Not sure if this is the case, but the other day I had an issue where I was not able to get path for cls uv properties. It was odd becuase it worked for a single object in a loop but not for others. The only solutions I found to use dynamic dispatch for the objects created. It totally solved the issue for me. But that is the case for python.
On Wed, Sep 19, 2012 at 7:50 PM, Eric Cosky <e...@cosky.com> wrote: > I assumed you were doing C++, which is what I was referring to. Sorry for > not making that clear.**** > > ** ** > > I don’t know if it’s available to scripting.**** > > ** ** > > ** ** > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind > *Sent:* Wednesday, September 19, 2012 4:44 PM > > *To:* softimage@listproc.autodesk.com > *Subject:* RE: Getting consistent path to property in scene**** > > ** ** > > I don’t see SIObject.GetUniqueName() in the scripting API.**** > > ** ** > > ** ** > > Matt**** > > ** ** > > ** ** > > ** ** > > ** ** > > *From:* softimage-boun...@listproc.autodesk.com [ > mailto:softimage-boun...@listproc.autodesk.com<softimage-boun...@listproc.autodesk.com>] > *On Behalf Of *Eric Cosky > *Sent:* Wednesday, September 19, 2012 4:28 PM > *To:* softimage@listproc.autodesk.com > *Subject:* RE: Getting consistent path to property in scene**** > > ** ** > > ** ** > > I’m not sure if this is helpful but it sounds like you may be able to do > what you need by their unique names (SIObject.GetUniqueName()) instead of > the standard full path. **** > > ** ** > > ** ** > > *From:* softimage-boun...@listproc.autodesk.com [ > mailto:softimage-boun...@listproc.autodesk.com<softimage-boun...@listproc.autodesk.com>] > *On Behalf Of *Matt Lind > *Sent:* Wednesday, September 19, 2012 4:12 PM > *To:* softimage@listproc.autodesk.com > *Subject:* Getting consistent path to property in scene**** > > ** ** > > I am trying to write an export/importer toolset. One of the tasks is to > dump the full path to animated parameters regardless of where they live in > the scene so they can be found/modified directly upon importing the data.* > *** > > ** ** > > Example:**** > > ** ** > > If an object called “George” has an animated texture projection, the paths > (via Parameter.FullName) to it’s translation parameters may look something > like this:**** > > ** ** > > > George.polymsh.cls.SampleCluster.Texture_Projection.Texture_Projection_Def.projtrsu > **** > > > George.polymsh.cls.SampleCluster.Texture_Projection.Texture_Projection_Def.projtrsv > **** > > > George.polymsh.cls.SampleCluster.Texture_Projection.Texture_Projection_Def.projtrsw > **** > > ** ** > > The problem is, if I use those strings with Dictionary.GetObject(), > Selection.SetAsText(), or any other method, Softimage throws an error > claiming the path is invalid. If I select the texture parameters directly > in the explorer, the script log records the following as the paths:**** > > ** ** > > > George.polymsh.cls.sample.clslist.SampleCluster.Texture_Projection.Texture_Projection_Def.projtrsu > **** > > > George.polymsh.cls.sample.clslist.SampleCluster.Texture_Projection.Texture_Projection_Def.projtrsv > **** > > > George.polymsh.cls.sample.clslist.SampleCluster.Texture_Projection.Texture_Projection_Def.projtrsw > **** > > ** ** > > Notice the extra ‘sample.clslist’ inserted in the middle.**** > > ** ** > > Using these paths, I can get a reference to the parameters using > Dictionary.GetObject(), Selection.SetAsText() and so on. **** > > ** ** > > ** ** > > The question is - how can I get those paths without requiring the user to > select the parameters in the scene?**** > > ** ** > > ** ** > > Matt**** > > ** ** > > ** ** > --