Though, you can create and populate an override with commands. For example:
set oCone = ActiveSceneRoot.AddGeometry( "Cone", "MeshSurface", "MyCone" )
set oPartition = GetValue( "Passes.Default_Pass.Background_Objects_Partition" )
set oOverride = oPartition.AddProperty( "Override", true, "MyOverride")
SIAddEntryToOverride oOverride.FullName, oCone.FullName & ".visibility.viewvis"
Cheers,
François
> De: André Adam <a_adam(at)49games.de>
> Date: 2006/05/12 ven. AM 08:56:54 GMT-04:00
> À: XSI(at)Softimage.COM
> Objet: Re: Scripting Overrides
>
> Many thanks for the quick reply! Cheers!
>
> Stephen Blair wrote:
>
> >Nope, there's nothing in the OM for Overrides.
> >
> >Steve
> >
> >-----Original Message-----
> >From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On Behalf Of André Adam
> >Sent: Friday, May 12, 2006 8:47 AM
> >To: xsi(at)Softimage.COM
> >Subject: Scripting Overrides
> >
> >Hi there!
> >
> >Is there anything you can do with Overrides using the object model? Like
> >adding entries? I can't seem to get any OM hook on that thing...
> >
> >Cheers for a quick reply on this one!
> >
> > -André
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