Hi all,
I define a deformer node, like this:
class MyDeformer : public MPxDeformerNode
{
...
}

devkit/plug-ins/weightListNode.cpp shows that MPxDeformerNode::weightList 
is a multi-multi attribute.
I guess that I could store weight of vertex of different meshes into this 
attribute, like the following steps:
1. create a instance node of MyDeformer "myDeformer0";
2. set weight of vertex of mesh0 in this way:
setAttr "myDeformer0.weightsList[0].weights[0]" 0.0;
setAttr "myDeformer0.weightsList[0].weights[1]" 0.1;
...
setAttr "myDeformer0.weightsList[0].weights[10]" 1.0;

3. set weight of vertex of mesh1 in this way:
setAttr "myDeformer0.weightsList[0].weights[0]" 0.0;
setAttr "myDeformer0.weightsList[1].weights[1]" 0.1;
...
setAttr "myDeformer0.weightsList[1].weights[10]" 1.0;


If I select node "myDeformer0" and run this mel command:
evalEcho("artAttrToolScript 3 \"myDeformer\"");
I can paint the weight in Maya Editor Window, and the values will be stored 
into "myDeformer0.weightsList[0].weights[*]".

But, my question is, how to paint the values of 
myDeformer0.weightsList[1].weights? 
I know I can set the values of myDeformer0.weightsList[1].weights[*], but 
it's not painting. 
What the artists needs is painting the weight in Maya Editor Window.
Could you give me any clue?



Cheers
yao

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