Override

Object Hierarchy | Related C++ Class: Override

Inheritance

SIObject

ProjectItem

Property

Override

Introduced

v7.0

Description

This object represents an Override property. An override contains the parameters that are used for replacing an object's parameter with another value or a shader without removing the original object parameter.

Parameters whose values are overridden by another parameter's value are called 'overridden parameters' and the parameters stored in the override property whose values are used to override an overridden parameter are called 'overriding parameters'.

Override properties are created via the SceneItem.AddProperty method or either the SIAddProp or AddProp commands.

See the Softimage User Guide for further details.

Methods

AddCustomOp AddICEAttribute AddParameterEntry AddParameterEntry2
AddScriptedOp AddScriptedOpFromFile AnimatedParameters2 BelongsTo operator
EvaluateAt GetAllShaders GetICEAttributeFromName IsA
IsAnimated2 IsClassOf operator IsEqualTo operator IsKindOf
IsLocked operator IsSelected operator LockOwners RemoveAllEntries
RemoveICEAttribute RemoveParameterEntry SetAsSelected operator SetCapabilityFlag operator
SetLock TaggedParameters UnSetLock  
       

Properties

AllImageClips Application Branch operator BranchFlag operator
Capabilities operator Categories EvaluationID Families operator
FullName operator Help HierarchicalEvaluationID ICEAttributes
LockLevel operator LockMasters operator LockType operator Model
Name operator NestedObjects ObjectID Origin
OriginPath Owners PPGLayout operator ParameterEntries
Parameters operator Parent Parent3DObject Selected operator
Singleton operator Type operator    
       

Examples

Python Example

#
# This example demonstrates how to create and access override parameters
#
from win32com.client import constants as c
app = Application
log = app.LogMessage
# Set up Point light 
app.NewScene(None, 0)
pointLight = app.GetPrimLight("Point.Preset", "Point")
softLightColor = pointLight.Shaders("soft_light").Color
softLightColor.Red = 0.5
softLightColor.Blue = 0.5
# Create the override 
pointLight.AddProperty("Override", 0, "PointOverride")
# Get the override from its owner object
override = pointLight.Properties("PointOverride")
# Add a posx parameter to the override and set an override value
posx = pointLight.Kinematics.Local.posx
posx.Value = 5.0
override.AddParameterEntry(posx)
app.SetValue(override.posx.FullName, -4.0)
# Add a soft_light color parameter to the override and use a 
# shader as the overriding object
app.SIApplyShaderToCnxPoint( 
	"Shaders\\Texture\\Color_Channels\\RGBA_combine.Preset", 
	override.AddParameterEntry(softLightColor) 
)
# Get the posx parameter from the override and use it 
# to find the parameter it's overriding
overridingPosx = override.ParameterEntries("posx")
overridenPosx = overridingPosx.OverridenObject
log("* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ** ")
log("Overriding posx: " + overridingPosx.FullName)
log("Overriding posx value: " + str(overridingPosx.Value))
log("Overriding posx original value: " + str(overridingPosx.OriginalValue))
log("* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ** ")
log("Overriden posx: " + overridenPosx.FullName)
log("Overriden posx value: " + str(overridenPosx.Value))
log("Overriden posx original value: " + str(overridenPosx.OriginalValue))
# INFO : * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ** 
# INFO : Overriding posx: Point.PointOverride.posx
# INFO : Overriding posx value: -4.0
# INFO : Overriding posx original value: 5.0
# INFO : * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ** 
# INFO : Overriden posx: Point.kine.local.posx
# INFO : Overriden posx value: -4.0
# INFO : Overriden posx original value: 5.0

See Also

Parameter.OverridenObject Parameter.OverridingObject Parameter.OriginalValue SceneItem.Properties