Now my goal is to create the same affect like a decomposeMatrix I plug in the worldMatrix of a transform(objA) into my inputWorldMatrix attr of my CustomNode and connect its outputTranslationX,Y,Z into another transform's(objB) tx, ty, tz attr. The issue is that after I did all the connections the transform node objB is not affected anyhow. In my compute function when I cout << translation.x << endl; it shows me that it is getting dirty(what it should) and that this value is not changing. My question: where is the issue? Here is the code of the compute function: MStatus WorldMatrix::compute(const MPlug& plug, MDataBlock& data) {
} My aWorldMatrix attribute is created by an MFnMatrixAttribute and it is set as MFnMatrixAttribute::kFloat in the initialize function And of course it is affecting the OutputTranslationX, Y, Z
attributes.
I guess also I need to do a conversion of the vector to a float(for
setFloat), but don't know how. It would be awesome if someone could help
me out. (It doesn't matter if it's in python or C++) Thanks in advance!! Cheerio turkish engineer |
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