A co-worker suggested the draw call hack as well.  I'll look into the
clock server.
What about a MTimerMessage callback?

On Feb 25, 8:39 am, Seth Gibson <[email protected]> wrote:
> I was actually looking at clock server myself for this very reason and
> noticed that it uses some pretty specific headers )<maya/mocap.h>, ditto
> with the MPxMidiInputDevice example (needs a midi lib for events from what i
> can see).  Does anyone know of any python modules that might provide that
> sort of functionality?
>
> On Wed, Feb 25, 2009 at 3:45 AM, Olivier Renouard <
>
> [email protected]> wrote:
> >  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]>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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