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
>

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