I've just finished writing our own Tag class. I don't think I can post the
code. But I can outline the idea and our approach.
I'd like to hear anyone else's thought's on tagging data too. Especially
people who have witten expanded this tagging idea to perhaps describe their
own scene graph of
I don't see using connections as inelegant at all. Actually, it's the
cleanest and most reliable way to manage many relationships and associations
in Maya. It's a manifestation of Maya's core architecture and its main
strength. If you look at the way Maya's default nodes work together, or the
way
Hmm... crashiness is not so good. Sorry to hear you're having problems.
If you'd like to help us figure out what's going on, go to your pymel
directory (/home/felix/dev/pymel-1.0.0b/pymel in your case), and open up the
pymel.conf file.
Change:
[handlers]
keys=consoleHandler
to:
[handlers]
I am also a big fan of managing Maya scene data with message
connections and network nodes. A few years ago we designed a general
purpose metadata node architecture for use in character rigging. It
has solved pretty much all of our problems with finding objects in
scenes which has enabled us to
Glad to hear everyone's input! It sounds like a node network is a good way
to go...it's just a matter
of writing code to sensibly manage with these connections. David, I'm
downloading your presentation now
and will definitely look through it.
On Wed, Jan 13, 2010 at 8:56 PM, David Hunt