The deleteUI will delete a context if you give it the name.
In your script you could probably just keep one around and check if it
exists at the beginning and only create one if it doesn't.
e.g. ( in mel :-) )
if (!`artFluidAttrCtx -exists MyArtCtx`)
{
artFluidAttrCtx MyArtCtx;
}
On Mon, Mar 29, 2010 at 7:58 PM, ranxerox <[email protected]> wrote:
>
> hey all, I wrote a plugin to copy 2d Fluid Attrs to 3d Fluid attrs.
> I have a calling script which is using the artFluidAttrCtx command to
> load in different attribute maps. Everything works as it should,
> however, in developing the script I noticed it was creating all of
> these contexts ('artFluidAttrCtx1', 'artFluidAttrCtx2', etc.) I
> thought I should probably clean these up after they are used, as I
> don't want a bunch of extra stuff in the scene, but I'm really not
> sure how to do this, the docs are less than helpful here. I was
> wondering if anybody had any guidance on this ?
>
> thanks
>
> -Greg
>
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