Example usage of MDGContext: import maya.OpenMaya as om atTime10 = om.MDGContext(om.MTime(10)) import maya.OpenMaya as om atTime10 = om.MDGContext(om.MTime(10))
selList = om.MSelectionList() selList.add("pCube1.translateX") plug = om.MPlug() selList.getPlug(0, plug) print "Value now: ", plug.asDouble() print "Value at time 10:", plug.asDouble(atTime10) ...course, this isn't in a plugin, but I think the basic idea is the same. As for printing out more human readable names... I don't know of a way that works for all nodes / attributes / whatever, but: For an MObject: MObject.apiTypeStr() will give it's api type For an MFnDependencyNode (or inherited class): MFnDependencyNode.name () will give the maya name of the node For an MPlug: .name(), .partialName(...), and .info() can all return useful human-readable info For an MFnAttribute(): .name(), .shortName() give the attribute name - Paul On Feb 21, 6:26 pm, Todd Widup <todd.wi...@gmail.com> wrote: > Hi all, > > so I am finally starting to take a stab at writing a plugin and ran into a > small block, mainly MDGContext. Anyone have advice on it, like a small > sample chunk of how it works. > > Also, someone told me that in the c++ api, there is a way to print an api > function that would print it's real node/attr/whatever, rather than the > pointer. Is there anything like this for the PythonAPI? > > Thanks > -todd --~--~---------~--~----~------------~-------~--~----~ Yours, Maya-Python Club Team. -~----------~----~----~----~------~----~------~--~---