I personally find that looking at nodes like this in the NodeEditor helps
if they have really dodgy/hidden mel AETemplate based functionality and a
non obvious codeable interaction. (WARNING: I'm realtively sure coding
this in, without using the AETemplate calls will break the AETemplate and
render the attribute view pretty useless.)
<https://lh3.googleusercontent.com/-1VE8nq8QvWE/WPUvAvmGdHI/AAAAAAAAMfQ/cmNH-qfCt4cS82KoSa6xleRfGaT6UO08gCLcB/s1600/Capture.PNG>
You can see that this one has Input[0].inShape. So all you need to do is
connect something to that attribute and can work with the code for compound
attributes to detect:
import maya.cmds as mc
node = 'tripleShadingSwitch1'
[attr for attr in mc.listAttr('%s.input[:]' % node) if
mc.listConnections('%s.%s'%(node, attr))]
This will display all connected input attributes. Remove the if in the
list comprehension and you can then just get all input attributes that are
currently added to the node. Good luck.
On Thursday, April 13, 2017 at 12:05:41 AM UTC-4, kevin cortez wrote:
>
> On Sunday, April 9, 2017 at 2:15:35 PM UTC-7, miarmy wrote:
> > hi!,I created a triple switch node,...
> > i want code of add surface button
> > look image:
> >
> >
> >
> > help help help help....
>
> is it line 169 of AEswitchControlTemplate.mel?
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