thanks Tim,  works.

 -G

On Mar 29, 8:53 pm, Tim Fowler <[email protected]> wrote:
> 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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>
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