Capturing the name of a deformer created by a MEL script?

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  10 October 2012
Capturing the name of a deformer created by a MEL script?

Something I'm trying to figure out here, if I create a regular object and capture it in a variable I can then access it's properties, but if I try it in this case it doesn't work :

 string $jigDeform[]=`doJiggle 1 { "0.5", "0.5", "1", "0", "0", "default", "" }`;

When I query the '$jigDeform' variable after doing this it seems to be empty?

Doing a 'whatIs' on the 'doJiggle' command shows me that it's a script rather than a built-in command but I'm not sure what to do with that information. How can I capture the name of the new deformer that gets created so that I can access its parameters via MEL ?

Any ideas appreciated!


Last edited by Horganovski : 10 October 2012 at 07:37 PM.
  10 October 2012
The doJiggle script uses the deformer command which has a flag for naming.

deformer - name "myJiggler" -type jiggle;

Kinda looks like that on its own. So that could come in handy maybe for knowing/setting names.
Either that or traverse the connections after running the doJiggle.

Food for thought?
  10 October 2012
Many thanks, that's something that might work, I'll check it out.

In the meantime I had continued to experiment here and I found that if I go through the history on the object with the deformer I was able to access it that way, so I guess that's what you meant by your second suggestion. So far that seems to work fine here, even if I run the script on several objects in the same Maya session.

Appreciate it, thanks again.

  10 October 2012
Here's what I was working on BTW -

  10 October 2012
Haha, I was gonna ask what you were making. Vid explains all.

Remember seeing a guy working on something similar, he hooked it into a motiontrail 'painter' so you could re-time along a curve after the fact.
Well that's how it looked at a quick glance.

Glad you got it sorted, nice work
  10 October 2012
Thanks, that sounds like an interesting setup. What my script is doing really is creating a tiny curve and connecting a locator to one of the EP points on it, then the Jiggle deformer deforms the curve and whatever is constrained to that locator gets the springy motion on a transform level. I could connect the object directly of course but I like being able to add offsets via parent constraints if needed.

  10 October 2012
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