Re: Updating old Custom Operator instances

Date : Wed, 20 Feb 2008 16:37:40 +0100
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: Updating old Custom Operator instances
Alan, Stephen, thanks for the fast reply! Happy operator hunting then...

Cheers!

   -André

Stephen Blair wrote:
The problem is that you cannot update existing op instances by adding new parameters (like you can do with custom properties).


It looks like you have to disconnect an operator before you can add/remove parameters.

I tried with JScript, and the CustomOperator.AddParameter fails with an "unspecified error".
So probably in C++, AddParameter is returning CStatus::Fail.

Even with a runtime scop, you have to call Disconnect() first before you can add a parameter.





-----Original Message----- From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Alan Jones Sent: Wed 20 February 2008 10:29 AM To: XSI(at)Softimage.COM Subject: Re: Updating old Custom Operator instances

Hi Andre,

I hit this a while back and asked on the list. I'd need to search for the details, but I remember it bottom lining at when you create an operator the functions data etc are all saved within the scene file on your object. i.e. even after updating old ones are still running the same code as before.

So you'll need to put something together  to go through, hunt them down and recreate them with shiny new ones.

Cheers,

Alan.

On Wed, Feb 20, 2008 at 3:18 PM, André Adam <a_adam(at)49games.de> wrote:
I just tried to update an old custom operator of mine by adding a new parameter. Is there any way to make XSI update old instances of that operator accordingly? All old instances don't show the new parameter and throw errors if it is called, while newly created instances of it work just fine...

 Cheers!

-André

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