Making a custom weight painting tool. Not sure where to save data related to the scene it is used in and it’s also per skincluster specific.
These are the methods I’ve used or know of:
[ul]
[li]Make an empty transform and add some attributes to that to store variables, but then it sits in plain sight and some newer user might delete it not knowing what it is, I could use lockNode but that doesn’t inform them much. I could make a script job that warns them when they delete it to give them the chance to undo but that’s not desirable either.
[/li][li]I could use a non-DAG node to help hide it, perhaps even put the attributes on a multiplyDivide or so forth so it isn’t in plain sight. Is there something more optimal here?
[/li][li]I could pickle the data to a file and store it somewhere that makes sense (in a subfolder of the scenes folder, maybe). Though I don’t believe this method is good for scene-specific data.
[/li][li]I’ve read into scriptNode a bit but it doesn’t really seem what I’m looking for, just bringing it up in case I’m missing something here.
[/li][li]A custom node would be ideal IF it didn’t have to be loaded as a plugin, so lets forget that.
[/li][/ul]
Those are the ideas I’ve had and I’m not sure any of them are ideal, advice appreciated.