Well, it’s a bit more than just a function...

What I’ve done previously is to attach a hidden text knob to each Grizmo, with 
a consistent name, whose value holds the custom class (including version). The 
other part of it is a Python class that manages callback registration for the 
different Nuke slots, one level removed from Nuke’s per-class callbacks.

Then I just add a callback function in each Nuke callback slot that operates on 
a node class, set to operate on Groups. It basically loops through the Group 
nodes in the script, tests for the hidden class knob, and if it is found, 
passes that knob’s value and the name of the currently executing callback slot 
through to the management class to check for registrations matching those 
criteria and call them accordingly.

-Nathan



From: sh4dow 
Sent: Tuesday, September 04, 2012 12:48 AM
To: [email protected] 
Subject: [Nuke-python] Re: Assigning a custom nodeclass to a gizmo?

      Diogo Girondi wrote:  
      Managing revisions and versions of grizmos in scripts that are being 
versioned themselves can quickly become a real nightmare.  


Well but what about opening an old comp that uses a gizmo that has been 
changed? An artist should always be able to rely on the fact that whatever he 
used in the comp still works as it did back when he first created it.

And of course not every little gizmo people create may make it to a company's 
repository right away, in which case grizmos help should it be necessary for a 
different artist to edit a comp.

@ NathanR:

So what function can be used to change class names?


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