I'd rather take a look at the mocap / clock server example in the devkit
if you want something that acts as a data source.

What you said works Judd and it's a great way to setup fake dynamics
bones / nodes that evaluate each frame but when writing a joystick /
midi / gamepad controler I think the server things is what is advised
usually.

Judd Simantov wrote:
> I'm not sure how smart it is to do this, cause it definitely goes
> against the way the DG works, but if you create an MPxLocator node you
> can access a plug in your draw call and get or set the data in there.
> Again, its probably not the most clean thing to do, but I have done
> this on occasion when necessary.
>
> On Tue, Feb 24, 2009 at 2:18 PM, hapgilmore <[email protected]
> <mailto:[email protected]>> wrote:
>
>
>     I'm creating a node that queries a gamepad (XB360 controller) and sets
>     attributes that mirror button states.
>     Everything works except that the compute must be manually triggered
>     (by editing a dummy attribute).
>
>     Is there a nice way to force the compute?  can you make an attribute
>     "dirty" every screen draw, or put it on a timer?
>
>     I've thought about making a callback that waits a preset amount, and
>     then edits the attr, which re-triggers the callback, making an
>     infinite loop of sorts.  Is that kosher?
>
>
>
>
> >


-- 
Olivier Renouard


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