» Crawler (VVVV)
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Crawler (VVVV)

plugin project collect finder


very similar to  Finder (VVVV)

for all the messy patchers to find the patches (and other externals) you actually used in a project.

the plugin crawls through your vvvv project and outputs nodes that are used outputting nodename, filename (if available), nodetype and occurrence (count and parent patch)

please report your findings.
more features still to come and very alphaish yet so i can't guarantee it doesn't break stuff

happy crawling!


21.07.14 [15:34 UTC] by woei | 562 downloads
crawler v0.1 alpha x86/x64

kalle 21/07/2014 - 15:58


how many years did this issue torture you now?

thumbs up!

sanch 21/07/2014 - 16:31

thank woei , will be great to have a kind of export function in a new folder with all organise in folder (texture, module,shader...) but i guess that 's your plan?

circuitb 21/07/2014 - 16:50

+1 for a collect & save

woei 21/07/2014 - 17:29

just checked, first attempt via patching was in 2007, hehe

that's the plan, though assets won't be collected. how could it know. modules, and shaders for sure, plugins will be tricky due to the dependencies

once i know that it definitely catches all the necessary infos i'll implement the collecting. that's why i need some testers...

sanch 21/07/2014 - 18:29

i don't understand why you couldn't copy assets, i didn't test your patch now , but so far i guess you read the xml from the patch , if you find a filetexture node for example , you could just read the path pin and get the file path, then copy it to new folder assets, if you find a dir node get path and copy full dir into assets... or there is something i don't get?

sanch 21/07/2014 - 18:30

it will be really a nice feature for vvvv , automatic project cleaner :)

woei 21/07/2014 - 18:56

because it only works in those simple cases + you cannot read any pins which have connections to any iobox.
once you start doing some string magic above the dir or the filetexture it won't work.

+ guess how many nodes there are which can load assets, and how many of them really have the pin called Filename.

to be honest, i had implemented asset copying that way already. but it caused so much confusion that we ended up copying everything manually again.

sure, would be a great feature. but to implement asset copying really stable is way more complicated than just keeping an eye on asset management while patching

velcrome 21/07/2014 - 19:08

if there were a possibility from the sdk to easily access all pins of a given node (native, plugin or module), much could be accomplished by simply collecting all input strings of the type Filename or Directory and having some semi-automatic way to gather resources.

sanch 21/07/2014 - 20:00

@woei i didn't thought about that...
but well for simple case if no iobox connected is still good to copy the assets.

kalle 21/07/2014 - 20:20

fixe idee - writing without thinkin' deep:
instead of parsing pins, shouldn't it be possible parsing for filename extensions using wildcards?


no need to know the nodename, id, bla?

sanch 22/07/2014 - 16:17

@ kalle, i think that's a simple and good idea.

anonymous user login


~2d ago

joreg: absolutely. if it is for a repo that is public, just submit a pullrequest. otherwise please start a forum thread.

~2d ago

benjawmino: @joreg I ended up figuring out BezierSegment yesterday, so nevermind! Tell me, could a user submit a help patch? :)

~2d ago

joreg: @benjawmino please elaborate on this question a bit in a new forum thread. otherwise it is hard to answer..

~3d ago

benjawmino: so are there no splines/curves in gamma yet??

~7d ago

skyliner: wanna do drone shows or applications? then check this super cool project of our man e1n

~11d ago

NoseBleedIndustries: Thanks Joreg! The few minutes I was able to see, very good workshops!

~11d ago

joreg: @NoseBleedIndustries please give us some days, we'll have an announcement soon...

~11d ago

NoseBleedIndustries: I could not assist the Node20 (workshops ) Any Idea when we will have access to the links of the recordings?

~13d ago

bjoern: unity has c# bindings for usd, under apache license: https://github.com/Unity-Technologies/usd-unity-sdk