[Closed] Detecting CA value changes
Thanks for your help Paul, I’ve got it working now. Putting the function in between the parameters and the rollout information got what I want out of it.
Thanks again.
:¬)
Brad when calling the Function from out side the def it shouldn’t matter where the Function is in the def unless it is calling the the parameter block. If it is above the parameter block then the PB would be out of scope of the function. Once it is moved below then it is in scope.
I hope that we get to see the final results of your scripts.
HI this thread is becoming quite interesting.
i have a question for you guys . I am a good fun of naming convention and a fun of using node so your script are not name dependens.
But i will like to know if for example for hide or unhide , if you are dealing with a massive group of objects doing it by weak referencing or selected by node will make the thinks work slow ? is not to much time consuming setup of the node and store them in a object in your rig?
Is posible t o have a kind of array for nodes so you can ad or extract node to it and hide or unhide the entire array?
the way in doing know it know is by name convention adding letter at the end of the object thta tell me what properties the object have.
have A for animation h for hide and f for freeze.
So i have a floating script that help me managing the scene.If a keep to my name convention every knew character i do work perfectly and i dont need to setup and store all the nodes.
I work in a studio so i can keep my pipeline solid , what do you think is better do all in a way not depending of names or makes names solid and get advantage fo this.
If you have other ideas or workflow will be great to know about it.
I store every thing in my rigs as a weak reference. I store that data in a scripted modifier that is added to the rig. I then have the ability to group certain nodes and have properties for them. This is my version of the character node but mine is completly flexable. As you add nodes to the system you can also flag what the mirror objects are and how they should be mirrored so that you can mirror animation and poses.