View Full Version : Call a scriptNode from a attribute

09 September 2010, 03:35 PM
I'm planning a rig for a character, I'm gonna need the animators to have some scripts to control the rig.

I thought about just adding all of the scripts/procedyres as scriptNodes which is initialized when the scene is opened, and then somehow call the procedyres/scriptNodes when an attribute is changed.

So I'm wondering, does Maya have a node that could be used to just run a simple line of code calling a procedyre (when an attribute is changed)?

09 September 2010, 06:17 PM
you can create a scriptJob to run on -attributeChanged. I guess you could set this up automatically per scene with a scriptNode...


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09 September 2010, 06:17 PM
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