Re: Kill noIcon!

Date : Fri, 04 May 2007 17:18:30 +0200
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: Kill noIcon!
The problem is I can't seem to delete unused noIcon pics. Not through the interface and not using scripting. Give it a try:

var KillMeIfYouCan = CreateImageClip(Application.InstallationPath(siFactoryPath) + "/Application/rsrc/noIcon.pic", "LaLa");
DeleteObj(KillMeIfYouCan);
LogMessage("Still alive! : " + KillMeIfYouCan.FullName);



Kim Aldis wrote:
An on scene load event that chucks out unused clips?

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf Of André Adam
Sent: 04 May 2007 15:50
To: XSI(at)Softimage.COM
Subject: Re: Kill noIcon!

We have heavy object libraries around which contain data up to four
years old and which are always in the flow, adding and removing items
for certain projects. I'd say we never had the slightest chance to
avoid
tens or hundreds of noIcon instances to pile up. Now I'm looking for a
decent way of consolidating. I'm really fine with a single source/clip
pair kept by the scene, it's all the other garbage I want to delete.
And
I can't do so, even if I disconnect every single instance from any
shader and data-whatsoever-container under the hood of the render tree.

    -André


Andreas Bystrom wrote:
well they are system clips, just like the scene_material is a system
material..

if you are a bit careful when working you should only have one of
those clips in a scene..



On 5/4/07, André Adam <a_adam(at)49games.de> wrote:
Heya,

why is it absolutely impossible to delete sources and clips which
reference the noIcon picture??? They pile up to the sky in our
libraries. I want them dead. Now. Except for a single one perhaps.
Anyone found the trigger? ;)

-André

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