain cells -- but it's a step in the right direction. I'll post more as I know more.
By the way, I spent several minutes surfing around for a funny image to wrap up on, I even did a meme-generator.com thing with The Most Interesting Man In The World saying something dismissive about MScriptUtil. And then I thought... "What's the point."
See? Progress is possible. Or maybe I'm just getting old. In Internet Years I'm already like 7,303.
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