No Problem, Carlos!
Glad I could help! Also, now that I think about it, it will also show
up just fine in the node editor as well :) Good find on the dependency
graph!
Joe
On 1/13/2015 7:13 PM, Carlos Montes wrote:
I see, so it will become visible in, say, the Hypergraph or the
Connection Editor, and I can then manipulate its inputs like I do with
other nodes.
That makes a lot of sense! Thank you. I also foundthis helpful read
from Autodesk
<http://knowledge.autodesk.com/search-result/caas/CloudHelp/cloudhelp/2015/ENU/Maya-SDK/files/GUID-AABB9BB4-816F-4C7C-A526-69B0568E1587-htm.html>
that describes what we can do with the Dependency Graph and how it works.
Thanks again, Joe!
On Tuesday, January 13, 2015 at 11:16:22 AM UTC-8, Joe Weidenbach wrote:
Hi Carlos,
Dependency Nodes are basically (once created) like other
dependency nodes in Maya. So, you can (once the plugin is loaded,
either through script or through the plugins manager) call
createNode('<your plugin's node name>"), which will create your
node, and then you just connect and/or set attrs on that node.
It's identical to, say, a multiplyDivide node or a plusMinusAverage.
Hope that helps,
Joe
On Tue, Jan 13, 2015 at 1:32 AM, Carlos Montes
<[email protected] <javascript:>> wrote:
Hello, everyone. I have just finished Robert Galanakis'
"*Practical Maya Programming with Python*" book, where in its
Chapter 8 a dependency graph plug-in is developed. My problem
is, I don't know how it can be used or invoked inside Maya;
using plug-ins for this software is new for me. I will provide
some code from the book to try to expose where my doubtfulness
resides, but the question remains the
In Chapter 7, he teaches us a*Command plug-in* can be called
with pymel.core's loadPlugin in the Script Editor, and then a
plugin_name variable that was defined inside the Python plugin
file can be used as a method that invokes the plugin.
This is what it would look like in the Script Editor's Python
tab, for a Command plug-in to be used :
import pymel.core as pmc
pmc.loadPlugin('playsoundplugin.py')
pmc.playSound()
Inside 'playsoundplugin.py', that variable called plugin_name
is defined as the method you invoke to play a Sound in Maya,
by using a creator function and initializing the plugin with
registerCommand.
plugin_name = 'playSound'
def create_plugin():
return OpenMayaMPx.asMPxPtr(SoundPlayer())
def initializePlugin(mobject):
plugin = OpenMayaMPx.MFnPlugin(mobject)
plugin.registerCommand(plugin_name, create_plugin)
It's very straightforward, and it all makes sense with has
been taught in the book; he even offers a very interesting way
to add flags to the command call.
For Chapter 8, though, he doesn't show how we can use the
quite complex *Dependency Node plugin* where he creates a node
and its attributes with specifications and concrete
subclasses. The plugin takes three input values, and a compute
function takes care of determining two output attributes.
Similar to the Command plugin creation, the node plugin also
uses similar creator and initialization functions; but this
time, a new type with the 'circler' name is created:
def register_circler(fnplugin):
inputnames = ['input', 'scale', 'frames']
reg, dereg = create_node(NT_DEPENDSNODE, 'circler',
0x60005, [ value1, value2, value3 ])
reg(fnplugin)
def initializePlugin(mobject):
register_circler(OpenMayaMPx.MFnPlugin(mobject))
And here is where my question is; Command plug-ins can be
called with the plugin_name variable, but how can I use a
Dependency Node plugin then? How can I create this dependency
node with input and output attributes inside Maya? Do all
Dependency Node plugins share the same procedure to be used?
I hope the question is not too vague or non understandable.
Thank you for reading.
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