lockNode v2.0
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11.0, 10.5, 10.0, 9.0, 8.0, 7.1, 7.0 or later
Linux, Mac, Windows


Locking the nodes knobs (sliders) inside nuke very long waited future. It is requested many time with foundry but i don't think they going to add this unique future. So i have decided to create a python code for this function. Her is the solution.
This code allow user to lock the nodes knob. Once you lock the knobs, then you cant modify any sliders until you un-lock the knobs. This will save you from any accident changes. Hope this will help you guys.
Latest version support to write the info to your nuke script. So it will always locked if you close your nuke script and re-open it. I have used some cheat method to keep the node locked while user save their nuke script. I have tested many times and haven't faced any issues. Let me know if you faced any issues.
steps:
right mouse click on node property panel. You will get options 'lock_knobs' and 'unlock_knobs'.
Select 'lock_knobs'. This code will lock will the knobs and put Node_Locked text into node label. So user can easily identify the locked knob in UI.
If user selects 'unlock_knob'. This code will return knobs to active and remove the Node_Locked text from label.
Save your nuke script with nodes locked. Close nuke and re-open the script. You can find the locked node still locked.
mail to [email protected] for any bugs & reports.
Comments
nuke.menu("Properties").addCommand('lock_knobs', "lockNode.lock_knobs()")
nuke.menu("Properties").addCommand('unlock_knobs', "lockNode.unLock_knobs()")
def oc():
nodes = nuke.allNodes()
for selNode in nodes:
selNode.setSele cted(True)
allknobs=selNod e.allKnobs()
label = selNode['label' ].getValue()
labCheck = label.rsplit(No ne, 1)
if labCheck:
labCheck = labCheck[-1]
if labCheck == 'Node_Locked':
for knob in allknobs:
knob.setEnabled(False)
nuke.addOnScriptLoad(oc)
def oc():
nodes = nuke.allNodes()
for selNode in nodes:
selNode.setSele cted(True)
allknobs=selNod e.allKnobs()
label = selNode['label' ].getValue()
labCheck = label.split(Non e, 1)
if labCheck:
labCheck = labCheck[-1]
if labCheck == 'Node_Locked':
for knob in allknobs:
knob.setEnabled (False)
def oc():
nodes = nuke.allNodes()
for selNode in nodes:
allknobs=selNod e.allKnobs()
label = selNode['label' ].getValue()
if 'Node_Locked' in label:
for knob in allknobs:
knob.setEnabled (False)
for a in nuke.allNodes(' Group'):
for node in a.nodes():
allknobs=node.a llKnobs()
label = node['label' ].getValue()
if 'Node_Locked' in label:
for knob in allknobs:
knob.setEnabled (False)
nuke.addOnScriptLoad(oc)
nuke.addOnCreate(oc)
https://www.youtube.com/watch?v=yCFkQhJiCa0
I keep locking my nodes because of muscle memory is kicking in while I actually like to manage the user knobs.
If regards to Lock Nodes, if you don't mind, I'm going to see about modifying your script in order to add a working status button to the viewer window. Something in the vein of the Input Process Button. If I'm successful, I will share it here!
Regarding indexing, This is Bug in nuke. When you assign from inside nuke script editor indexing working for properties menu. But while sourced from menu.py indexing failed. Check following thread on nuke discussion forum.
https://community.foundry.com/discuss/topic/137886/indexing-not-working-with-properties-menu
Makes sense that it is a bug considering all other menus can be indexed.
If it works in the script editor, maybe pushing the menu creation into an OnCreate or OnUserCreate of Root or the Viewer might allow for you to index the the lock nodes menu as you wish? Just an idea.
Cheers!
G.
cheers!
@Remco Consten, Found a way to put these into bottom of the panel. addSeparator() function doing the trick.
propertiesmenu = nuke.menu("Properties")
propertiesmenu.addSeparator()
propertiesmenu.addCommand('lock_knobs', "lockNode.lock_knobs()")
propertiesmenu.addCommand('unlock_knobs', "lockNode.unLoc k_knobs()")
Quote: lowercase it in the script and in the menu.py lines and it works.
Hope the author corrects it.
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