Referencing a node other than by its .name?

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  03 March 2012
Referencing a node other than by its .name?

Is there a way to reference objects in the scene other than by it's screen name?
Problem I'm having is trying to keep track of objects that have either been deleted or just renamed, is there some object ID tag that I can use to explicitly reference the object rather than by some fickle screen name?

Any suggestions appreciated.


Edit: Sorry answered my own question, Node handles are what I was thinkin of..
"i'd rather have a full bottle in front of me than a full frontal lobotomy"

Last edited by Riffmaster : 03 March 2012 at 05:43 PM. Reason: Resolved the problem
  03 March 2012
AnimHandle system:
GetHandleByAnim - GetAnimByHandle

Node Handles:

Note that getAnimByHandle and getHandleByAnim are different every time when you reload the scene. For example:
GetHandleByAnim $Box001 -- 3890P
Reload the scene
GetHandleByAnim $Box001 -- 4565P

The inode.handle is saved with the scene, and when you reload the scene, the value will be the same. But, if you are merge scenes, the objects from the merged scene will have different inode.handle.

P.S. I didn't saw your Edit.

Last edited by miauu : 03 March 2012 at 08:30 PM.
  03 March 2012
Thanks miauu. The "GetHandleByAnim - GetAnimByHandle" was actually what i was thinking of to begin with, although thanks for pointing out that the anim handles change on reload.

The node handle will be most appropriate for my needs anyway as I need these handles remain persistent on reloads.


"i'd rather have a full bottle in front of me than a full frontal lobotomy"
  03 March 2012
Don't forget that they are only persistent in the given file, merge the node into a new file and it then has a new handle. Have you looked at weak references using nodeTransformMonitor?
Paul Neale
  03 March 2012
Thanks Pen. No I hadn't looked at the nodeTransformMonitor, but will give it a try.
"i'd rather have a full bottle in front of me than a full frontal lobotomy"
  03 March 2012
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