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Blender 2.57

Posted:
Thu Apr 14, 2011 3:29 pm
by bnewton81
So its finally here. I was about to post this in the builders section but the "Should I really be posting here?" topic made me think twice.

What's up with PyPRP 2.0 or w/e it is called? Anyone know what's going on with the project to get us a working Python 3 PyPRP? Don't get mad at me for posting before reading any of the topics in this section. I'm sure there is tons of info on this very topic, but I'm kinda excited about the new blender coming out and had to post something. Forgive me if I have stomped the GoW Forum's chi.

Re: Blender 2.57

Posted:
Thu Apr 14, 2011 8:48 pm
by Branan
I just finished fixing PyPRP2 to work with Blender 2.57, along with a few cleanups to make the interface as clean as possible.
It's still very early in development, but I'll try to get an alpha release done (assuming Lontahv is OK with that - it's mainly his project)
Re: Blender 2.57

Posted:
Thu Apr 14, 2011 10:32 pm
by bnewton81
Awesome! Now I just need to relearn everything in blender.

Re: Blender 2.57

Posted:
Fri Apr 15, 2011 1:04 am
by tachzusamm
May I ask if PyPRP 2 will still contain or use AlcSript?
(Please take this as a neutral question, free of bias. I for myself feel twofold when it comes to AlcSript; on one hand, I don't feel happy with it, on the other hand, AlcScript has it's advantages.)
I'm asking because I have ideas for creating a toolset which could make AlcScript handling more easier in some scope. Now I'm unsure if I should stop thinking about it because a) Blender 2.49b + PyPRP 1.6 will be outdated soon and / or b) Blender 2.5+ + PyPRP2 may not contain AlcSript any longer.
Re: Blender 2.57

Posted:
Fri Apr 15, 2011 1:22 am
by Fuchida
I just want to add my underline to that question of "tachzusammen".
Cause I think it would be really nice just to have a blender script window type of interface for all those alcscript things. If in the background scripting is still necessary, then a interface could handle that and just generate the code as you type in the parameters in the interface. (Would really, oh so really make it easier to create ages)
I downloaded the stable release with Luxrender config from graphicall.org and it looks so very nice. I like the new toolbar (even though i have to get used to it again) but makes it quicker in workflow.
Re: Blender 2.57

Posted:
Fri Apr 15, 2011 6:02 am
by Aloys
Branan wrote:I just finished fixing PyPRP2 to work with Blender 2.57, along with a few cleanups to make the interface as clean as possible.
It's still very early in development, but I'll try to get an alpha release done (assuming Lontahv is OK with that - it's mainly his project)
That would be great news!
Lon's knows enough about Age development to do a good job on this by himself, but a few more pair of eyes can't hurt considering so many different people will use this tool. Especially if it's still early in development, makes it easier to take feedback into consideration and adjust things if needed.
Re: Blender 2.57

Posted:
Fri Apr 15, 2011 9:41 am
by Branan
Our goal is to avoid ALCScript completely. Everything will be in GUIs.
When possible, we're going to map things directly to existing Blender GUIS (a track-to constraint becomes a ViewFaceModifier, for example). When that's not possible, we'll add new GUI panels to fill in the blanks. One of the things we're going to try to do is only map to existing functionality if it actually matches what Plasma functionality - no shoe-horning things in just because a button has the right name (but is broken because it does something entirely wrong)
Re: Blender 2.57

Posted:
Fri Apr 15, 2011 9:48 am
by dendwaler
Will occluders be supported in Blender 2.5?
I need them to make my age more playable for lower-end systems.
I have asked this elswhere a few times earlier, but never got an answer.
Re: Blender 2.57

Posted:
Fri Apr 15, 2011 10:25 am
by Branan
dendwaler wrote:Will occluders be supported in Blender 2.5?
Eventually. Right now the focus is on getting core Plasma objects to export sanely and correctly. Age performance is a big deal, and it's something that will be implemented. No ETA, though.
Re: Blender 2.57

Posted:
Fri Apr 15, 2011 8:32 pm
by Branan
Whoops, there's something I totally forgot for PyPRP2 that needs to be done before we can release a test version. I'll get it done this weekend.
We just got the OK from all of the libHSPlasma contributors to add a GPL exception for PhysX, so I'm going to get MOUL export working correctly in PyPRP2 before I release an alpha.