Thanks, guys! I'll try out those options.

On Friday, January 17, 2014, Nathan Rusch <[email protected]> wrote:

>   I have to agree with Ean that the simplest solution is probably to keep
> your own copy of the gizmo, and then just insert it higher on the plugin
> path so that when the pipe team updates the outside copy, your changes are
> preserved. Then, if you ever get a new version, you can use a diff-patch
> combo (or just a nice merge tool like p4merge) to integrate the changes
> without blowing your modifications away. Either that, or just have a talk
> with your pipe guys so they stop stepping on your toes...
>
> However, if you really want to change the node’s class, you can use a TCL
> loader script named with your alternate name, that loads the gizmo:
>
> # file: sample_test.tcl
> load sample
>
> With this file on your Nuke path, if you create a "sample_test" node, it
> will be an instance of the "sample" gizmo, but calling `node.Class()` on it
> will return "sample_test".
>
> You could even make in-place modifications to its knob values immediately
> if you were so inclined (though rewriting Python knob code could get
> tedious).
>
>
> -Nathan
>
>
>  *From:* Den Serras <javascript:_e({}, 'cvml', '[email protected]');>
> *Sent:* Friday, January 17, 2014 9:29 AM
> *To:* Nuke Python discussion <javascript:_e({}, 'cvml',
> '[email protected]');>
> *Subject:* [Nuke-python] Re: Change knob class
>
> 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]<javascript:_e({}, 
> 'cvml', '[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 <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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