> Stephen - the example in the wiki seems like it'd be the magic-bullet
> solution if all that was required was a handful of GUIDs - how do I
> find/query these?
This function will return the object Class ID :
function giveMeYourID( OBJECT )
{
var datarep = XSIUtils.DataRepository;
var sID = datarep.GetIdentifier(OBJECT,3);
return sID
}
Good luck with your exercice :)
--
Guillaume Laforge | La Maison
On Wed, 2 May 2007 16:47:02 +0100, "Dan Yargici" <danyargici(at)gmail.com> wrote:
> Ok thanks Guys,
>
> I'm gonna go with Guillaume's solution for now.
>
> Having said that - I'll tell you what I'm (very abitiously!) trying to
> do...
>
> Following the numerous discussions about figuring out the identities of
> missing shaders/plugins when restoring an old job from an archive I
> thought
> it might make sense to see if it's possible to gather up ideally:
>
> A: (Best solution) The names and versions of anything non-factory being
> used
> in a scene.
> B: (Second best) The names and versions of anything non-factory installed
> on
> the machine or in any connected workgroups.
> C: (Worst!) The names of anything non-factory installed on the machine or
> in
> any connected workgroups.
>
> Then put this info into an annotation on the scene root as an on-save
> event.....
>
> Like I said, this is very ambitious for me and I'm really just treating it
> as an exercise...
>
> Stephen - the example in the wiki seems like it'd be the magic-bullet
> solution if all that was required was a handful of GUIDs - how do I
> find/query these?
>
> I have so far got to a point where I can create an annotation that
> contains
> the names of all the Plugins installed (locally and in the workgroup) and
> it
> also outputs all the paths to any connected workgroups, but I have no idea
> how to find installed shaders/other SPDLs etc...
>
> Way out of my depth? ....Don't answer that....... ;)
>
> DAN
>
>
---
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