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Blender 2.5 Alpha

PostPosted: Fri Jan 01, 2010 11:08 pm
by Jamey
I'm hoping this topic is in the right place. I couldn't decide if I should put it here or Off-Topic :)

http://www.blender.org/development/rele ... ender-250/

Just thought I'd give everyone a heads up that Blender 2.5 Alpha is out


....The interface is so confusing :shock:



If this is old news, I apologize ;)

Re: Blender 2.5 Alpha

PostPosted: Fri Jan 01, 2010 11:59 pm
by Chacal
The GUI layout has been re-designed to be clearer, better organised and easier to navigate, and is fully customisable with Python scripting. Other improvements include a new file browser, customisable tool shelf and more.


I can has PyPRP GUI?

Blender 2.5 supports multiple top-level windows, which can contain any combination of further subdivisions and editor areas. New windows can be torn off from existing areas


I can has multiple monitors?

Re: Blender 2.5 Alpha

PostPosted: Sat Jan 02, 2010 5:51 am
by Paradox
Chacal wrote:
The GUI layout has been re-designed to be clearer, better organised and easier to navigate, and is fully customisable with Python scripting. Other improvements include a new file browser, customisable tool shelf and more.


I can has PyPRP GUI?

Short Answer: Yes.

Long Answer: Blender 2.5 breaks compatibility with all scripts. The entire internal API (both C, and Python) has been recoded to use a new system. PyPRP is going to need to be rewritten from the ground up to use the new data API. This is an excellent time to start entirely from scratch based on Zrax's libPlasma library rather than our own Python versions of Plasma classes, so we have a bit of a head-start.
However, we still need to write code to take the Blender data and feed it into Plasma objects (which can be based heavily off of the existing code, the logic is already correct); make the whole thing backwards compatible with existing Ages and AlcScript; and design GUIs for the Plasma settings.

I've been compiling Blender 2.5 regularly for over 6 months now, and from what I've seen, despite being an "alpha 0" release there are still a lot of API changes and interface details to work out. Don't hold your breath to even see much in the way of development on a new plugin until after Blender 2.5 is released.

"Of course, I already played around a bit for proof of concept..." Show Spoiler

:)

Re: Blender 2.5 Alpha

PostPosted: Sat Jan 02, 2010 7:36 am
by Jamey
Paradox wrote:
"Of course, I already played around a bit for proof of concept..." Show Spoiler

:)


...I think once we get everything working in Blender 2.5 (Scripts,GUI, etc.), It is going to be totally worth it in the end, with the age creation process made so much easier with custom GUIs like this. :P

Best of luck to you all in making the scripts work with 2.5! I'm looking forward to seeing new developments with all of this :D

Re: Blender 2.5 Alpha

PostPosted: Sat Jan 02, 2010 9:36 am
by Aloys
Paradox wrote:
"Of course, I already played around a bit for proof of concept..." Show Spoiler

:)

Oooh.. nice.

I can has Uru Blender? :)

Re: Blender 2.5 Alpha

PostPosted: Sat Jan 02, 2010 10:36 am
by Chacal
Just add Jennifer's D'ni skin and fonts and you're done!

That's great work, Paradox. It is worth waiting for a stable release, which might be Blender 2.6 if I understand the timeline.

Re: Blender 2.5 Alpha

PostPosted: Sat Jan 02, 2010 11:35 am
by Aloys
Chacal wrote:Just add Jennifer's D'ni skin and fonts and you're done!

;) I was thinking of something a little more elabortate. :)

Old 'Uru Blender' thread (darn, that was 2 years ago already..)
most of the problems with our toolset and our workflow is that we have to adapt to Blender, and Blender wasn't made for Uru. But:
Blender is released has an open source project under the GPL. And I don't know much about the GPL, but my understading it that we can take the project and modifiy it (within certain limitations).
So... would it be possible to take Blender, and adapt it specifically to our needs?
(...)
we could really suit the GUI to our need. We could get rid of all the features we don't use, strip it down to make the whole thing simpler, and add what we actually need.
In a word we could have a real Uru-focused editor.

Now, part of that idea actually involved creating a separate branch of Blender just for Uru, but I guess the new 100% customizable pythong GUI of Blender 2.5 will make that part unnecessary.
Over 50% of Blender's features are useless for Uru, and just add interface cluter. Let's get rid of them. :)
These days I'm going back to Age exporting, and I'm just having tons of difficulties, even for the most simple tasks.. :oops: Simply because I don't use Alcscript often and I have to browse pages of documentations and forums to find what I need.
Any GUI improvement for our needs is a good thing. :)

Re: Blender 2.5 Alpha

PostPosted: Sat Jan 02, 2010 12:02 pm
by Chacal
Yes, that's what I had in mind with "PyPRP GUI". The learning curve wouldn't be so steep.

Re: Blender 2.5 Alpha

PostPosted: Sat Jan 02, 2010 1:34 pm
by J'Kla
No matter how long it takes, it still looks like it will be ready before Cyan sort their tools. :D

Re: Blender 2.5 Alpha

PostPosted: Mon Jan 04, 2010 2:56 am
by diafero
Paradox wrote: Blender 2.5 breaks compatibility with all scripts. The entire internal API (both C, and Python) has been recoded to use a new system. PyPRP is going to need to be rewritten from the ground up to use the new data API. This is an excellent time to start entirely from scratch based on Zrax's libPlasma library rather than our own Python versions of Plasma classes, so we have a bit of a head-start.
However, we still need to write code to take the Blender data and feed it into Plasma objects (which can be based heavily off of the existing code, the logic is already correct); make the whole thing backwards compatible with existing Ages and AlcScript; and design GUIs for the Plasma settings.

I'm checking the PyPRP2 repo for quite some time now, but not much has been checked in there the last year or so... ;-)

That GUI looks nice, though - I'm curious where this will lead to :D