That would be an alternate route to doing this:
var ObjectID = oProjectItem.ObjectID;
var oObject = Dictionary.GetObject( "Object<" + ObjectID + ">",
false );
Which in itself is a shortcut to using XSIUtils.DataRepository.GetIdentifier().
Unfortunately it's only valid in the current session. Can't use that in an
import/export environment.
Matt
From: [email protected]
[mailto:[email protected]] On Behalf Of Eric Cosky
Sent: Wednesday, September 19, 2012 6:12 PM
To: [email protected]
Subject: RE: Getting consistent path to property in scene
I just did a quick test and as it turns out, UniqueName is exposed to script
despite not being mentioned on the doc page
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/SIObject.html,topicNumber=si_om_SIObject_html
.
I made a cube with a projection, ran this VBScript:
SelectObj "cube.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection"
logmessage selection(0).UniqueName
It produced this output, which matches the unique name shown in the SDK
explorer.
' INFO : Texture_Projection<338>
I was able to select the object using this name in vbscript,
SelectObj "Texture_Projection<338>"
Again I don't know if that will help you but I figured I'd mention it since the
docs don't show UniqueName as being available.
From:
[email protected]<mailto:[email protected]>
[mailto:[email protected]] On Behalf Of Matt Lind
Sent: Wednesday, September 19, 2012 6:00 PM
To: [email protected]<mailto:[email protected]>
Subject: RE: Getting consistent path to property in scene
I am having the issue with clusters and anything inside of them. So, yes, it
is related.
I reported a similar issue with paths for parameters used in ICE trees a few
years back as the paths would be different depending how you obtained them, but
that was eventually fixed.
The specific items I'm having problems with the most are properties of type
'uvprojdef' which is the _Def property that resides directly under a texture
projection (property of type 'uvspace'). If I select the _Def in the scene
explorer, I get the correct paths. If I obtain the _Def through any means in
scripting, I get the wrong path.
Matt
From:
[email protected]<mailto:[email protected]>
[mailto:[email protected]] On Behalf Of Alok Gandhi
Sent: Wednesday, September 19, 2012 5:55 PM
To: [email protected]<mailto:[email protected]>
Subject: Re: Getting consistent path to property in scene
Not sure if this is the case, but the other day I had an issue where I was not
able to get path for cls uv properties. It was odd becuase it worked for a
single object in a loop but not for others. The only solutions I found to use
dynamic dispatch for the objects created. It totally solved the issue for me.
But that is the case for python.
On Wed, Sep 19, 2012 at 7:50 PM, Eric Cosky
<[email protected]<mailto:[email protected]>> wrote:
I assumed you were doing C++, which is what I was referring to. Sorry for not
making that clear.
I don't know if it's available to scripting.
From:
[email protected]<mailto:[email protected]>
[mailto:[email protected]<mailto:[email protected]>]
On Behalf Of Matt Lind
Sent: Wednesday, September 19, 2012 4:44 PM
To: [email protected]<mailto:[email protected]>
Subject: RE: Getting consistent path to property in scene
I don't see SIObject.GetUniqueName() in the scripting API.
Matt
From:
[email protected]<mailto:[email protected]>
[mailto:[email protected]] On Behalf Of Eric Cosky
Sent: Wednesday, September 19, 2012 4:28 PM
To: [email protected]<mailto:[email protected]>
Subject: RE: Getting consistent path to property in scene
I'm not sure if this is helpful but it sounds like you may be able to do what
you need by their unique names (SIObject.GetUniqueName()) instead of the
standard full path.
From:
[email protected]<mailto:[email protected]>
[mailto:[email protected]] On Behalf Of Matt Lind
Sent: Wednesday, September 19, 2012 4:12 PM
To: [email protected]<mailto:[email protected]>
Subject: Getting consistent path to property in scene
I am trying to write an export/importer toolset. One of the tasks is to dump
the full path to animated parameters regardless of where they live in the scene
so they can be found/modified directly upon importing the data.
Example:
If an object called "George" has an animated texture projection, the paths (via
Parameter.FullName) to it's translation parameters may look something like this:
George.polymsh.cls.SampleCluster.Texture_Projection.Texture_Projection_Def.projtrsu
George.polymsh.cls.SampleCluster.Texture_Projection.Texture_Projection_Def.projtrsv
George.polymsh.cls.SampleCluster.Texture_Projection.Texture_Projection_Def.projtrsw
The problem is, if I use those strings with Dictionary.GetObject(),
Selection.SetAsText(), or any other method, Softimage throws an error claiming
the path is invalid. If I select the texture parameters directly in the
explorer, the script log records the following as the paths:
George.polymsh.cls.sample.clslist.SampleCluster.Texture_Projection.Texture_Projection_Def.projtrsu
George.polymsh.cls.sample.clslist.SampleCluster.Texture_Projection.Texture_Projection_Def.projtrsv
George.polymsh.cls.sample.clslist.SampleCluster.Texture_Projection.Texture_Projection_Def.projtrsw
Notice the extra 'sample.clslist' inserted in the middle.
Using these paths, I can get a reference to the parameters using
Dictionary.GetObject(), Selection.SetAsText() and so on.
The question is - how can I get those paths without requiring the user to
select the parameters in the scene?
Matt
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