right - in an operator architecture, you can't assume the input is the same object as the input, even you made that connection yourself.
The system is always free to replace either input or output with a cached buffer, for performance purpose, and if often does.
The 'always evaluate' flag should rarely be used, and any use of it should be looked at carefully. It's meant to be used when your operator changes its result for each frame, even if there are no parameters animated, and the input is not changing. So it's approprate for cases when you have some noise function based on time, for example.
> -----Original Message-----
> From: Helge Mathee
>
>
> No I don't.
>
> When you create a scripted op on let's say the kinematics.local of an
> objects,
> the scop contains two ports. One called something like Inlocal and one
> called Out.
>
> To make sure the evaluation is done correctly, you'll have to use the
> transform coming from the input port, not the one from the
> output port,
> as you are WRITING to the outputport, and READING from the input one.
>
> example:
>
> var xf = Inlocal.value.transform;
> var pos = XSIMath.CreateVector3();
> pos.Set(10,0,0);
> xf.SetTranslation(pos);
> Out.value.transform = xf;
>
> cheers!
>
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM
> [mailto:owner-xsi(at)Softimage.COM] On Behalf
> Of Daniele Niero
>
> Hi Andy,
>
> Are you suggesting me to create and use a different Transformation
> object, manipulate it and then put it in the
> output.kineamtics.global.transform?
> Did I understand?
>
> Hi Mathee,
>
> Are you saying the same thing Andy is saying? If not I don't get it.
> I cannot use as output the final channel, for example
> obj.kinematics.global.posx, because this means I have to use 6 output
> instead 1 as so have 6 update instead 1.
> What I'm missing?
>
> Thanks a lot to both of you guys
> Daniele
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