On Tue, Aug 4, 2020 at 11:35 PM Rémi Deletrain <[email protected]>
wrote:

> in new scene launch this code:
>
> from maya import cmds, OpenMaya
>
> msl = OpenMaya.MSelectionList()
>
> def get_object(s):
>     mo = OpenMaya.MObject()
>     msl.clear()
>     msl.add(s)
>     msl.getDependNode(0, mo)
>     return mo
>
> def cb(*args, **kwargs):
>
>     msg = args[0]
>     plug = args[1]
>     other_plug = args[2]
>
>     print msg
>     print '----- Attribute {0} Change'.format(plug.name())
>
> s_attr = 'className'
>
> s_node_1 = cmds.createNode('transform', name='Node1')
> mo_node_1 = get_object(s_node_1)
> cmds.addAttr(s_node_1, longName=s_attr, dataType='string')
>
> s_node_2 = cmds.createNode('transform', name='Node2')
> cmds.addAttr(s_node_2, longName=s_attr, dataType='string')
> i_call_back_id =
> OpenMaya.MNodeMessage().addAttributeChangedCallback(get_object(s_node_2),
> cb)
>
> cmds.connectAttr('{0}.{1}'.format(s_node_1, s_attr),
> '{0}.{1}'.format(s_node_2, s_attr))
>
> If you change the value of *Node1.className* nothing is printed in script
> editor.
> If you disconnect *Node1.className* to *Node2.className* and change value
> of attribute *Node2.className *I have my print of my callback.
>

Looks like if you use MNodeMessage.addNodeDirtyPlugCallback() instead, it
will trigger either when the attribute directly changes or when it is
connected as is indirectly changed.

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