Hi Eduardo, that's really interesting. Never used the nameField command
before but it seems to do exactly that; keep track of name changes. I would
imagine it made use of a scriptJob hooked up to the node via
nodeNameChanged which you could also use for your own UIs if you'd like.
Unsure of how well it would work when monitored nodes are referenced into a
scene though, do you have any experience with that?

As per loading and reference times, seems intriguing, but is it possible to
open up a separate thread for it? Otherwise I fear the topic of tracking
down nodes might get diluted. :)


On 24 March 2014 00:20, Eduardo Grana <[email protected]> wrote:

> Hello People,
>
> Regarding tracking names, besides the options mentioned already,
> you can use the ui control called nameField, that you can connect
> to a node and it will keep track of it's name.
>
> Regarding the tracking of objects via connections, i've found that
> ever since maya 2013, if you make intensive use of them in your
> files, the loading and referencing times get really big. Have anyone
> else run into that situation? Any idea if there could be any work around?
>
> Cheers!
> Eduardo
>
>
> On Sun, Mar 23, 2014 at 5:23 PM, Joe Weidenbach <[email protected]> wrote:
>
>>  My meta node is just a group node that I add connections to.  My
>> toolset is an extensable auto-rigging framework, and I'm building it out as
>> a series of connectable blocks.  I like having named access to the relevant
>> nodes from each block to access the necessary nodes for connection of the
>> blocks at later stages in the process.  Another eventual benefit is that a
>> rigger can work backwards on a rig that was built with the framework--i.e.
>> find a rigged block and revert to just joints (and by joints I mean a
>> custom joint system that handles orientations internally), make
>> adjustments, switch the rig module that controls that block, then
>> re-apply.  That's all possible through this meta-network.  Sets don't (to
>> my knowledge) have that level of functionality.  The main purpose of the
>> Meta node is that someone using the toolkit can click on ANY object in a
>> scene, and as long as it's hooked up to a metanode the system can identify
>> all of the needed nodes to interact with.  I don't need search by name
>> specifically at that point, that's just something for while the network
>> builds.
>>
>>
>> On 3/23/2014 2:25 AM, Marcus Ottosson wrote:
>>
>> Sounds right. I've never used much of the Maya API myself, but it sounds
>> like it lets you keep an absolute reference to the nodes you create which
>> seems like a good way to go if all of your node creation happens within the
>> same script.
>>
>>  The issue is what happens once your script finishes, when the absolute
>> reference also vanishes into oblivion along with the absolute path. But, as
>> you said, you can exploit the fact that nodes can stay connected to other
>> nodes which would give them a common starting point from which to start
>> looking for names.
>>
>>  However I'm curious as to why you choose to create this Meta node (is
>> that a custom node-type?) or rely on the message slot of nodes (if I
>> understood you correctly), which is already used by other nodes (although
>> sporadically) when Maya already makes use of 
>> objectSet<http://download.autodesk.com/global/docs/maya2013/en_us/Nodes/objectSet.html>,
>> aka "set", for this purpose.
>>
>>  Maybe I'm not in the loop on exactly it is what you're trying to do
>> though; is this still a question on finding objects in a scene? By name?
>>
>>
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>
>
> --
> Eduardo GraƱa
> www.eduardograna.com.ar
>
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-- 
*Marcus Ottosson*
[email protected]

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