ah I see.

so that would work - but the other problem I have than is that my gizmo should behave like a switch with dynamic inputs.

so that is pretty much it - I want to have a switch-node like gizmo .

Is that possible to do with gizmos?

cheers,
and sorry for not beeing clear in the first place :)

vincent




The name of a Gizmo becomes it's class. If you save a gizmo named "deBlur"
you get a Class "deBlur".

So nuke.allNodes("deBlur") would return all of the deBlur nodes/gizmos
present on that script.


On Wed, Jul 10, 2013 at 7:35 AM, Vincent Langer <
vincent.langer at filmakademie.de> wrote:

Yeah a bit - but I want:
nuke.selectedNode().Class()
to give me a specific node type.

I want to in search large scripts for my own nodes

nuke.allNodes('"myClass"')

or is there another way to tag certain nodes exept for the node naming?

cheers,
Vincent




----------------------------------------------------------------
This message was sent using IMP, the Internet Messaging Program.

_______________________________________________
Nuke-python mailing list
[email protected], http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python

Reply via email to