Heh, that's a nice trick I shall be using for some other stuff. Thanks Nathan.
On Fri, Jan 17, 2014 at 6:57 PM, 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 <[email protected]> > *Sent:* Friday, January 17, 2014 9:29 AM > *To:* Nuke Python discussion <[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]> 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 >>> >>> >>> _______________________________________________ >>> Nuke-python mailing list >>> javascript:_e({}, 'cvml', '[email protected]');, >>> http://forums.thefoundry.co.uk/ >>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python >>> >>> >> >> >> -- >> >> > ------------------------------ > _______________________________________________ > Nuke-python mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python > > > _______________________________________________ > Nuke-python mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python > > --
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