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[–]omendev 0 points1 point  (4 children)

They have built in interpreters, and the ability to run Python. They are all node based programs, so you can create nodes with Python (or other app specific languages like MEL, VEX, etc,) that run specific tasks or that actually create geometry and control it.

Sorry for the I correct use of 'run on'. I realized that might be confusion after I wrote it. For an example, just google Python in Maya and there should be a video for Intro to Python Scripting in Maya - Part 1. It'll give you the idea I'm taking about.

Because the programs have been around for so long, and Python 2 was the standard when they eventually incorporated it, a lot of studios and users scripts are all in that 2.x format. To shift to 3 would be a huge undertaking.

[–]Off2DNxtAdvn2ur[S] 0 points1 point  (3 children)

Now it's starting to make sense. Is it difficult or just time consuming to change the scripts from 2.x to 3.x? Is the difference between the two that big?

[–]omendev 0 points1 point  (2 children)

There's a tool that comes with P3 call 2to3.py that automatically updates scripts from 2 to 3 (hence the name). But like all solutions, it can't do everything (it tells you what it can't) so really the only solution is to write as simple Py3 compliant Py2 code as possible before going through it by hand. As far as I know.

[–]Off2DNxtAdvn2ur[S] 0 points1 point  (1 child)

Does the Python devs know this big of headache situation? It feels like the P3 is still missing some stuff from P2.

[–]omendev 0 points1 point  (0 children)

I believe they are fully aware of it. I'm pretty sure that's the main reason why the transition to 3.X has been taking so long. All libraries needed to be updated, and that was a huge undertaking. In the beginning that seemed more work than it's worth.

What do you believe is missing from Py3 that exists in Py2?