Using a custom AETemplate.mel in a custom UI

Using a custom AETemplate.mel in a custom UI

LayLo3D
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Using a custom AETemplate.mel in a custom UI

LayLo3D
Contributor
Contributor

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!

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LayLo3D
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In the first sentence I meant to say "I can create the custom attribute editor in a new window and have it display the attributes using the default template like so:"

I can't figure out how to edit a post...

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