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Used to mange nodeEditor right click menus
Please see the commented code at the bottom for usage
Note: 21/01/2022: I have changed a few things since this post and updated the below gitHub reponewPost
So the nodeEditor in Maya can register commands on Nodes using
The problem I found with this is it’s a bit hellish to manage (especially
So this is a little post for about me mashing together an approach to
facilitate managing adding commands to the nodeEditor via a little
menuManager of sorts. Why? Well reloading these menus over and over
does not remove the previous load!
So you have to remove them before the reload. Having a little manager to keep
track of what is loaded etc can be pretty helpful with this.
The idea here is to be able to add as many commands as I like to my
code base without having to maintain the manager `seeing’ this code.
To do this I’m going to add a little factory module in to scan for a
specific class in a path, and from that create a cache of all the commands
I want to create menus for.
Then the manager itself leverages that cache to add the menus to the
NodeEditor in Maya.
The Factory -Menu Cache
What this is doing is setting the base path to /menus relative to the
current filepath the factory.py lives in. Scan subfolders for the .py
files and looks to import the class(es) in each file.
Now this works because I have dictated a specfic structure for each command
Classes in any of these menu modules ARE MENUS! I don’t or won’t have
any classes that are NOT inheriting nem_base.MenuBase!
Functions in these modules are used by the Menu Classes.
Menu base is the base menu class used by the neMenuManager to create
the menus as expected in Maya.
Creating a menu.py
So inheriting / overloading this class is then fairly straight forward
for me to use when adding a new menu item to the nodeEditor.
eg: gitHub example
If you check the latest version of the file you can see each menu gets a
unique typeID, Name, and a function to call.
Note; No args are handled atm.
And each class has a related mayaNode that they are linked to when you
invoke a menu call in maya by right clicking over a node in the nodeEditor
From there The manager only needs to leverage the MENUCACHE to generate
all the menus and provide a way to handle this information
eg: adding/removing menus from the nodeEditor as expected.