Character Key sets are hierarchical. I think they only work with existing parameters but it's a potential way to organize...
On Tue, Feb 11, 2014 at 11:37 PM, Mathias N <mdawn...@gmail.com> wrote: > Evening > > I will be managing an obscene number of parameters, a number that requires > that I keep things somewhat structured rather than just dumping everything > into a single custom property. > > Since we are apparently unable to create hierarchies of parameters (see > https://groups.google.com/d/topic/xsi_list/OkUqJFjOqP0/discussion ) > my current plan is to use nested CustomProperties in the following manner: > > Gradient > Marker_1 > Red > Green > Blue > Marker_2 > Red > Green > ... > Where gradient and marker_1/marker_2 are custom properties, and > red/green/blue are parameters. > > I am primarily posting to ask whether there isn't a better way of doing > this, but assuming the answer to that is no, I was wonder if it is possible > to accomplish purely with C++. > > With scripting you would just use AddProp to create the CustomProperty, > setting the parent property as the input. > In C++ the only way to add a custom property is, as far as I can tell, by > calling AddCustomProperty, but this method is not available to a > CustomProperty as it is not derived from SceneItem. > > Calling the native AddProp to do the job wouldn't be much of a problem, > but I do prefer to keep my code, ehem, *pure*. Also not a fan of spamming > the console. > > Cheers >