the plugin registers a command and a couple of custom operators, that are
created only when necessary. (not in the case I'm testing at the moment)
even when starting a new scene (so there's no active nodes related to the
plugin), unloading the plugin recompiling and reloading, it is still
reverting to the old plugin code.





On Mon, Jun 3, 2013 at 2:44 PM, Stephan Woermann <[email protected]
> wrote:

> On a custom render property, it doesn´t work, as example.
> Maybe because some of the render parameters are still active in some parts
> of the Softimage internal structure.
>
> With custom shaders, sometimes you can´t recompile the dll. You get an
> write error. The same background as above.
>
> Custom ICE-Nodes are also a little bit tricky. When you unload the plugin,
> an existing Node will become a red status,
> Recompile and reload the plugin, will make the Node sometimes wired, some
> portsnames are double.
> Or if you delete a Node without the plugin is loaded, you get a crash.
>
> I would prefer the way to test if the plugin can be reloaded and refreshed
> how it should and when not, restart Softimage.
>
> I think it depend on what type of plugin you code and how deep the plugin
> is currently used in the Softimage Scene.
> Sometimes you can recompile and refresh and sometimes you can´t...
>
> Stephan
>
>
> 2013/6/3 Matt Lind <[email protected]>
>
>> If you’re working on a PPG Layout, you’ll need to ‘refresh’ the PPG to
>> see changes.****
>>
>> ** **
>>
>> That is, each PPG has a name with a triangle to its left, which if
>> clicked, collapses the PPG.  Right-click the darker grey area to the right
>> of the collapsible name and choose “refresh”.  This will force the PPG
>> Layout logic code to evaluate from scratch.****
>>
>> ** **
>>
>> ** **
>>
>> Matt****
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> *From:* [email protected] [mailto:
>> [email protected]] *On Behalf Of *Stephan Woermann
>> *Sent:* Monday, June 03, 2013 1:43 PM
>> *To:* [email protected]
>> *Subject:* Re: unloading a plugin, recompiling and reloading it in
>> softimage.****
>>
>> ** **
>>
>> Another problem can be, when some code is still "active" in Softimage.
>> Like an open shader PPG of an unloaded Plugin or something else.****
>>
>> Stephan****
>>
>> ** **
>>
>> 2013/6/3 Stephan Woermann <[email protected]>****
>>
>> Haven´t check the Update All over the Plugin Manager, so the next can be
>> wrong.
>> For changes in the PPG with new parameters, you must restart Softimage.**
>> **
>>
>> For changes in the logic or others, unload/reload should work.****
>>
>> Stephan****
>>
>> ** **
>>
>> 2013/6/3 ran sariel <[email protected]>****
>>
>> hope it was that simple, this just doesn't work on my setup.****
>>
>> the plugin is definitely unloaded before the recompile, and I wonder
>> where on earth does soft cache it.****
>>
>> ** **
>>
>> On Mon, Jun 3, 2013 at 10:42 AM, Vincent Ullmann <
>> [email protected]> wrote:****
>>
>> Hi,
>>
>> Not for Linux, and kind a just repeating what you already wrote...
>>
>> for me unloading, recompiling, reloading worked well on Windows7 64bit
>> and Softimage2012SAP
>> for some CustomOperator-Plugins (C++).
>>
>> What i did exactly was:
>> Inside the PluginManager
>>     right-click on the Plugin
>>     select "Unload"
>> Go to Sublime (or Visual Studio)
>>     recompile
>> Back To XSI:
>>     PluginManager -> Update All
>>
>>
>> Am 03.06.2013 18:36, schrieb ran sariel:****
>>
>> ** **
>>
>> Hi All
>>
>> I'm compiling a plugin for soft on linux,
>> every time I make a change it seems that soft will not pick up the
>> changes until I restart it. which is tedious and time consuming.
>> I tried unloading the plugin (with remove option), compiling reloading,
>> unloading the plugin, remove the old one from disk!!, compile / reload.
>> no luck.
>>
>> I'm probably missing something basic about the way soft handles
>> resources, but couldn't find any clue in the docs.
>>
>> does anyone have a better workaround than relaunch soft?
>>
>> Cheers
>> Ran
>>
>> ****
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>
>

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