» Crawler (VVVV)
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Crawler (VVVV)



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 | 632 downloads
crawler v0.1 alpha x86/x64

kalle 21/07/2014 - 16:58


how many years did this issue torture you now?

thumbs up!

sanch 21/07/2014 - 17:31

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 - 17:50

+1 for a collect & save

woei 21/07/2014 - 18:29

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 - 19:29

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 - 19:30

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

woei 21/07/2014 - 19:56

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 - 20:08

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 - 21:00

@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 - 21:20

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 - 17:17

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

anonymous user login


~4d ago

karistouf: @tgd, i have reinstalled windows and cutted all updates. Thanks you !

~4d ago

tgd: @karistouf: had the same issue days ago. reinstall Visual C++ Runtime 2012 from downloads

~5d ago

karistouf: arghhh, my dx11 mesh assimp are red nodes !!! any idea ???

~19d ago

SuperflysiNZ: Thanks