nuke.plugins(nuke.ALL, '*.gizmo')

-Nathan



From: Fredrik Averpil 
Sent: Tuesday, December 09, 2014 7:32 AM
To: Nuke Python discussion 
Subject: Re: [Nuke-python] Finding location of gizmos/scripts from within Nuke?

That's true, and I realize the difficulty in getting this 100% reliable. 
In the past, artists have downloaded gizmos, plugins etc and installed them 
locally, which collide with plugins which are loaded from a network 
installation via init.py. Versionitis, if you will.

And primarily, this is to avoid malfunction of plugins on workstations. I'm 
tracking this now by walking the nuke.pluginPath() and raising a warning in 
case a local path has been found which is not among the local paths we consider 
being valid/approved local paths. Works okay.

Thanks for the help,
Fredrik

On Tue Dec 09 2014 at 3:14:30 PM Erwan Leroy <er...@erwanleroy.com> wrote:

  Also, if it's a nuke script they imported and not a gizmo, you won't be able 
to make the difference with their original scripts as it would just be 
copy/pasted in and look similar to real code. 
  Is it a matter of not having some plugins installed on the farm? Or render 
errors/corrupted channels?

  On 9 Dec 2014 21:55, "Johannes Hezer" <j.he...@studiorakete.de> wrote:

    Hi 
    you can run through nuke.pluginPath and glob for *.gizmo...
    (I dont have a nuke in front of me but sth like this)
    foundGizmos = list()
    for path in nuke.pluginPath:
        foundGizmos += glob.glob(os.path.join(path,'*.gizmo'))

    Then compare that to all node classes in the comp ?
    Cheers
    Johannes


    Am 12/9/14 13:39 PM, schrieb Fredrik Averpil:

      This check is part of a bigger validation process our nuke comps needs to 
pass here before being sent off to the render farm.

      I want to make sure no artists have installed any custom gizmos, scripts 
etc outside of a certain network share location where it is allowed. You 
initial suggestion kind of solves my problem, as I assume artists won't touch 
the init.py or the menu.py. 

      However, it would have been nice to be able to list all plugins and all 
gizmos, even the ones that was imported through init.py or menu.py.

      Regards,
      Fredrik


      On Tue Dec 09 2014 at 1:14:04 PM Erwan Leroy <er...@erwanleroy.com> wrote:

        Oh.. I've only ever used it on a script that gets run after nuke is up 
and running. (To check what gizmos are actually used in the scene, rather than 
what gets loaded from any of the init/menu.py).

        Not sure what would be the answer to you at the moment. What are you 
trying to achieve exactly?
        Maybe looping through nuke.pluginPath(), listing any init.py or menu.py 
in there and look into there for import statements? (Sounds like a bad idea 
though)

        On 9 Dec 2014 19:53, "Fredrik Averpil" <fredrik.aver...@gmail.com> 
wrote:

          Thanks Erwan,

          This is nice. However, I notice the command does not return any of 
the plugins / gizmos / scripts loaded from within init.py. 

          From init.py, I'm adding scripts and gizmos using 
nuke.pluginAppendPath(). Should I load the plugins / gizmos / scripts in a 
different way to be able to list them using the nuke.plugins() command?

          // Fredrik




          On Tue Dec 09 2014 at 12:12:12 PM Erwan Leroy <er...@erwanleroy.com> 
wrote:

            nuke.plugins(0,'*.gizmo')

            On 9 Dec 2014 18:23, "Fredrik Averpil" <fredrik.aver...@gmail.com> 
wrote:

              Hi, 

              I'm trying to figure out whether I can find the location of all 
loaded plugins, scripts, gizmos from within Nuke.

              Any ideas?

              Regards,
              Fredrik


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