Hey all,

Looking for some advice on how to give an attribute paintable weights
in a custom node.  The node has a bunch of muscle objects connected to
it, and writes data to a mesh based on each muscle's stretching/
squashing and a set of weights for each muscle.

I set up the node's attributes as follows:

-inMesh
-outMesh
-muscle[] (compound array)
  -defaultLength(float)
  -currentLenght(float
  -squashLen(float)
  -stretchLen(float)

-weightList[](compound array)
  -weights[](double array, logical indices correspond with .muscle
indices)

The weightList is set up list a skinCluster's, where weightList
indices correspond with verts and weights indicies correspond with the
indices of muscle attr.

In the compute function, I'm multiplying each muscle's stretching or
squashing by a weight value that I've copied from the muscle node's
sticky weights.  What I would like to be able to do is start by
copying these weights into my node, but have the ability to further
paint them, but I can't figure out how the makePaintable command is
supposed to work.

It seems like an odd command that supposed to just 'make some
attribute paintable', but you obviously have to write the compute
function of a node to take advantage of an array of weights.  So how
is this command supposed to be used?  If anyone could shed some light
on this for me, I'd be very grateful!

Best,
JP

-- 
view archives: http://groups.google.com/group/python_inside_maya
change your subscription settings: 
http://groups.google.com/group/python_inside_maya/subscribe

Reply via email to