## Operator.ConnectToGroup

### Introduced

v4.0

### Description

Connects an object to a port group. This method is useful for dynamic operators, where optional or multi-instance connections are made after the object is already connected.
Note: This method only works for Self-Installed Custom Operators if there is a single port inside the port group. This limitation exists because you can only pass a single object in the Object argument.

### C# Syntax

    Int32 Operator.ConnectToGroup( Int32 in_group, Object in_obj );

### Scripting Syntax

    oLong = Operator.ConnectToGroup( Group, Object );

### Return Value

Long The index of new port group instance.

### Parameters

Parameter | Type | Description
--- | --- | ---
Group | Long | Which port group to connect
Object | Object | The object to be connected to the port. For built-in Operators this object can be a X3DObject and Softimage will attempt to find the correct data underneath the X3DObject to match each port inside the PortGroup. For Self-Installed Custom Operators this should be the specific target object for the port inside the PortGroup.

### Examples

#### JScript Example

    /*
            This example demonstrates how to connect a runtime custom operator to an object.
    */
    NewScene( null, false );
    var null1 = GetPrim( "null" );
    var null2 = GetPrim( "null" );
    // Create a runtime scripted operator and turn on debugging (logs extra information)
    var sop = XSIFactory.CreateScriptedOp( "myexpr", myexpr_Update.toString(), "JScript" );
    sop.Debug = 1;
    // Add a portgroup to read from/write to
    var group1 = sop.AddPortGroup( "MainGroup" )
    // We use an IO port because we want to blend the existing
    // transformation rather than completely replacing it
    sop.AddIOPort( null1.Kinematics.Local, "", group1.Index );
    // Add a second group with an optional port
    var group2 = sop.AddPortGroup( "SecondGroup", 0, 1 )
    sop.AddInputPort( null2.Kinematics.Local, "inputs", -1, group2.Index );
    // Connect first group.  Operator would start functioning immediately
    sop.ConnectToGroup( group1.Index, null1.Kinematics.Local );
    // Connect to the optional port
    sop.ConnectToGroup( 1, null2.Kinematics.Local);
    // This has no effect on null1
    Translate( null2, 1, -1, 1 );
    // This changes null1 rotation as well
    Rotate(null2, 90, -45, 0 ) ;
    // This operator constrains the rotation of the connected (target) object to the
    // rotation of the object connected through the second portgroup.
    function myexpr_Update( ctx, out, inlocal1, inlocal2 )
    {
            Application.LogMessage( "myexpr_Update: " + out.Name );
            Application.LogMessage( ""+(inlocal2) );
            var transfo = inlocal1.Value.Transform;
            // Is there an object connected to the 2nd group?
            if ( ctx.Operator.GetNumInstancesInGroup( 1 ) )
            {
                    var inlocal2 = ctx.Operator.PortAt( 0, 1, 0 );
                    // Is the port connected?
                    if ( inlocal2.IsConnected )
                    {
                            var rot = inlocal2.Value.Transform.Rotation;
                            transfo.SetRotation     ( rot );
                    }
            }
            out.Value.Transform = transfo;
    }

### See Also

Operator.DisconnectGroup UpdateConnectOnOp