Alternatively, the MDGModifier class (explained in Complete Maya
Programming) allows you to alter the DG without you having to manually
implement undo functionality.

On Thu, Oct 15, 2009 at 4:34 PM, <[email protected]> wrote:

> For the most part when writing a plug-in you have to specifically tell Maya
> how to undo something. For example given a node named "mySphere" is renamed
> to "yourSphere" (passed as an argument). Then the undo function will rename
> "yourSphere" back to "mySphere". When you undo, Maya is in the exact state
> as the doIt/redoIt, so you can assume what you did can be reversed using the
> same varaibles that are stored globally to the MPxCommand.
>
> The MGlobal class has a method to execute MEL and Python command that 'can'
> undo. I just used it to create a skinCluster since its easier the create a
> skinCluster using MEL or Python then the Maya API.
>
> You don't have to compile Python plug-ins for them to run. Check out the
> examples in the dev kit, in the scripted folder.
>
> -brian
> www.meljunky.com
>
>  -------- Original Message --------
> Subject: [Maya-Python] Undo/Redo
> From: Brandon Harris <[email protected]>
> Date: Thu, October 15, 2009 5:20 pm
> To: python_inside_maya <[email protected]>
>
>
> OK. So I have finished a small procedure for averaging weights on
> components and I have come to a point where I would like to set it up
> for undoing and redoing. The only information I have to describe how
> it's done is with Complete Maya Programming, but in it, all of it is
> written in C++ and it's written as a compiled plugin. So my question
> is, what changes about that with this all being in Python and run as a
> script rather than a plugin?
> Would I need to convert my procedure into an object and have the
> undoIt and redoIt methods, or do I need to build the whole thing up as
> MPxCommand and run it as a plugin? Any information would be great!
>
> thanks!
>
> Brandon L. Harris
>
>
> >
>

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