hello,
you can add an expression to you the knobChanged of your node, like:
set cut_paste_input [stack 0]
version 7.0 v5
push $cut_paste_input
NoOp {
name NoOp1
knobChanged
\nn=nuke.thisNode()\ntc=n\['tile_color']\nk=n\['color'].getValue()\nenumColor
= \[ \[1, 0, 0] ,\[0, 1, 0] ,\[0, 0,
Here is something to get you
started:
http://pastebin.com/2SbLf5PH
This adds a callback for
nodes of class "NoOp", which you will have to change to react to
your gizmo class or whatever other node you want this to work
with.
Have
Awesome! Thanks guys I'll have a look at this!
On Sat, Mar 15, 2014 at 5:03 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote:
Here is something to get you started:
http://pastebin.com/2SbLf5PH
This adds a callback for nodes of class NoOp, which you will have to
change to react to your gizmo
It is also worth mentioning that knobChanged callback code can be specified in the menu.py file, applying to an entire node class, or knobChanged code can be stored and run in specific nodes only.To store knobChanged code in a specific node, you can store the code to a special
indeed. that is the difference between Oliver's and my replies.
This code is executed constantly, so be very careful to put
most of your code in conditionals with the relevant knob name, and
keep it simple. Otherwise your scripts can really grind to a
halt!
you are right Frank, thanks
it's better to add condition test to the nodeChanged of the node with a
pulldown knod added. In this sample :red, green, blue, yellow
code='''
k=nuke.thisKnob()
if k.name() == 'color':
tc=n['tile_color']
c=k.getValue()
enumColor = [ [1, 0, 0] ,[0, 1, 0]