Hi Mark and Marcus.  The MAsset code I wrote managed uuids on duplicate
callbacks.  You could re-use / re-factor that.  Worked throughout GoldenEye
without any issues.

Also the cool thing about that uuid was I could add several nodes to the
same uuid and treat them as one MAsset,  In effect Maya's containers,
without the bugs at the time.  If for any reason the metaData connections
are lost then you have the uuids to match them back up.

I'd prefer an alternative though!



On Thu, Nov 13, 2014 at 11:10 AM, Mark Jackson <mark...@gmail.com> wrote:

> Hi Marcus, thanks for the link, seems to re-enforce everything I've found
> so far, might ping the devs a mail, see if there's been any movement on
> this front in the api since that post.
>
> I've been digging too, and am still not satisfied with any of the
> solutions. MObjectHandles not being unque puts that out of the question.
> Adding a UUID to the nodes is great as it means everything is unique,
> except if you duplicate that node, you now have 2 nodes with the same UUID
> as I store it on the attrs of the node. At the moment the Cache is looking
> at the UUID and using that as the key in the cache, so what I'm thinking is
> that I change the UUID on the node everytime it gets added to the cache
> itself, so the cache adds the data and is responsible for it. Now this
> works as it means any nodes being added to the cache are always unique,
> until you bloody duplicate the damn node. I'm thinking of hooking to the
> callback on duplicate, but then there's bound to be more instance where
> this breaks so it doesn't seem the best option.
>
> I can't believe there's not a simple solutions that's blatantly obvious
> for this, any more insights guys?
>
>
> On 13 November 2014 10:19, Marcus Ottosson <konstrukt...@gmail.com> wrote:
>
>> Was looking up on this too, and found some more discussion about it here
>> (albeit from 2008).
>> http://forums.cgsociety.org/archive/index.php/t-630763.html
>>
>> If I'm understanding your needs correctly, Mark, you're looking to
>> uniquely, and immutably identify nodes in Maya? I'd like for this too, but
>> it seems things haven't changed about this since that CGTalk thread, does
>> anyone have any more info on this?
>>
>> Adding an attribute is one way, but it eliminates the possibility of
>> building for a generic Maya scene, as opposed to one that has been built
>> with the tool in mind so that nodes can have been given UIDs in the first
>> place.
>> ​
>>
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