ganzo
02-16-2011, 05:19 AM
Hi people, I'm diving into shape creation in maya and am seeing that it is a lot more tedious than I expected. Creating the surface data using MFnMesh I'm ok with as these are just arrays related to each other, but the actual shape is what I found to be a bit more than I exptected.
I am going through the apiMeshShape example and was wondering if one really does need to implement tweaks, control points etc. What If I just want to create a simple shape with geometry that is not meant to be edited by the user? Can all that be omitted? Or is there an easier way to create shapes? Could an MPxNode calculate mesh data for an output and connect that into the inMesh attribute of lets say a cube? Would that override the cubes vertexes and draw whatever is being fed into it?
By that same example I was also wondering about construction history on a shape....lets say I the separate node calculating the vertex/face/edge list and will be sending that mesh over to a shape node...custom or something like a polygon cube's shape node....how does the node keep the mesh data to draw the shape after the creator node is unplugged or deleted?
I am going through the apiMeshShape example and was wondering if one really does need to implement tweaks, control points etc. What If I just want to create a simple shape with geometry that is not meant to be edited by the user? Can all that be omitted? Or is there an easier way to create shapes? Could an MPxNode calculate mesh data for an output and connect that into the inMesh attribute of lets say a cube? Would that override the cubes vertexes and draw whatever is being fed into it?
By that same example I was also wondering about construction history on a shape....lets say I the separate node calculating the vertex/face/edge list and will be sending that mesh over to a shape node...custom or something like a polygon cube's shape node....how does the node keep the mesh data to draw the shape after the creator node is unplugged or deleted?
