I have been using 1.29 and re-configuring the code but I have come across some problems. The first is that I'm having a lot of problems trying to pass the render target node object to other functions, like the getSceneCopy function. I have tried to assign the node to a global variable and to pass the node as a function parameter, but I'm getting the same error for both, that I'm indexing a nil variable. The strange thing is that if I print the name of the node ie: print(currentTarget.name), I get an error from this line of code but it still prints the correct value in the editor output window. I'm not understanding what is going on here?!? It's like the code is working but then errors out after the fact?
The other issue is not a big one but I'm still having problems with binding the values to the properties table. I was hoping to use this for the default save functions but the octane.gui.createPropertyTable() table breaks the table save code I found on the web. Is this because of the metadata inserted into the table? The current code still works so that is not a big deal, just curious.
grimm wrote:Thanks Thomas, hopefully I'm not doing something dumb. Right now I have the render target set in a global variable.
turntableG-V09T.zip
Jason
No worries Jason.
It's erroring out in the getSceneCopy called from the callback. You haven't updated your combo box code there and as a result you set the current render target to nil (lines 120..134).
I'll look into the table saving later when I have more time.
I hope this helps you to fix it, if not just ask I'll have another look at the RT problem.