Thank you Nathan, that's awesome!

On Tue Dec 09 2014 at 6:12:04 PM Nathan Rusch <nathan_ru...@hotmail.com>
wrote:

>   nuke.plugins(nuke.ALL, '*.gizmo')
>
> -Nathan
>
>
>  *From:* Fredrik Averpil <fredrik.aver...@gmail.com>
> *Sent:* Tuesday, December 09, 2014 7:32 AM
> *To:* Nuke Python discussion <nuke-python@support.thefoundry.co.uk>
> *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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