nope he is right.
only stuff assigned to the toolbar shows up in the tab menu.
you can still have stuff living in your plugin path for backwards compatibility but not assign it to the "Nodes" menu (aka toolbar).

In that case you can still hit "x" and type the name of the gizmo or script you are after.

In other words:
"x" will find anything in the plugin path while "tab" only shows things from the Nodes menu (and the "Nuke" menu)



On 10/19/12 8:55 PM, John RA Benson wrote:
that would be hit 'tab' instead of X i think?

In any case, most of the time people here seem to reach for the tab key and type a few letters to get the node, so we see Camera and Camera2, for instance ("which one do I use?"). Our custom nodes are versioned the same way: CustomNode, CustomNode_1 or whatever. I want to completely prevent them from using CustomNode, but the tab key shows both when they start typing for the node they are looking for.

We do have the "all plugins update" code in our startup py files though (I think in several places). I'll see if removing it lets some of the nodes stay invisible.

thanks -
JRAB

On 10/18/2012 09:03 PM, J Bills wrote:
Hi JRAB - you should be able to place the gizmo in your Nuke path and
just not make any calls to it or add it to the toolbar.

This will let legacy scripts use it but it won't show up in the
interface otherwise. (unless you hit X and type the name explicitly or
do an "all plugins" update)

Be careful of auto-scripts and pipeline tools that add stuff to the
toolbar dynamically if the gizmo is placed in certain paths - pretty
much everywhere I've worked has had that set up which means you'll
have to find a home outside of that system for something like this.


On Thu, Oct 18, 2012 at 9:25 AM, John RA Benson
<[email protected]>  wrote:
Hello -

is there any good way to make obsolete nodes invisible? Sure, not adding it to the menus hides it a bit, but you can still find it with a tab. We can't
remove them or it will break old scripts.

thanks
JRAB
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