I have implemented a custom MPxLocator that mathematically derives animation on it’s attributes based on incoming connection from another node’s animated channel. The animated attributes are not properly getting updated when the custom node is contained in a scene loaded as a reference. The incoming connection comes from an animated node.attribute in the master scene. Compute is being called, but the recalculation doesn’t change the animation node connected to the custom node attribute. My instincts tell me that using custom node in reference scene will prevent it’s animation from changing. Am I correct or can this be easily fixed ?
Everything works if custom node is connected in the same way but is NOT a scene reference. The user needs to use the node as part of a rig in a referenced scene file.