Re: Executing a Command without undo (Scripting)

2017-01-14 Thread Martin
Thanks, I'm also using that Undo wrapping but it doesn't work with the Repeat 
command.

I ended up changing my code adding the refresh command in my Paste Weights and 
other commands I wanted to use with Repeat, and using them in the same plugin 
file.

The updated tool is here:
http://skymill.co.jp/tools/Softimage/mSkin/Manual/index.html

Martin
Sent from my iPhone

> On 14 Jan 2017, at 15:56, Steven Caron <car...@gmail.com> wrote:
> 
> Could you wrap your code with an OpenUndo/CloseUndo. Then all commands 
> between will be treated as one distinct command? I use it all the time to 
> collapse all commands into a single high-level command named "do man awesome 
> things" ;)
> 
> *written with my thumbs
> 
> On Jan 13, 2017 10:34 PM, "Martin" <furik...@gmail.com> wrote:
> I didn't know that difference in calling a command inside a function with 
> executecommand . It sounds like exactly what I need. I'll try it as soon as I 
> get to my office. Thanks !
> 
> Martin
> Sent from my iPhone
> 
>> On 14 Jan 2017, at 5:18, Matt Lind <speye...@hotmail.com> wrote:
>> 
>> If you could provide a code snippet, that would help.
>> 
>> Off the top of my head, I think you need to revise how you're calling 
>> GetWeights() inside your plugin.  If you just call it directly as var 
>> aWeights = GetWeights(), then that will be recorded as a discrete call in 
>> the script log and be affected by the undo/redo commands.   If you use 
>> Application.ExecuteCommand( "GetWeights", aArguments );, it will be 
>> considered just another line of code in your plugin.  This is likely what 
>> you're looking for.
>> 
>> There's a 3rd method to invoke a command from inside of a plugin, but I'd 
>> have to exhume a lot of old code to remember what that was.  Just be aware 
>> it exists.
>> 
>> 
>> Matt
>> 
>> 
>> 
>> Date: Fri, 13 Jan 2017 20:55:57 +0900
>> From: Martin <furik...@gmail.com>
>> Subject: Re: Executing a Command without undo (Scripting)
>> To: "Official Softimage Users Mailing List.
>> 
>> Thanks for your answer.
>> 
>> I had the misconception that the undo stack was related with the repeat 
>> command. I realized it isn't.
>> 
>> I have a jscript command that gives me the weights array to work it on my 
>> python plugin because getting the array in Python is like 3 times slower.
>> 
>> I use this command to refresh my weights GUI so not being able to undo it 
>> shouldn't give any problems since it isn't changing anything.
>> 
>> So I use another command like paste weights and then my refresh command run 
>> automatically and I can't repeat my paste weights command because the last 
>> command was the Jscript GetWeights.
>> 
>> 
>> 
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Re: Executing a Command without undo (Scripting)

2017-01-13 Thread Steven Caron
Could you wrap your code with an OpenUndo/CloseUndo. Then all commands
between will be treated as one distinct command? I use it all the time to
collapse all commands into a single high-level command named "do man
awesome things" ;)

*written with my thumbs

On Jan 13, 2017 10:34 PM, "Martin" <furik...@gmail.com> wrote:

I didn't know that difference in calling a command inside a function with
executecommand . It sounds like exactly what I need. I'll try it as soon as
I get to my office. Thanks !

Martin
Sent from my iPhone

On 14 Jan 2017, at 5:18, Matt Lind <speye...@hotmail.com> wrote:

If you could provide a code snippet, that would help.

Off the top of my head, I think you need to revise how you're calling
GetWeights() inside your plugin.  If you just call it directly as var
aWeights = GetWeights(), then that will be recorded as a discrete call in
the script log and be affected by the undo/redo commands.   If you use
Application.ExecuteCommand( "GetWeights", aArguments );, it will be
considered just another line of code in your plugin.  This is likely what
you're looking for.

There's a 3rd method to invoke a command from inside of a plugin, but I'd
have to exhume a lot of old code to remember what that was.  Just be aware
it exists.


Matt



Date: Fri, 13 Jan 2017 20:55:57 +0900
From: Martin <furik...@gmail.com>
Subject: Re: Executing a Command without undo (Scripting)
To: "Official Softimage Users Mailing List.

Thanks for your answer.

I had the misconception that the undo stack was related with the repeat
command. I realized it isn't.

I have a jscript command that gives me the weights array to work it on my
python plugin because getting the array in Python is like 3 times slower.

I use this command to refresh my weights GUI so not being able to undo it
shouldn't give any problems since it isn't changing anything.

So I use another command like paste weights and then my refresh command run
automatically and I can't repeat my paste weights command because the last
command was the Jscript GetWeights.



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Re: Executing a Command without undo (Scripting)

2017-01-13 Thread Martin
I didn't know that difference in calling a command inside a function with 
executecommand . It sounds like exactly what I need. I'll try it as soon as I 
get to my office. Thanks !

Martin
Sent from my iPhone

> On 14 Jan 2017, at 5:18, Matt Lind <speye...@hotmail.com> wrote:
> 
> If you could provide a code snippet, that would help.
> 
> Off the top of my head, I think you need to revise how you're calling 
> GetWeights() inside your plugin.  If you just call it directly as var 
> aWeights = GetWeights(), then that will be recorded as a discrete call in 
> the script log and be affected by the undo/redo commands.   If you use 
> Application.ExecuteCommand( "GetWeights", aArguments );, it will be 
> considered just another line of code in your plugin.  This is likely what 
> you're looking for.
> 
> There's a 3rd method to invoke a command from inside of a plugin, but I'd 
> have to exhume a lot of old code to remember what that was.  Just be aware 
> it exists.
> 
> 
> Matt
> 
> 
> 
> Date: Fri, 13 Jan 2017 20:55:57 +0900
> From: Martin <furik...@gmail.com>
> Subject: Re: Executing a Command without undo (Scripting)
> To: "Official Softimage Users Mailing List.
> 
> Thanks for your answer.
> 
> I had the misconception that the undo stack was related with the repeat 
> command. I realized it isn't.
> 
> I have a jscript command that gives me the weights array to work it on my 
> python plugin because getting the array in Python is like 3 times slower.
> 
> I use this command to refresh my weights GUI so not being able to undo it 
> shouldn't give any problems since it isn't changing anything.
> 
> So I use another command like paste weights and then my refresh command run 
> automatically and I can't repeat my paste weights command because the last 
> command was the Jscript GetWeights.
> 
> 
> 
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> "unsubscribe" in the subject, and reply to confirm.
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Re: Executing a Command without undo (Scripting)

2017-01-13 Thread Matt Lind
If you could provide a code snippet, that would help.

Off the top of my head, I think you need to revise how you're calling 
GetWeights() inside your plugin.  If you just call it directly as var 
aWeights = GetWeights(), then that will be recorded as a discrete call in 
the script log and be affected by the undo/redo commands.   If you use 
Application.ExecuteCommand( "GetWeights", aArguments );, it will be 
considered just another line of code in your plugin.  This is likely what 
you're looking for.

There's a 3rd method to invoke a command from inside of a plugin, but I'd 
have to exhume a lot of old code to remember what that was.  Just be aware 
it exists.


Matt



Date: Fri, 13 Jan 2017 20:55:57 +0900
From: Martin <furik...@gmail.com>
Subject: Re: Executing a Command without undo (Scripting)
To: "Official Softimage Users Mailing List.

Thanks for your answer.

I had the misconception that the undo stack was related with the repeat 
command. I realized it isn't.

I have a jscript command that gives me the weights array to work it on my 
python plugin because getting the array in Python is like 3 times slower.

I use this command to refresh my weights GUI so not being able to undo it 
shouldn't give any problems since it isn't changing anything.

So I use another command like paste weights and then my refresh command run 
automatically and I can't repeat my paste weights command because the last 
command was the Jscript GetWeights.



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Re: Executing a Command without undo (Scripting)

2017-01-13 Thread Martin
Thanks for your answer.

I had the misconception that the undo stack was related with the repeat 
command. I realized it isn't.

I have a jscript command that gives me the weights array to work it on my 
python plugin because getting the array in Python is like 3 times slower.

I use this command to refresh my weights GUI so not being able to undo it 
shouldn't give any problems since it isn't changing anything.

So I use another command like paste weights and then my refresh command run 
automatically and I can't repeat my paste weights command because the last 
command was the Jscript GetWeights.


Martin
Sent from my iPhone

> On 13 Jan 2017, at 19:42, Matt Lind <speye...@hotmail.com> wrote:
> 
> First question is - why on earth do you need to not leave a trace in the 
> undo stack?  What are you doing that requires this line of thinking in 
> execution?
> 
> To answer your question - only the Softimage developers know for sure, but I 
> don't think it's possible.  If it were, I would think it would open a big 
> can of worms leading to lots of problems you really don't want to deal with 
> as you're basically asking Softimage to selectively ignore something while 
> still going about it's business as if nothing happened.
> 
> The problem is anything you do in the application has many dependencies 
> which are linked and synchronized.  If you have to undo operations, that 
> dependency chain gets all messed up as undoing operations will lead to a 
> situation where the 'undo' will create a scenario that never existed in the 
> first place.  For example, create a cube, subdivide it with the dice option, 
> extrude one polygon with 10 subdivisions, delete one of the subdivisions, 
> then smooth the mesh.  Oh, and tell Softimage to remove the dice operation 
> from the undo stack as if it never happened, but keep the results it 
> produced.  The minute you undo past the extrude operation, you'll 
> essentially rewrite history of the scene because the extrusion is dependent 
> on the outcome of the dice operation to know which polygon to extrude.  If 
> the polygon chosen has an index greater than 5, then it's not physically 
> possible to undo the extrude because a cube only has 6 polygons in range 
> [0...5].  Softimage would likely freak out trying to resolve this problem 
> and crash.  If it survived, I'm pretty sure you wouldn't want to the data as 
> it would likely be very corrupted.  A host of other issues are possible too.
> 
> The commands you found only address whether the execution of a command 
> appears in the script history log, or whether they can be undone by a single 
> key stroke vs. multiple key strokes.  That is not the same as the undo stack 
> which records the state of the scene.
> 
>> From experience I'll say if you ever have to consider undo as a necessary 
> step in your workflow, then something is very, very wrong with your plan.
> 
> Matt
> 
> 
> 
> 
> Date: Thu, 12 Jan 2017 17:44:52 +0900
> From: Martin Yara <furik...@gmail.com>
> Subject: Executing a Command without undo (Scripting)
> To: "softimage@listproc.autodesk.com"
> 
> Hi,
> 
> Is it possible, in Scripting, to execute a command without leaving a trace
> in the undo stack?
> 
> I want to execute 2 commands a() and b() in that order, but I want to be
> able to use Repeat to use a() again, not b().
> 
> b() command is only a command to get data so it shouldn't break anything if
> I skip that command when undoing or repeating.
> 
> I've found 'TermUndoRedo' in the SDK manual but it is only for C++ API.
> 
> Thanks
> 
> Martin 
> 
> 
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Re: Executing a Command without undo (Scripting)

2017-01-13 Thread Matt Lind
First question is - why on earth do you need to not leave a trace in the 
undo stack?  What are you doing that requires this line of thinking in 
execution?

To answer your question - only the Softimage developers know for sure, but I 
don't think it's possible.  If it were, I would think it would open a big 
can of worms leading to lots of problems you really don't want to deal with 
as you're basically asking Softimage to selectively ignore something while 
still going about it's business as if nothing happened.

The problem is anything you do in the application has many dependencies 
which are linked and synchronized.  If you have to undo operations, that 
dependency chain gets all messed up as undoing operations will lead to a 
situation where the 'undo' will create a scenario that never existed in the 
first place.  For example, create a cube, subdivide it with the dice option, 
extrude one polygon with 10 subdivisions, delete one of the subdivisions, 
then smooth the mesh.  Oh, and tell Softimage to remove the dice operation 
from the undo stack as if it never happened, but keep the results it 
produced.  The minute you undo past the extrude operation, you'll 
essentially rewrite history of the scene because the extrusion is dependent 
on the outcome of the dice operation to know which polygon to extrude.  If 
the polygon chosen has an index greater than 5, then it's not physically 
possible to undo the extrude because a cube only has 6 polygons in range 
[0...5].  Softimage would likely freak out trying to resolve this problem 
and crash.  If it survived, I'm pretty sure you wouldn't want to the data as 
it would likely be very corrupted.  A host of other issues are possible too.

The commands you found only address whether the execution of a command 
appears in the script history log, or whether they can be undone by a single 
key stroke vs. multiple key strokes.  That is not the same as the undo stack 
which records the state of the scene.

>From experience I'll say if you ever have to consider undo as a necessary 
step in your workflow, then something is very, very wrong with your plan.

Matt




Date: Thu, 12 Jan 2017 17:44:52 +0900
From: Martin Yara <furik...@gmail.com>
Subject: Executing a Command without undo (Scripting)
To: "softimage@listproc.autodesk.com"

Hi,

Is it possible, in Scripting, to execute a command without leaving a trace
in the undo stack?

I want to execute 2 commands a() and b() in that order, but I want to be
able to use Repeat to use a() again, not b().

b() command is only a command to get data so it shouldn't break anything if
I skip that command when undoing or repeating.

I've found 'TermUndoRedo' in the SDK manual but it is only for C++ API.

Thanks

Martin 


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Re: Executing a Command without undo (Scripting)

2017-01-13 Thread Martin Yara
I can't find a solution to this but I finally understood 2 things:

The Cmd.SetFlag(262144,false) makes the command undoable, but if this
command is using other commands inside, they will be undoable.
This Flag don't affect at all Repeat last command.

Is there anyway to manipulate, or manually set which command Repeat should
use as the last executed command?

Martin

On Thu, Jan 12, 2017 at 7:53 PM, Martin Yara  wrote:

> Thanks for your answer.
>
> I tried that but it resets all the Undo History so both a() and b() won't
> be undoable.
> And worst, b() is still in the Repeat list.
>
> I want to keep a() undoable and repeatable while making b() invisible.
>
> It seems to work fine when b() is called by an event, undo and repeat will
> ignore the event. A workaround would probably be using a few onEndCommand
> events.
>
> Martin
>
> On Thu, Jan 12, 2017 at 7:42 PM, Alok Gandhi 
> wrote:
>
>> You can set
>> preferences.General.undo': 0
>> before calling b().
>>
>> In python this can be easily done through a decorator
>> 
>>
>>
>> On Thu, Jan 12, 2017 at 6:20 PM, Martin Yara  wrote:
>>
>>> I've found SetFlag(262144, false) in an old message in the list but I
>>> don't understand how does it work.
>>>
>>> I create a command a() with these flags in JScript.
>>> oCmd.SetFlag(siNoLogging,true);
>>> oCmd.SetFlag(siSupportsKeyAssignment,false) ;
>>> oCmd.SetFlag(262144,false);
>>> Just like the commands inside GlobalVarPlugin.js from the Softimage
>>> Commands folder..
>>>
>>> The command does a simple duplicate Component, just for testing.
>>>
>>> Then I execute:
>>>
>>> Translate("",0,0,1)
>>> a()
>>>
>>> As expected, it moves the selected point and then, duplicate it.
>>> If I use Repeat, it repeats a()
>>> If I undo, it undoes a(), and if undo again it undoes Translate.
>>>
>>> So I don't see any change with a not flagged command.
>>>
>>> Is this behavior normal? I though it wouldn't undo the a() command and
>>> hoped that Repeat would ignore it too, but i doesn't.
>>>
>>>
>>> Martin
>>>
>>>
>>>
>>>
>>> On Thu, Jan 12, 2017 at 5:44 PM, Martin Yara  wrote:
>>>
 Hi,

 Is it possible, in Scripting, to execute a command without leaving a
 trace in the undo stack?

 I want to execute 2 commands a() and b() in that order, but I want to
 be able to use Repeat to use a() again, not b().

 b() command is only a command to get data so it shouldn't break
 anything if I skip that command when undoing or repeating.

 I've found 'TermUndoRedo' in the SDK manual but it is only for C++ API.

 Thanks

 Martin

>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
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>>
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>>
>
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Re: Executing a Command without undo (Scripting)

2017-01-12 Thread Martin Yara
Thanks for your answer.

I tried that but it resets all the Undo History so both a() and b() won't
be undoable.
And worst, b() is still in the Repeat list.

I want to keep a() undoable and repeatable while making b() invisible.

It seems to work fine when b() is called by an event, undo and repeat will
ignore the event. A workaround would probably be using a few onEndCommand
events.

Martin

On Thu, Jan 12, 2017 at 7:42 PM, Alok Gandhi 
wrote:

> You can set
> preferences.General.undo': 0
> before calling b().
>
> In python this can be easily done through a decorator
> 
>
>
> On Thu, Jan 12, 2017 at 6:20 PM, Martin Yara  wrote:
>
>> I've found SetFlag(262144, false) in an old message in the list but I
>> don't understand how does it work.
>>
>> I create a command a() with these flags in JScript.
>> oCmd.SetFlag(siNoLogging,true);
>> oCmd.SetFlag(siSupportsKeyAssignment,false) ;
>> oCmd.SetFlag(262144,false);
>> Just like the commands inside GlobalVarPlugin.js from the Softimage
>> Commands folder..
>>
>> The command does a simple duplicate Component, just for testing.
>>
>> Then I execute:
>>
>> Translate("",0,0,1)
>> a()
>>
>> As expected, it moves the selected point and then, duplicate it.
>> If I use Repeat, it repeats a()
>> If I undo, it undoes a(), and if undo again it undoes Translate.
>>
>> So I don't see any change with a not flagged command.
>>
>> Is this behavior normal? I though it wouldn't undo the a() command and
>> hoped that Repeat would ignore it too, but i doesn't.
>>
>>
>> Martin
>>
>>
>>
>>
>> On Thu, Jan 12, 2017 at 5:44 PM, Martin Yara  wrote:
>>
>>> Hi,
>>>
>>> Is it possible, in Scripting, to execute a command without leaving a
>>> trace in the undo stack?
>>>
>>> I want to execute 2 commands a() and b() in that order, but I want to be
>>> able to use Repeat to use a() again, not b().
>>>
>>> b() command is only a command to get data so it shouldn't break anything
>>> if I skip that command when undoing or repeating.
>>>
>>> I've found 'TermUndoRedo' in the SDK manual but it is only for C++ API.
>>>
>>> Thanks
>>>
>>> Martin
>>>
>>
>>
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>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
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Re: Executing a Command without undo (Scripting)

2017-01-12 Thread Alok Gandhi
You can set
preferences.General.undo': 0
before calling b().

In python this can be easily done through a decorator



On Thu, Jan 12, 2017 at 6:20 PM, Martin Yara  wrote:

> I've found SetFlag(262144, false) in an old message in the list but I
> don't understand how does it work.
>
> I create a command a() with these flags in JScript.
> oCmd.SetFlag(siNoLogging,true);
> oCmd.SetFlag(siSupportsKeyAssignment,false) ;
> oCmd.SetFlag(262144,false);
> Just like the commands inside GlobalVarPlugin.js from the Softimage
> Commands folder..
>
> The command does a simple duplicate Component, just for testing.
>
> Then I execute:
>
> Translate("",0,0,1)
> a()
>
> As expected, it moves the selected point and then, duplicate it.
> If I use Repeat, it repeats a()
> If I undo, it undoes a(), and if undo again it undoes Translate.
>
> So I don't see any change with a not flagged command.
>
> Is this behavior normal? I though it wouldn't undo the a() command and
> hoped that Repeat would ignore it too, but i doesn't.
>
>
> Martin
>
>
>
>
> On Thu, Jan 12, 2017 at 5:44 PM, Martin Yara  wrote:
>
>> Hi,
>>
>> Is it possible, in Scripting, to execute a command without leaving a
>> trace in the undo stack?
>>
>> I want to execute 2 commands a() and b() in that order, but I want to be
>> able to use Repeat to use a() again, not b().
>>
>> b() command is only a command to get data so it shouldn't break anything
>> if I skip that command when undoing or repeating.
>>
>> I've found 'TermUndoRedo' in the SDK manual but it is only for C++ API.
>>
>> Thanks
>>
>> Martin
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: Executing a Command without undo (Scripting)

2017-01-12 Thread Martin Yara
I've found SetFlag(262144, false) in an old message in the list but I don't
understand how does it work.

I create a command a() with these flags in JScript.
oCmd.SetFlag(siNoLogging,true);
oCmd.SetFlag(siSupportsKeyAssignment,false) ;
oCmd.SetFlag(262144,false);
Just like the commands inside GlobalVarPlugin.js from the Softimage
Commands folder..

The command does a simple duplicate Component, just for testing.

Then I execute:

Translate("",0,0,1)
a()

As expected, it moves the selected point and then, duplicate it.
If I use Repeat, it repeats a()
If I undo, it undoes a(), and if undo again it undoes Translate.

So I don't see any change with a not flagged command.

Is this behavior normal? I though it wouldn't undo the a() command and
hoped that Repeat would ignore it too, but i doesn't.


Martin




On Thu, Jan 12, 2017 at 5:44 PM, Martin Yara  wrote:

> Hi,
>
> Is it possible, in Scripting, to execute a command without leaving a trace
> in the undo stack?
>
> I want to execute 2 commands a() and b() in that order, but I want to be
> able to use Repeat to use a() again, not b().
>
> b() command is only a command to get data so it shouldn't break anything
> if I skip that command when undoing or repeating.
>
> I've found 'TermUndoRedo' in the SDK manual but it is only for C++ API.
>
> Thanks
>
> Martin
>
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Executing a Command without undo (Scripting)

2017-01-12 Thread Martin Yara
Hi,

Is it possible, in Scripting, to execute a command without leaving a trace
in the undo stack?

I want to execute 2 commands a() and b() in that order, but I want to be
able to use Repeat to use a() again, not b().

b() command is only a command to get data so it shouldn't break anything if
I skip that command when undoing or repeating.

I've found 'TermUndoRedo' in the SDK manual but it is only for C++ API.

Thanks

Martin
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