I hadn't known that attributes can be passed through the `ls` command.
However that trick only works when only one instance of the character
is in the scene. I know there is a way to do it with mel because the
morpheus rig can be referenced multiple times and still all of it's
scriptNodes work, so there must be some way to query that....

A plugin still feels like it would be more solid, though...

On Apr 29, 8:33 am, Geordie Martinez <geordiemarti...@gmail.com>
wrote:
> Have you tried applying the space switching to the original rig before it 
> gets referenced? Then when it is in the shot it can pass its long name to 
> your script.
>
> On Apr 29, 2011, at 4:58 AM, stephenkmann <stephenkm...@gmail.com> wrote:
>
>
>
>
>
>
>
> > except that you don't have to use name spaces to reference...
>
> > They did do some updates that speed up some things with referencing
> > using name spacing but in the end its pretty much the same.
> > -s
>
> > On 4/29/11, Judah Baron <judah.ba...@gmail.com> wrote:
> >> It sounds like your scripts need to be addressed, in that case.
> >> Referencing isn't just common practice at your school, it's also a
> >> ubiquitous and necessary practice in the industry. Working with
> >> namespaces is just one of the hazards of this work.
>
> >> -Judah
>
> >> On Apr 28, 2011, at 3:41 PM, notanymike <notanym...@gmail.com> wrote:
>
> >>> Well parent constraints would work but I'd need to know how to get
> >>> past namespace issues to get it working properly. What I need is a
> >>> node for setting up space-switching without jumping for a character's
> >>> already broken hierarchy that eliminates the need for mel scripts to
> >>> do the same job since they easily break once the rig that script is
> >>> intended for has all it's node name strings changed when the rig is
> >>> referenced (a common practice at my school).
>
> >>> On Apr 26, 12:43 pm, Animatix <mbergl...@gmail.com> wrote:
> >>>> It sounds like he is talking about a parent constraint with mulitple
> >>>> offsets firing at a particular frame, do that sound right?
>
> >>>> On Apr 26, 9:54 am, Shawn Patapoff <spatap...@bluecastlegames.com>
> >>>> wrote:
>
> >>>>> Doesn't a parent constraint do all this all ready for you?
>
> >>>>> On Sun, Apr 24, 2011 at 6:14 PM, notanymike <notanym...@gmail.com>
> >>>>> wrote:
> >>>>>> Hi, I'm trying to come with some sort of transform node that can have
> >>>>>> multiple transform matrices influencing it's own translate,rotate,and
> >>>>>> scale attributes, but still allows for control, animation, and
> >>>>>> preservation of the user-intended position of that transform.
> >>>>>> Basically it's a space-switching/dynamic parenting transform.I have
> >>>>>> two ideas for what attributes to create on the transform: Either have
> >>>>>> a compound message attributes or compound matrix attributes that the
> >>>>>> user can add or delete, with an enable and/or weight attribute for
> >>>>>> each added parent. The only two parts I'm stuck on is how to write out
> >>>>>> "when the enable and/or weight attribute is changed, recompute the
> >>>>>> transforms position" in python, and how to re-compute the transform's
> >>>>>> final position after parents have been added/removed from the compound
> >>>>>> attribute. Does anyone have time to help me on this? I'm brand new to
> >>>>>> python, but I'm starting to understand the syntax. It's structure I
> >>>>>> have to learn somehow...
>
> >>>>>> --
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>
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