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

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