Scripting Animation Layers, Part2

Date : Tue, 17 Apr 2007 09:59:46 +0200
To : xsi(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Scripting Animation Layers, Part2
//Start rant

Hi, next try to do something useful with animation layers via scripting. Did I miss something or are there really only these five commands to deal with them:

GetCurrentAnimationLayer - Returns an integer
GetNumberOfAnimationLayers - Returns an integer
AddAnimationLayer - Does just that
DeleteAnimationLayer - Reference to Layer via - guess what - an integer
DuplicateAnimationLayer - Reference again via an integer

Of course, what I really need is decent OM access, however, I certainly could live with commands *if there was any way to reference animation layers by name*. I can't even seem to find out the name of the current animation layer. And, just to really make my day, I can't even move through the Mixer and pick up the required information from there, because Animation Layer Tracks are missing the Type property. Any attempt to filter out the layer tracks therefore crashes right away. (This is a bug, isn't it? I don't even want to think what this means for my Mixer tools in general...)

//End of rant

On a more constructive note, is there anyone who had success in associating layer names with layer indices and willing to share the recipe? I guess I could filter the AL tracks through error handling, something like

try{
   LogMessage(oTrack.Type);
}
catch(oError){
   LogMessage("Oups, we seem to have found an animation layer...");
}

but hey, there must be a better way...

Thanks for any piece of information on this topic. Cheers!

   -André

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