Interesting idea Alan - thanks for this. Can't apply it to this particular thing I am doing now (topo, or anything can change), but I'll save it for the future.
On 4 June 2013 15:25, Alan Fregtman <alan.fregt...@gmail.com> wrote: > At work I use a topology hash which I base off a string composed of either > boundingbox and component counts, or if there's collisions from similar > objects, the whole position array in local space. > > I use SHA1 for the hashing as it's a teensy bit faster to compute than > MD5, but both of those have known to have had collision flaws, so ideally > one should use something fancier. > > As long as the topo stays the same, it makes it super easy to track > renamed meshes or whatever. > > > > On Tue, Jun 4, 2013 at 7:57 AM, Michal Doniec <doni...@gmail.com> wrote: > >> That's what I've been doing (I use properties instead of annotation but >> the principle is the same), maybe there is no need to change after all :) >> >> >> On 4 June 2013 12:52, Sandy Sutherland <sandy.mailli...@gmail.com> wrote: >> >>> Create an annotation and write a ID into that - we used that in our >>> asset system, worked fine for us. >>> >>> S. >>> >>> >>> On 2013/06/04 12:49 PM, Michal Doniec wrote: >>> >>>> Hi, >>>> >>>> Is there any obvious way I am missing which would allow me to identify >>>> objects in the scene, but not by name? >>>> Something like ObjectID, but persistent between scene saves and loads. >>>> I can generate UUID or something similar using "ObjectAdded" event and >>>> store custom property but I'd rather avoid it. >>>> >>>> I want to be able to track objects regardless if they were renamed or >>>> not. >>>> >>>> -- >>>> ---------- >>>> Michal >>>> http://uk.linkedin.com/in/**mdoniec <http://uk.linkedin.com/in/mdoniec> >>>> >>> >>> >> >> >> -- >> ---------- >> Michal >> http://uk.linkedin.com/in/mdoniec >> > > -- ---------- Michal http://uk.linkedin.com/in/mdoniec