I like your ideas, Chris. Along those lines, a while ago I made a custom
nuke.Layer function here that disallows adding any channels to built-in
layers. -Ean

On Fri, Nov 25, 2011 at 12:27 PM, chris <ze.m...@gmx.net> wrote:

> 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, den...@rebelsofdesign.com (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, "pixelcowbo...@gmail.com" <
>> pixelcowbo...@gmail.com> 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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