That makes sense... It's just a shame that it means that I can't do what I
was trying to do here!

Cheers


On 2 April 2013 16:53, Jonathan Egstad <[email protected]> wrote:

> fwiw, the reason for this is that libDDImage.so was intended for use in
> more than one app, which is why it doesn't contain all the functionality of
> Nuke itself.
> At DD it was/is used as the image support lib (like OIIO) for a variety of
> apps, with tighter hooks into Nuke itself.  This way other apps built on it
> automatically pick up any new DDImage plugins/readers/writers written for
> Nuke without needing to be recompiled.
>
> -jonathan
>
>
> On Apr 2, 2013, at 1:48 AM, Hugh Macdonald wrote:
>
> Hi Jonathan,
>
> Thanks for that.  It's a shame that this functionality isn't released - I
> do still hark back to the Shake SDK that allowed you to pretty much have
> access to everything.
>
> I was hoping to avoid having to completely parse the gizmo myself... This
> is a side project, though, so it may have to go on the back-burner for a
> bit.
>
>
> Cheers
>
>
> On 1 April 2013 17:24, Jonathan Egstad <[email protected]> wrote:
>
>> Hi Hugh,
>>
>> Since all the script/expression parsing is done in Nuke and not DDImage
>> it's probably easier to do this via TCL or Python in Nuke and not though
>> the DDImage plugin interface.
>>
>> I think the problem you'll run into is that creating a Node via the
>> script interface won't return you an Op* and the 'Node' class in DDImage is
>> an opaque pointer into the Nuke class.  To my knowledge, even if you do
>> create the Nodes via the script interface there's no way to get their Ops
>> via DDImage.
>>
>> So I think you'll need to write your own parser the break the script text
>> down into Op/Knob sets and instantiate/set them that way.  If there's split
>> knobs or expression bindings you'll still need to use the
>> Knob::script_command() interface to parse that text.
>>
>> Cheers,
>> -jonathan
>>
>>
>> On Mar 31, 2013, at 11:45 AM, Hugh Macdonald wrote:
>>
>> > Hi,
>> >
>> > I've dealt with embedding standard Nuke nodes inside a plugin in order
>> to do some kind of pre-processing, but I'm wanting to do the same, but with
>> a predefined group.
>> >
>> > I have the group definition as a string (let's say something like the
>> below, although this is a simplified example, that could very easily be
>> implemented without the group)
>> >
>> > Right now, I can create nodes using:
>> >
>> > Iop *transform = dynamic_cast<Iop*>(Iop::create("Transform"));
>> >
>> > But what I'm trying to do is something along the lines of:
>> >
>> > Iop *myGroup = dynamic_cast<Iop*>(Iop::createGroup(groupDefinition));
>> >
>> > Where 'groupDefinition' is the string below. I would then have access
>> to the inputs, result and knobs defined in the group.
>> >
>> >
>> > Any ideas?
>> >
>> > Thanks
>> >
>> > Hugh
>> >
>> >
>> > Group {
>> >  name Group1
>> >  selected true
>> >  xpos -868
>> >  ypos 361
>> >  addUserKnob {20 User}
>> >  addUserKnob {41 multiply T Grade3.multiply}
>> >  addUserKnob {41 size T Blur3.size}
>> > }
>> >  Input {
>> >   inputs 0
>> >   name Input1
>> >   xpos -445
>> >   ypos 459
>> >  }
>> >  Grade {
>> >   name Grade3
>> >   xpos -445
>> >   ypos 499
>> >  }
>> >  Blur {
>> >   name Blur3
>> >   xpos -445
>> >   ypos 525
>> >  }
>> >  Output {
>> >   name Output1
>> >   xpos -445
>> >   ypos 625
>> >  }
>> > end_group
>> >
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