face_off wrote:Obviously there's something else going on from MODO's end which enables it to recognize updates to driven channels and update its own viewport automatically, but I'm guessing that functionality isn't available to the API.
It is available to the API - but the plugin would need to iterate through all child-parent relationships of every item which is changed to see if the end parent item is the rendering camera. Whilst this can be done - it adds a little more lag every time you update any channel on any channel modifer - and I don't think people want this. But if the need is great enough, it can be done. But I would have thought the important thing is that rendering animation works correctly - which is should do for your rig.
Paul
I was just thinking. Would there be a way to create a non-geometry group that specific items could be pinned to, like the render camera for example, so that the plugin would only have to trace the parent-child relationships of those specific items? Just thinking out loud. Because I'm guessing that any or setups with driven channels will need manual refreshes, and assemblies can really streamline a workflow. If you're working on an animation, its not a big deal because the whole scene needs to get refreshed each frame anyway, but if I'm working on a still, reloading all the scene data with a refresh to update one pin that normally wouldn't require reloading the whole scene even if I changed it directly, is not optimal. Again, just thinking out loud. Not a priority, maybe more a long-term thing to look at.