![]() ![]() Again, similar information to what I got above, none of it really useful here. I can also get class information this way using IDllDesc.GetClassDesc, which gives me an IClassDesc. ![]() This gives me similar information to above: Dll description (name), IsLoaded, etc. Iterating through IDllDir/IDllDesc (via ).Yay! Exactly what I want! Except that UseCount is always 0, for every single class in every single plugin, regardless of use. Create > Standard Primitives > Box) gives the following information: This gives me lots of interesting information about all the classes that have been defined in plugins. Iterating through IClassDirectory (via ) to get IClassEntry entries. ![]() and manually check class ids against the master DLL list - but I’m sure there are many potential ways a plugin could be referenced by a scene that I would miss. I can also iterate through the IObjects, Materials, Maps, etc. However, at that point it remains loaded forever, regardless of whether you delete the fur, reset the scene, load another scene, etc. For instance, vrayfur2018.dlo isn’t loaded until you create a VRayFur object. I can get information about whether a plugin has ever been loaded, and this does correspond with usage. Specifically, I want to know if the scene relies on any plugins, so that if I were to save it to an archive and send it to another developer, it would report missing plugins and essentially be a broken scene until they download and install those plugins.Īt this point, I would take any ideas that give me more information about plugin use than I have already - because I can’t even determine if built-in DLLs like prim.dlo (“Standard Primitive Objects (Autodesk)”) are actually in use in a scene or not. I’m trying to determine if any 3rd party plugins are being referenced by a scene in any way - as IObject types, Map types, or something else entirely. ![]()
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