Galakgorr
01-17-2009, 03:41 AM
this is a simple question in regards to a complex problem... i'm going to post the whole thing just in case anybody sees an easier way to do this.
i'm using a scriptJob to activate an IK/FK snap switch. when a certain controller's attribute is changed, the scriptJob fires and makes all the necessary adjustments. i'm placing a scriptNode in the scene to activate the scriptJob upon opening the scene. this is no big deal.
however, scriptNodes don't update with namespaces when a file is referenced. because of this, i can't directly name any objects in the scene and assume that they'll be the correct name. to prevent this from being a problem, i'm using a series of message attributes that connect the switch controller to all of the necessary nodes that it needs to know about.
here's the catch: when i'm defining the scriptJob, how can i point to the switch controller without knowing its name? i could connect the scriptNode to the controller using a message attribute, but then, how can i ask the scriptNode to list its own connections? basically, is there an equivalent in MEL to actionscript's "this" for objects to reference themselves? or is there another way around this?
i'm using a scriptJob to activate an IK/FK snap switch. when a certain controller's attribute is changed, the scriptJob fires and makes all the necessary adjustments. i'm placing a scriptNode in the scene to activate the scriptJob upon opening the scene. this is no big deal.
however, scriptNodes don't update with namespaces when a file is referenced. because of this, i can't directly name any objects in the scene and assume that they'll be the correct name. to prevent this from being a problem, i'm using a series of message attributes that connect the switch controller to all of the necessary nodes that it needs to know about.
here's the catch: when i'm defining the scriptJob, how can i point to the switch controller without knowing its name? i could connect the scriptNode to the controller using a message attribute, but then, how can i ask the scriptNode to list its own connections? basically, is there an equivalent in MEL to actionscript's "this" for objects to reference themselves? or is there another way around this?
