nAttr = OpenMaya.MFnNumericAttribute()
cAttr = OpenMaya.MFnCompoundAttribute()

aWeight = nAttr.create( "map", "map", OpenMaya.MFnNumericData.kFloat, 1.0 )
nAttr.setArray( True )
nAttr.setUsesArrayDataBuilder( True )
addAttribute( aWeight )

aTarget = cAttr.create( "target", "target" )
cAttr.addChild( aTargetMap )
cAttr.setArray( True )
cAttr.setUsesArrayDataBuilder( True )
addAttribute( aTarget )

Then you can connect node.target[%d].map to
blendShape.inputTarget[0].inputTargetGroup[%d].targetWeights

-Chad

On Tue, Oct 14, 2008 at 12:30 PM, Chadrik <[EMAIL PROTECTED]> wrote:

>
> 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
>
> >
>


-- 
www.chadvernon.com

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Maya-Python Club Team.
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