Yes, it should work like that. Make sure the file name is AE{nodeName}.mel
i.e. AExformOnCurveLocator.mel, as Maya will look for a filename matching
that pattern the first time the node type is displayed in the AE. And also
note it’ll only show when you actually look at the shape in the AE, not the
transform. And also note that it’ll only look once, then if you change it
or add one later you’ll need to restart Maya. There’s a command to make it
re-discover templates, but I can’t recall what it was.

There's one more example here, though it's also an MPxNode.

- https://github.com/mottosso/Qt.py/issues/53#issuecomment-280085508

On Wed, 10 Apr 2019 at 22:24, Nico Sanghrajka <nico.sanghra...@gmail.com>
wrote:

> I have been banging my head on this for a while now:
>
> I am working on a custom locator node with maya python api 2.0
> and am stuck with creating a AETemplate for it.
>
> Following Chad Vernons example I was able
> to create a AETemplate for a ramp attribute on a dependency node
> (MPxNode), both in api 1.0 and api 2.0
> but not for a MPxLocatorNode. Shouldn`t that work the same way?
>
> When I create my plugin, I get a shape and transform node (as expected for
> locators)
> the shape node is called xformOnCurveLocatorShape1 and holds my custom node
> attributes including the ramp attr and the transform node is called
> xformOnCurveLocator1
> The nodeType is: xformOnCurveLocator
>
> Shouldn`t the global proc for the AETemplate then be called
> global proc AExformOnCurveLocatorTemplate( string $nodeName )
>
> For some reason that does not work and the proc does not run.
> I tried a lot of different things and name variations, in both python api
> 1.0 and python api 2.0
> and nothing seems to work.
>
> Any ideas what I am doing wrong?
>
> thanks
> Nico.
>
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