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
