num, so that it corresponds with the light's number.īut as I proceed, I would like to have an expression in. So, right now, I've just gone through and entered 1-30 into each light's. num (because I need that attribute and info for a MTOR shadowgen call). Into each of these, I've created an integer attribute called. I have 30 spotlights, all named spotLight1-spotLight30. I do appreciate your response, though, so let me explain: all I thought I was asking Maya to do was to give me the name of an object. I had no idea I was venturing into such dangerous water here. If you care to tell exactly what your doing then id be happy to develop a even better solution. Its safer and performance wise about a few hundred times faster. ![]() List all scriptnodes and using ls -type expression and iterate thru them and do whatever need to be done. Instead what i propose is to once store the attribute in a container, and if theres a danger that the nodes change names in the future then use a scriptjob to update this. Because it would break many things of the entire idea behind expression evaluation! Note this is NO joke you can end up with huge performance and evaluation problems if you push this idea as it is now. ![]() If you actauly refeer to your earlier post then theres a lot of things that do dictate that it is indeed a VERY VERY bad idea. (the hardest possible scenario comes if you everreference it in wich case youll realy start to appriciate other ways of doing this) Also unless you actualy know what your doing then your going to get into real trouble with this, because your actualy kindoff breaking the cornerstone maya is built on. ![]() It would be nice to know exactly what you are trying to accomplish because you threading in a area thats realy realy slippery so to speak. But the porblem is that a node isnt supposed to know its place in the dg, so the node itself does not know who it is. I mean if the objecst name is known in advance its simple.
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