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 --~--~---------~--~----~------------~-------~--~----~ Yours, Maya-Python Club Team. -~----------~----~----~----~------~----~------~--~---
