Yep, it's always been the case for me as well....
Bernard
On 5/4/07, André Adam <a_adam(at)49games.de> wrote:
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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