hmm, i can see that is kinda hard to solve this issue without crippling functionality... however, corrupted scripts are no fun either.

it seems to me that it adding unnecessary channels could greatly reduced by some confirmation/warnings boxes...like:

if you paste some code into a script that will add new channels, pop up a dialog panel showing which channels will be added, with a "yes" "cancel" "strip channels" button

and similarly, if you export a gizmo with custom channels, show a dialog with all the channels listed.

btw, is there a good reason why rbga.customLayers should be even allowed? (as those seem to often cause troubles)

i don't often work with a lot of channels, so maybe this options are not really practical for other typical workloads. one could always add an option in the preference to turn those warnings off i guess.

just some thoughts
++ chris

ps: i also like the idea of feature 15561
- Don't generate channel adds at save when the channels are not referenced in the script.




On 11/24/11 at 10:32 PM, [email protected] (Dennis Steinschulte) wrote:

I got an answer from the foundry support team. It's not a
bug and they can't see a solver for this issue because it
seems to be a third party plugin thing. They have read
this mailing list about this topic and will think about
the creation of channels, though. I don't have the mail at
hand now, but I'll post post the whole answer (incl bugID)
in about 12 hours. Cheers Dennis


On 24.11.2011, at 21:03, "[email protected]" <[email protected]> wrote:

I'm still not sure that this breaks anything, but it
might... My main
thing though is that we should have the ability to
remove/rename
channels from the script through python, for example (not
just add
them, like it works now).

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