智伤帝
智伤帝
```python # -*- coding: utf-8 -*- from __future__ import division from __future__ import print_function from __future__ import absolute_import class Staff(object): AUTHOR = "" URL = "" EMAIL = "" sep...
> So in that case the information will be centralized in a staff module? even if we still have the option to use the old way. I am not sure...
Good Ideas~ But to build this kind of window may need to reimplement new custom dialog. [Frameless Window Example](https://github.com/PyQt5/PyQt/tree/master/Demo#24%E6%97%A0%E8%BE%B9%E6%A1%86%E7%AA%97%E5%8F%A3) 
helloWorld,mod could be write like this ``` + helloWorld 0.0.1 . ``` If you add current repo path into `MAYA_MODULE_PATH` enviroment variable, that will work without helloWorld.mel dropped. That's convience...
Locate to your C++ unreal project folder. Locate to Plugins folder.  then run the following command to clone the repo and submodules. `git clone --recurse-submodules [email protected]:FXTD-ODYSSEY/Unreal-PyToolkit.git`  generate a...
Thanks for your reporting. What is the better way to handle this exception, I'm still a newbie in Unreall C++ development.
Sorry I didn't notice your issue.  I test it. ```python from maya import cmds cmds.polyEvalue() ``` using `maya.cmds.` seem not work.
> Now that it's finally working, I see the docstrings could be improved. They were generated from your [MayaDoc](https://github.com/FXTD-ODYSSEY/MayaDoc) repo, right? yes
> 由于当前没有任何的单元测试,也做了挺多代码的调整的,为了保险起见,我们已经在内部patch了旧的版本继续进行一段时间的测试。等一段时间过后我们再继续讨论合并的事情。 好的
我有想,可能不能直接 hack Qt 原生的组件的 setter 方法,而是通过继承的方式重新封装原生组件。 ```python from QBinder.QtWidgets import QLabel ``` 类似这样的形式导入新的组件类,不过这样对已有的代码修改会增加 对三方库支持也很难到位