Hi
I had this problem with my deformer too. I think what we try to do
breaks Maya API rule saying that any dependency node can only depend on
input attributes and nothing else. What we get inside deform() method is
a geometry iterator - not shapeNode, not transform, not even meshData
plug ! (m
Yes, you're right ! Thank you ! If anyone has a solution to get a MDagPath
from the inputGeom, anyway, i'd more than happy to hear it =]
Le jeudi 11 août 2016 10:14:56 UTC+1, mjlefevre a écrit :
>
> If you connect the worldMesh of your shape to your custom inMesh
> attribute, you can use geomet
Thanks for this info. Part of their customizations to Qt I take it.
Yeah, must be.
The part about actually saving window positions… Is that between layout
changes or something? I didn’t think that would refer to Maya startup since
your window wouldn’t exist by the time Maya went to restore prefs.