Override

Object Hierarchy | Related C++ Class: Override | Supported Parameter List: Override

Inheritance

SIObject
   ProjectItem
       Property
          Override

Introduced

7.0

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. You can get pointers to existing Override objects like any other property on an object:

oOverride = oObjectWithOverride.Properties("MyOverride")

Methods

AddCustomOp

AddParameterEntry

AddScriptedOp

AddScriptedOpFromFile

AnimatedParameters2

BelongsTo

EvaluateAt

GetAllShaders

GetICEAttributeFromName

IsA

IsAnimated2

IsClassOf

IsEqualTo

IsKindOf

IsLocked

IsSelected

LockOwners

RemoveAllEntries

RemoveParameterEntry

SetAsSelected

SetCapabilityFlag

SetLock

TaggedParameters

UnSetLock

Properties

AllImageClips

Application

Branch

BranchFlag

Capabilities

Categories

Families

FullName

Help

ICEAttributes

LockLevel

LockMasters

LockType

Model

Name

NestedObjects

ObjectID

Origin

OriginPath

Owners

ParameterEntries

Parameters

Parent

Parent3DObject

PPGLayout

Selected

Singleton

Type

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


# Get the soft_light color parameter from the override and use it
# to find the overriding object
overridingColor = override.ParameterEntries("light-soft_light-color")
overridingColorSource = overridingColor.Source
overridingColorOriginalValue = overridingColor.OriginalValue

log("* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ** ")
log("Overriding color: " + overridingColorSource.FullName)
log("Overriding color value: " + str(overridingColorSource.red.value) +":"
   + str(overridingColorSource.green.value)+":"
   + str(overridingColorSource.blue.value)+":"
   + str(overridingColorSource.alpha.value) 
)
log("Overriding color original value: " + str(overridingColorOriginalValue.Red) +":"
   + str(overridingColorOriginalValue.Green)+":"
   + str(overridingColorOriginalValue.Blue)+":"
   + str(overridingColorOriginalValue.Alpha) 
)
# INFO : * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ** 
# INFO : Overriding color: Point.PointOverride.RGBA_combine
# INFO : Overriding color value: 1.0:1.0:1.0:1.0
# INFO : Overriding color original value: 0.5:1.0:0.5:0.0


# Use the soft_light's overriding object to get the object being overridden
overridenColor = overridingColor.OverridenObject
overridenColorValue = overridenColor.Value
overridenColorOriginalValue = overridenColor.OriginalValue

log("* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ** ")
log("Overriden color: " + overridenColor.FullName)
log("Overriden color value: " + str(overridenColorValue.Red) +":"
   + str(overridenColorValue.Green)+":"
   + str(overridenColorValue.Blue)+":"
   + str(overridenColorValue.Alpha) 
)
log("Overriden color original value: " + str(overridenColorOriginalValue.Red) +":"
   + str(overridenColorOriginalValue.Green)+":"
   + str(overridenColorOriginalValue.Blue)+":"
   + str(overridenColorOriginalValue.Alpha) 
)
# INFO : * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ** 
# INFO : Overriden color: Point.light.soft_light.color
# INFO : Overriden color value: 0.5:1.0:0.5:0.0
# INFO : Overriden color original value: 0.5:1.0:0.5:0.0

See Also

Parameter.OverridenObject

Parameter.OverridingObject

Parameter.OriginalValue

SceneItem.Properties



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