Daniele Dolci
2018-12-06 15:09:42 UTC
Hi,
I am creating as excercise a blendshape node inheriting from the
MPxDeformerNode. I got it to work with 1 mesh as input, now I want to make
it work with n inputs. I don't understand how to dynamically create
attribute whose name is the name of the target. I mean if we have a maya
blendshape, that is how it looks:
[image: bs.JPG]
But when you then access the pSphere2 attribute you don't need to do
blendShape1.weight.pSphere1 but simply blendShape1.pSphere1.
If I query the type of the attribute weight it is a TDataCompound.
I guess this is something that does not need to happen in the initialize of
the plugin but rather creating a command that handles it in the doIt,
redoIt etc and having some methods like addTarget and so on, right? If
anyone could share some snippet or a little explanation on how to do it
would be really appreciated!
Thanks,
Daniele
I am creating as excercise a blendshape node inheriting from the
MPxDeformerNode. I got it to work with 1 mesh as input, now I want to make
it work with n inputs. I don't understand how to dynamically create
attribute whose name is the name of the target. I mean if we have a maya
blendshape, that is how it looks:
[image: bs.JPG]
But when you then access the pSphere2 attribute you don't need to do
blendShape1.weight.pSphere1 but simply blendShape1.pSphere1.
If I query the type of the attribute weight it is a TDataCompound.
I guess this is something that does not need to happen in the initialize of
the plugin but rather creating a command that handles it in the doIt,
redoIt etc and having some methods like addTarget and so on, right? If
anyone could share some snippet or a little explanation on how to do it
would be really appreciated!
Thanks,
Daniele
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