I think you would have to account for the cases where a single shape can
have more than one transform if you did that, ie instances

Sylvain Berger wrote:
> Thanks for this great explanation.  It is not a big deal because I can
> always asume that the direct parent of a shape is the transform, so i
> can live with the getParent() method :)
>
>
>
> On Wed, Apr 8, 2009 at 4:47 PM, chadrik <[email protected]
> <mailto:[email protected]>> wrote:
>
>
>
>     MEL supports automatic propagation from transforms to shapes:
>
>     import maya.cmds as cmds
>     transform = cmds.polyCube()[0]
>     cmds.getAttr( transform + ".primaryVisibility" )
>     # Result: 1 #
>
>     in the example above primaryVisibility is an attribute of the mesh,
>     but it can be accessed from the transform. PyMEL supports this same
>     transform-to-shape propagation in its object-oriented design:
>
>     #continuing from the example above
>     pytrans = PyNode( transform )
>     pytrans.primaryVisibility.get()  # an attribute of Mesh
>     # Result: 1 #
>     pytrans.numVertices()  # a method of Mesh
>     # Result: 8 #
>
>
>     MEL does not support propagating back UP the dag.
>
>     #continuing from the example above
>     mesh = cmds.listRelatives( transform, s=1 )[0]
>     cmds.getAttr(mesh + ".tx" )
>     # Error: Object pCubeShape3.tx is invalid
>     # Traceback (most recent call last):
>     #   File "<maya console>", line 1, in <module>
>     # TypeError: Object pCubeShape3.tx is invalid #
>
>     Including this feature is worth considering, but i personally don't
>     feel that it is consistent with the conventions that have been
>     established in Maya: a transform "owns" a shape, but a shape does not
>     "own" a transform.
>
>
>     -chad
>
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> -- 
> They say, "Evil prevails when good men fail to act." What they ought
> to say is, "Evil prevails."
> Nicolas Cage as Yuri Orlov in Lord of War.
>
> >


-- 
Olivier Renouard


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