MPxContext to MPxManipulatorNode values

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Old 12 December 2012   #1
MPxContext to MPxManipulatorNode values

Hello,

I have an MPxManipulatorNode attached to a MPxContext,
in my context doPress() function I get some value
and I want to be able to pass that value to the MPxManipulatorNode
so I can draw something with it, but I can't find a way to pass that value to the manip.
I've tried to add an attribute to the MPxManipulatorNode:

def manipInitialize():
nAttr = OpenMaya.MFnNumericAttribute()
manip.someValue = nAttr.create( "someValue", "sv", OpenMaya.MFnNumericData.kFloat)
manip.addAttribute(manip.someValue)

and inside my context I set it:

depNode = OpenMaya.MFnDependencyNode(manipObject)
plug = depNode.findPlug('someValue',0)
plug.setFloat(20.0)

but when I try to retrieve this value inside my manipulatorNode draw function:

fnThisNode = OpenMaya.MFnDependencyNode(self.thisMObject())
value = OpenMaya.MPlug(self.thisMObject(), fnThisNode.attribute("someValue")).asFloat()

I get this error:
# Warning: Node type 'TdependNode' is abstract. Cannot create. #

any ideas why?
or a different way to do that??
many thanks!
 
Old 01 January 2013   #2
The way I've done this in the past is to just use your standard class accessor/mutator interface. Create a mutator function like 'void setRadius( float val )' or whatever your data represents and invoke it after you've created your manipulator in your context. For example:

MString myManipName = "myManip";
 myManipClass* myManip = NULL;
 MObject myManipObj;
 myManip = (myManipClass*) myManipClass::newManipulator( myManipName, myManipObj );
 if( myManip )
 {
 	// Set any values on your manipulator here from your context. 
 	myManip->setRadius( myRadius );
 	myManip->connectToDependNode( myDepNode );
 	addManipulator( myManipObj );
 }
 


Hope this helps.

Last edited by Keilun : 02 February 2013 at 10:18 PM.
 
Old 02 February 2013   #3
hi Keilun,

thank you very much!

I have just tried that and it works perfectly!
 
Old 02 February 2013   #4
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