Blender 2.5 Alpha

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

Re: Blender 2.5 Alpha

Postby Aloys » Tue Mar 23, 2010 9:11 am

Following the discussion in the 'Max converter' thread it appears we have to wait till Blender's 2.5x API stabilises to further any PyPRP dev.
But forgetting that, is it possible to start some design work on the UI? Do we have enough tech specs available from Blender 2.5 to know exactly what is (and what isn't) possible as far as UI customization?
I don't know my way around Python, but designing and spec'ing a UI is something I can do.

If we are to start PyPRP 2 from scratch and get rid of Alcscript in the process there's quite a bit of UI design work to do..

I have recently installed Blender 2.5 A2 to get a feel for it, the UI is definitely different, but it has a lot of good things going for it.
User avatar
Aloys
 
Posts: 1968
Joined: Sun Oct 21, 2007 7:57 pm
Location: France (GMT +1)

Re: Blender 2.5 Alpha

Postby diafero » Tue Mar 23, 2010 9:27 am

Lontahv is working on a Blender 2.5 plugin, with the source code being available http://svn.guildofwriters.com/pyprp2
From the commit messages, it seems it can export basic geometry, and has some demo GUIs.
I prefer e-mails to "diafero arcor de" (after adding the at and the dot) over PMs.

"Many people's horizon is a circle with a radius of zero. They call it their point of view."

Deep Island Shard | Offline KI
diafero
Deep Island Admin
 
Posts: 2972
Joined: Mon May 05, 2008 5:50 am
Location: Germany

Re: Blender 2.5 Alpha

Postby Lontahv » Tue Mar 23, 2010 4:04 pm

There's quite a bit of Blender-wrangling involved in Blender 2.5 API coding right now. Since there are no Python examples (for instance some GUI stuff), getting stuff rolling took quite a bit of effort: guesswork and reading Blender's source code.

I haven't yet exported a working age, in the sense you can just start up Uru and link there. However, all of the custom GUI panels (except for materials which I'm currently thinking about and have disabled for the time being), work. By work I mean they get saved to the Blend file, and they export their values to PRPs.

Edit: I forgot to mention the prps are valid and can be read with PrpShop.
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
User avatar
Lontahv
Councilor of Artistic Direction
 
Posts: 1331
Joined: Wed Oct 03, 2007 2:09 pm

Re: Blender 2.5 Alpha

Postby Aloys » Tue Mar 23, 2010 4:37 pm

That sounds like you've made quite a bit of progress. :) Is there anything that does not include coding that I can help you with regarding the GUI?
User avatar
Aloys
 
Posts: 1968
Joined: Sun Oct 21, 2007 7:57 pm
Location: France (GMT +1)

Re: Blender 2.5 Alpha

Postby Lontahv » Tue Mar 23, 2010 5:00 pm

I can't think of anything right now. However, later victi--er--testers will be needed to test out the potentially buggy plugin.
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
User avatar
Lontahv
Councilor of Artistic Direction
 
Posts: 1331
Joined: Wed Oct 03, 2007 2:09 pm

Previous

Return to Building

Who is online

Users browsing this forum: No registered users and 2 guests