Thank you for responding! I have used that trick, but I'm trying to avoid
it here because the other FX house tends to send us copies of the gizmo
regularly and when they do our Pipe team unknowingly overwrites my hack.
Therefore a better option, i think, is to have a different gizmo. It's easy
to change the class in the script by editing the .nk itself, which is what
I have the artists doing now, but I wonder if there's a way I can do the
same thing completely inside Nuke...

On Friday, January 17, 2014, Ean Carr <[email protected]> wrote:

> Hey Den,
>
> Not sure I understand your problem exactly... but here goes. You shouldn't
> need to script anything in python to actually replace the gizmo with your
> own version. A gizmo, by definition, allows you to do that simply by
> swapping out the gizmo file in the plugin path with a new one of the
> identical name. So just name your replacement version "sample.gizmo" and
> it'll be loaded instead of the original on any script load which references
> it. If your version has the same knob names and types, Nuke should maintain
> the right values.
>
> -Ean
>
>
> On Thu, Jan 16, 2014 at 5:33 PM, Den Serras 
> <[email protected]<javascript:_e({}, 'cvml', '[email protected]');>
> > wrote:
>
>> Morning everyone,
>>
>> I have to work with .NKs sent from a different VFX house with a very
>> different pipeline, and that includes a gizmo with some python that looks
>> to their environment variables. I have built a duplicate of that node that
>> fixes the code, and I'd like to be able to pass to my team a script that
>> would easily change the gizmo from one to the other without having to worry
>> about values changing. My idea is to change the Class() from "sample.gizmo"
>> to "sample_fix.gizmo", but I can't get that to work other than just to
>> change the .nk file outside of Nuke. Any thoughts?
>>
>> Thanks!
>> Den
>>
>>
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>>
>>
>
>
> --
>
>
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