Thanks Justin, I'm sorry but I don't get it :( Internal state of a class, 
that sounds super advanced, have no idea what that means :S
 
I've uploaded the code I'm working on btw: http://pastebin.com/nz9EDTmM
 
 

import pymel.core as pm
class TestRigUI(object):
    def __init__(self):
        self.winName = 'testRiggerWin'
        self.winTitle = 'Test Rigger'
    #Delete window if it exists
    def deleteExisting(self):
        if pm.window(self.winName, exists=True):
            pm.deleteUI(self.winName, window=True)
    #Set preferences of window
    def setWindowPrefs(self, **prefs):
        if pm.windowPref(self.winName, exists=False):
            pm.windowPref(self.winName)
        pm.windowPref(self.winName, edit=True, **prefs)
    #Build the elements in the window
    def populateGui(self):
        #Build the tab for building the template
        with pm.frameLayout(l='Build Template', mw=5, mh=5, bs='out') as 
frame:
            with pm.columnLayout(adjustableColumn=True):
                #Create the button to build the template
                pm.button(label='Build The Template', 
command='TestRig().buildTemplate()')
        #Build the tab for building the rig
        with pm.frameLayout(l='Build Rig', mw=5, mh=5, bs='out') as frame:
            with pm.columnLayout(adjustableColumn=True):
                #Create the button to build the rig
                pm.button(label='Build The Rig', 
command='TestRig().buildRig()')
    #Build the actual window
    def buildGUI(self):
        #Call the method to delete the window if it already exists
        self.deleteExisting()
        #Call the method to set the window-preferences
        self.setWindowPrefs(width=300, height=100)
        #Add the window content
        with pm.window(self.winName, title=self.winTitle, sizeable=True):
            with pm.columnLayout(adjustableColumn=True):
                gui = self.populateGui()
 
class TestRig(object):
    def buildTemplate(self):
        #Create the template locators
        lLeg = pm.spaceLocator(name='l_leg_loc')
        lKnee = pm.spaceLocator(name='l_knee_loc')
        lFoot = pm.spaceLocator(name='l_foot_loc')
        rLeg = pm.spaceLocator(name='r_leg_loc')
        rKnee = pm.spaceLocator(name='r_knee_loc')
        rFoot = pm.spaceLocator(name='r_foot_loc')
        #here goes some code
        print 'now place the locators'
    def buildRig(self):
        #Somehow get the name of the locators created
        #then do awesome stuff
        print 'i need the naaames'
TestRigUI().buildGUI()

 
 
On Thursday, October 17, 2013 12:15:33 PM UTC+2, Justin Israel wrote:

> I think what dgovil is suggesting, is to make use of the internal state of 
> your class, which is being used to represent your UI and contains your 
> button callbacks:
>  
>
> class MyInterface(object):
>  
>  
>     def __init__(self):
>         self.__currentRig = {}
>  
>  
>     def button1_clicked(self):
>         results = getResults()
>         self.__currentRig['first_part'] = results
>  
>  
>     def button2_clicked(self):
>         results = getOtherResults()
>         previewStuff = self.__currentRig['first_part']
>         newResults = doMore(results, newResults)
>         self.__currentRig['second_part'] = newResults
>  
>  
>     def newRig(self):
>         self.__currentRig = {}
>
>  
>  
>  
> On Thu, Oct 17, 2013 at 11:03 PM, Simen Chris <[email protected]<javascript:>
> > wrote:
>  
>
>> Thanks for your response, do you mean that I create a class that is 
>> called "globally" before the UI, so I have an instance of that running 
>> before the button is pushed? And that way I can write to/get from the 
>> instance of that class? Sorry I'm still in the process of learning how to 
>> work with classes :)
>>  
>> On Tuesday, October 15, 2013 11:09:03 PM UTC+2, dgovil wrote:
>>
>>> If you're using a class, you can have a instance level dict ie self.foo 
>>> = {}
>>> and then whatever method your button calls can update that dictionary 
>>> which can be used by any other method of the class.
>>>  
>>> On Tuesday, 15 October 2013 08:12:37 UTC-7, Simen Chris wrote:
>>>
>>>> Hey guys, I'm creating a rigging script in PyMel, in my UI I have a 
>>>> button that calls a function that creates a template leg (20 different 
>>>> objects). The issue I'm having is that when I'm finished with positioning 
>>>> the template-objects I'm gonna need to work with them in the net function, 
>>>> so I click another button "Build Rig", what I'm doing to get the 
>>>> template-objects is to use the same (hardcoded) names as I did when the 
>>>> were created, one problem with that is that if the names got changed 
>>>> because of another object with the same name, it won't find them.
>>>>
>>>> I'm using classes, and I know that if I didn't call the function from a 
>>>> button I could just return the objects in the template-function, but as 
>>>> I'm 
>>>> calling the function from a button I don't know if it's even possible to 
>>>> store the return statements from a function. I could use a textScrollList 
>>>> to store the names in, but if I do I can't call the function outside of 
>>>> the 
>>>> UI, also I think it's a bit messy.
>>>>
>>>> Another thing, as I'm using PyMel, I know that each object I create is 
>>>> created within the PyMel class, which means that I'm normally able to 
>>>> rename the object through the instance, but I don't know how to take use 
>>>> of 
>>>> that when calling the function (again) from a buttom.
>>>>
>>>> Any tips would be greatly appreciated! Cheers
>>>>
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