But it's removemultiinstance command that it does what you want. The data
is located in a different attribute. Look into the blendshape node doc
page. *inputComponentsTarget* , *inputPointsTarget* , *inputTargetItem*
2016-08-24 23:25 GMT-04:00 Chen Gang :
>
山炮**!
在 2016年8月19日星期五 UTC+8上午10:14:42,提颖浩写道:
>
>
> Hi All
> I want to remove BlendShape of Targets.
> Using maya 's removeMultiInstance command .
> But this seems to command removes only the attributes displayed on the UI
> . It does not delete BlendShaoe internal node data . These data will
Try removemultinstance command. Take a look on the doc page.
http://download.autodesk.com/us/maya/2011help/Commands/removeMultiInstance.html
Hope it helps!~
-Daniel
2016-08-19 1:29 GMT-04:00 JianWei :
> 山炮!
>
> 在 2016年8月19日星期五 UTC+8上午10:14:42,提颖浩写道:
>>
>>
>> Hi All
>> I
+1 for QLineEdit
On Thu, Aug 25, 2016 at 3:59 AM, Justin Israel
wrote:
> Hi
>
> If the change callback doesn't fire on each keypress (I can't remember)
> and you want more custom behaviour than the limited Maya UI objects
> provide, then you may need to switch to PySide.
Hi and welcome!
First off let me just throw out a comment about code sharing. For large
snippets like this, can you make sure to use something like pastebin or
gist or your favourite code sharing solution? It helps make the code
formatting more readable.
As for your question, you would need to
Hi
If the change callback doesn't fire on each keypress (I can't remember) and
you want more custom behaviour than the limited Maya UI objects provide,
then you may need to switch to PySide. You can make a QLineEdit do anything
you want.
Justin
On Wed, 24 Aug 2016, 11:43 PM Michał Frątczak
>
>
> @alok
> I guess I could have made the default base use the pattern that likage had
> specified, but I was really just making it generic and then the usage of it
> could specify that custom format. Maybe my docstrings clarified the usage
> though?
>
> Justin
>
> It sure did. I would still