If you're using a class, you can have a instance level dict ie self.foo = {}
and then whatever method your button calls can update that dictionary which 
can be used by any other method of the class.

On Tuesday, 15 October 2013 08:12:37 UTC-7, Simen Chris wrote:
>
> Hey guys, I'm creating a rigging script in PyMel, in my UI I have a button 
> that calls a function that creates a template leg (20 different objects). 
> The issue I'm having is that when I'm finished with positioning the 
> template-objects I'm gonna need to work with them in the net function, so I 
> click another button "Build Rig", what I'm doing to get the 
> template-objects is to use the same (hardcoded) names as I did when the 
> were created, one problem with that is that if the names got changed 
> because of another object with the same name, it won't find them.
>
> I'm using classes, and I know that if I didn't call the function from a 
> button I could just return the objects in the template-function, but as I'm 
> calling the function from a button I don't know if it's even possible to 
> store the return statements from a function. I could use a textScrollList 
> to store the names in, but if I do I can't call the function outside of the 
> UI, also I think it's a bit messy.
>
> Another thing, as I'm using PyMel, I know that each object I create is 
> created within the PyMel class, which means that I'm normally able to 
> rename the object through the instance, but I don't know how to take use of 
> that when calling the function (again) from a buttom.
>
>
> Any tips would be greatly appreciated! Cheers
>

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