2017

Table Of Contents
batchDefaultRenderNodeName
Called at application startup, and whenever the user switches project. Use it to define the default node name
given to new render nodes. Overrides the preferences defined in Timeline FX/Batch/Batch FXDefault
Render Node Name. The returned value can use any of the tokens available in the UI such as <user
nickname> (note the lack of underscore).
def batchDefaultRenderNodeName( project ):
return ""
project String. Usually called with the current project. If a project name is specified, the default render node
name for this project will be returned. For example:
if project == "project_name":
return "<batch name>_render_project"
return "<batch name>_render_global"
batchDefaultWriteFileNodeName
Called at application startup, and whenever the user switches project. Use it to define the default node name
given to new write file nodes. Overrides the preferences defined in Timeline FX/Batch/Batch FX
Default Write File Node Name. The returned value can use any of the tokens available in the UI such
as <user nickname> (note the lack of underscore).
def batchDefaultWriteFileNodeName( project ):
return ""
project String. Usually called with the current project. If a project name is specified, the default write file
node name for this project will be returned. For example:
if project == "project_name":
return "<batch name>_write_file_project"
return "<batch name>_write_file_global"
Project Hooks
projectChanged
Called every time the project is changed in the application. This includes the project selection on launch.
def projectChanged(projectName):
pass
projectName String. Name of the loaded project.
appInitialized
Called when the application is done loading (from to the Start screen to the actual tab-based UI).
def appInitialized( projectName ):
pass
projectName String. Name of the loaded project.
projectSaved
Called whenever a project save is performed by the application. Can be an auto-save, or a user-initiated one.
def projectSaved( projectName, saveTime, isAutoSave ):
pass
202 | Chapter 6 Importing and Exporting Media