Using a custom AETemplate.mel in a custom UI
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I'm trying to add a few extra buttons to a shader AETemplate. I can create the custom attribute template in a new window and have it display the attributes using the default template like so:
if cmds.window('someWindow', exists=True):
cmds.deleteUI('someWindow', window=True)
cmds.window('someWindow')
cmds.columnLayout('toplayout')
cmds.createEditor('someWindow|toplayout', '<NameOfShader>' )
cmds.showWindow('someWindow')
And then it sounds like using the command:
cmds.editor( '<nameOfEditor>', edit=True, ut='<MyCustomAETemplate' )
I should be able to have it use a different MEL template then the one that is standard for the shader, but I can't figure out how to give the editor I created a name to use the cmds.editor() command to edit the template its using.
If I assign
cmds.createEditor('someWindow|toplayout', '<NameOfShader>' )
to a variable and call on the variable it returns none.
Any help would be greatly appreciated, or if I'm going about it the wrong way please let me know.
Thanks in advance!