hi all,

i've started reworking Pascal's colorAtPointNode to suit my purposes.
the end goal is to produce a node that cooperates with a blendshape to
allow the per-vertex weights to be dynamically controlled through a
shading network.

i've modified the colorAtPointNode so that it takes a (blendshaped)
mesh as an input and evaluates a given shading network using its
normals/tangents/uvs/etc, but i'm not sure how to proceed with setting
up an output attribute that can be connected to the targetWeights
attribute of the blendshape (or if there is some entirely different
solution which might be better).  the targetWeights attribute is a
multi-array of floats, one for each vertex in the blendshape mesh. so,
for a simple cube you would have 8 inputs, which are typically set by
painting weights:

blendShape2.inputTarget[0].inputTargetGroup[0].targetWeights[0]
blendShape2.inputTarget[0].inputTargetGroup[0].targetWeights[1]
blendShape2.inputTarget[0].inputTargetGroup[0].targetWeights[2]
....
blendShape2.inputTarget[0].inputTargetGroup[0].targetWeights[7]


so, i'm assuming if i create a multi output on my node with the same
number of elements, i can connect the arrays directly, like this:

connectAttr vertexColorNode1.outScalarArray
blendShape2.inputTarget[0].inputTargetGroup[0].targetWeights;

can anyone point me in the direction of some example code for creating
an output like this or pass along any insight?  i've been digging
through the docs but there are so many examples its hard to find one
that's applicable.

thanks,
chad

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