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View Full Version : FReq: item name parsing node -- useful?



jeric_synergy
04-10-2018, 10:15 PM
Is there any use for a node that would parse the Scene item name of all items?

The most obvious use of this is to extract duplicate/clone #s, but it might also be useful for extracting names/labels for meshes generated algorithmically.

Such a node would have string matching features with Boolean options, and could extract numbers/values and output TRUE/FALSE values.


Discussion?

Sensei
04-11-2018, 07:17 AM
TrueArt's Node Library http://www.trueart.eu
Extended Item Info > Clone Index returns what you have in brackets.

On this video I used it to color clones:
https://www.youtube.com/watch?v=QJHSPseh8hU


https://www.youtube.com/watch?v=QJHSPseh8hU

jeric_synergy
04-11-2018, 10:21 AM
Good one, Sensei. BUT, I'd like to expand that to include ALL strings as used in Scene item names.

But first, I'd like to know if anybody has any clever uses for such a facility-- Like maybe embedding colors in object names, i.e. "REDship.lwo", "GREENship.lwo".

-- Another thing I'd like to see exposed in the NODE EDITOR are Scene colors (as used in the SE) --I don't know why, but would it be nice to be able to access that datum as part of a Scene rig??

(Plain old grouping might be a far better thing to implement....)