v1.0
Creates and returns a new object based on a preset. The object is created in the TransientObjectContainer meaning that it is not persisted in the scene or visible in the scene explorer. This area is flushed each time a new scene is loaded. This command can be useful for creating temporary CustomProperty objects as shown in the example below.
oReturn = CreateObjectFromPreset( PresetObj, [Name] ); |
Returns the newly created object.
Parameter | Type | Description |
---|---|---|
PresetObj | String | Preset object or full path of the preset file. See Model Presets, Operator Presets, Pass Presets, Primitive Presets, Property Presets, and Shader Presets |
Name | String | Name to give the created object |
/* Example of creating a temporary custom property (aka custom pset). This can be useful for showing a temporary yet non-modal custom pset to the user. The user doesn//t have to close the PPG immediately yet the object does not clutter up the scene file. */ NewScene( "", false ); // Demonstrate how you can use it to create a built-in custom pset var oAnnotation = CreateTemporaryCustomPSet( "Annotation", Application.InstallationPath(siFactoryPath), "MyA" ); if ( oAnnotation ) { InspectObj( oAnnotation, "", "Annotation Test", siModal, false ); } // Create an instance of one of the SDK workgroup sample psets var presetpath = XSIUtils.BuildPath( Application.InstallationPath( siFactoryPath ), "XSISDK", "examples", "workgroup", "Addons", "PSetUIDemo" ); var oPSetUIDemo = CreateTemporaryCustomPSet( "PSetUIDemo", presetpath, "" ); if ( oPSetUIDemo ) { InspectObj( oPSetUIDemo, "", "PSetUIDemo Test", siModal, false ); } // Now the following lines will log, declaring that these instances live inside the TransientObjectContainer: // INFO : Full path of Annotation instance is: TransientObjectContainer.MyA // INFO : Full path of PSetUIDemo instance is: TransientObjectContainer.PSetUIDemo // ... but nothing exists under the Scene_Root... var oProp = Application.ActiveSceneRoot.Properties("PSetUIDemo"); if (oProp == null || typeof(oProp) == "undefined") { Application.LogMessage( "No instances found." ); } else { Application.LogMessage( "Found an instance." ); } // INFO : No instances found. // ... until you apply it Application.ActiveSceneRoot.AddProperty( XSIUtils.BuildPath(presetpath, "Data", "DSPresets", "Properties", "PSetUIDemo.Preset") ); oProp = Application.ActiveSceneRoot.Properties("PSetUIDemo"); if (oProp == null || typeof(oProp) == "undefined") { Application.LogMessage( "No instances found." ); } else { Application.LogMessage( "Found an instance." ); } // INFO : Found an instance. // Function CreateTemporaryCustomPSet // Creates a temporary custom property set. This does not appear in the scene explorer and you do not have to // worry about deleting it. // // in_PresetName - Name of the preset, which normally matches the name of the spdl file. Do not include the extension // in_PresetLocation - May be one of the siInstallationPath values (e.g. siUserPath, siUserAddonPath, etc.) or a string path // in_CustomPSetName - Desired name for the new object, or leave empty for default behavior // // Return Value: newly created custom pset function CreateTemporaryCustomPSet( in_PresetName, in_PresetLocation, in_CustomPSetName ) { var oPSet; // Last argument is optional if ( in_CustomPSetName == "" ) { in_CustomPSetName = in_PresetName; } // Figure out whether this is a string path or an siInstallationPath value in_PresetLocation = ( typeof(in_PresetLocation) == "string" ) ? in_PresetLocation : Application.InstallationPath(in_PresetLocation); var presetFullPath = XSIUtils.BuildPath( in_PresetLocation, "Data", "DSPresets", "Properties", in_PresetName + ".Preset" ); try { oPSet = CreateObjectFromPreset( presetFullPath, in_CustomPSetName ); Application.LogMessage( "Full path of " + in_PresetName + " instance is: " + oPSet.FullName ); } catch(e) { Application.LogMessage( "Failed to create temporary instance of " + in_PresetName + " preset", siWarning ); return null; } return oPSet; } |