  | | | programmatically accessible many to many relationships | programmatically accessible many to many relationships 2005-03-04 - By softimage@(protected)
Back One simple way to handle this could be to attach annotations to objects that will list the related objects. Once in a while you would have to update these lists with a script. Not very elegant from a technical perspective but if you remember to update lists that could work.
Cheers Bernard
Quoting Brad Friedman <xsibrad@(protected)>:
> I'm looking for a good way to manage programmatically accessible many to > many relationships. > > In other words... I have a whole mess of meshes, curves, clusters and > nulls. I want any given object to be able to contain a list of any > number of other objects in the scene. I want the lists to remain valid > through object name changes. > > In my specific application that I'm working through, I have curves that > are used as templates to create muscles. I have meshes with nulls as > children (mini rigs with constraints and scops and all that jazz) that > are the muscles. I have clusters on other meshes (character's envelope, > or skin) that need to be cage deformed to the muscle meshes. > > I can set up the whole rig manually and it works great. But I'm looking > into extending my toolkit to sort of... regenerate the muscles and bind > the skin via cage deforms (and probably other methods while I'm at it) > procedurally. Because I'm finding a good amount of the work of tweaking > a muscle rig involves seeing how it deforms... then changing the > underlying muscle and re-binding the rig. Sometimes you want to build a > new muscle. Or Build 3 to replace the one. Sufficed to say, if I could > automate the skin binding process, this would go much quicker. > > I'd like the skin clusters to maintain lists of muscle creation curves. > I'd like the muscle creation curves to maintain a list of muscles > created from them. The rest of the setup should be trivial. But I'm > kind of new to XSI scripting and programming so I'm not sure how best to > accomplish this without a name change messing the whole thing up. > > I thought of using groups but unfortunately, groups don't seem to be > able to be properties of most objects... only models (is this correct)? > > I thought of somehow throwing an array of strings on the objects which > would hold other object names... but then a name change breaks the whole > system. > > In maya (I know I know... "groan... maya") I would approach this by > creating a named parameter of type "message" (which is basically a null > parameter type) with multiple connection capability [0-N]. Then I'd > just make connections willy nilly from other objects "message" ports to > the new parameters... resulting in nice easily workable many to many > relationships. > > So... what is the best way to approach this kind of thing in XSI? I'm > sure there's a way. I've just not run into it yet. Can anyone point me > to a term or document that might help me find what I'm looking for? > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi >
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