[Bf-committers] Naming layer

Campbell Barton cbarton at metavr.com
Wed Apr 20 15:49:22 CEST 2005


Single objects occupying multiple layers RARE??? I use it all the time.
I still have no problem with giving each layer a seperate name. 

Ton, werent you thinking of doing somthing with the outliner (With 
managing layers)?

- Cam


>
> Ton,
>
> you knew that you would get some annoying feedback on this issue, 
> right? :)
>
> On Wed, 20 Apr 2005, Ton Roosendaal wrote:
>
>> Hi,
>>
>> The Blender layer system uses bitmasks, meaning there is no single 
>> layer you can use to give it a name. If we like it or not, but it's 
>> being used (and
>
>
> Well, the *layers* as seperate entities do indeed exist. It's just 
> that there
> is the occasional (rare) possibility of objects belonging to several 
> layers
> at once. But the layers can indeed have names - there are exactly 20 
> of them,
> and each can have its properties.
>
>> useful) to define relationships between objects, like metaballs or do 
>> define which lamps give lights on what objects (lamp in layer 1,2,3, 
>> object in layer 3, scene showing layer 2+3).
>
>
> Yes, instinctive's layer manager is, among others, used for exactly 
> that. It's
> used for determining what objects should be locked, what objects 
> should be
> visible when, what objects belong to which *named* 'group' (Layer), etc.
>
>> As for the instinctive layer manager; this implementation looks like 
>> the usual quick & easy hack, something probably Alexander can use 
>> perfectly, but not something that complies to a standard as I like to 
>> see it for Blender. A
>
>
> It's OK to have high standards, no doubt.
>
>> good system to manage relations/grouping or properties for your 
>> Objects in a Scene will be just more work, requiring in-depth 
>> understanding of the full range of Blender, a maximum integration 
>> level, also related to extending the
>
>
> Trust me, I have total understanding of the full impact of the Layer 
> system,
> scenes, views, non-locked views, local views, etc., and as the past has
> shown, more so than  the majority of other Blender users.
>
>> Sometimes I can seem like a show-stopping bitchy conservative here... 
>> :) I
>
>
> I like conservative people, I'm one myself. My second name is 
> Ratzinger ;-)
>
>> realize we need to find good ways to attract & involve new 
>> developers. But the times are also over to accept each code 
>> contribution only because it's a desired feature. We only run into 
>> troubles with that.
>> Don't forget that the parts that nicely work within a Blender 
>> architecture are the real strong aspects in Blender, working already 
>> for 10 years, and still future proof. This stability allows for quick 
>> hacks, which is OK for within a production environment (like 
>> instinctive blender), but not per definition fit for inclusion in 
>> official releases.
>
>
> You make an interesting point here, and it's what I've been saying for 
> the
> past years (Now, you will hate me even more!): Blender *used* to be a 
> production tool (in NeoGeo times), and you know
> best yourself that it was (and is) FULL of quick hacks.
>
> What I find funny is that since it has gone open-source, the 
> Foundation seems
> to be aiming at creating a typical, marketable end-user tool for the 
> masses
> (BF-Blender) opposed to a "thing that gets the job done" (like NaN 
> Blender).
>
> But this is probably unavoidable... Every company has its own 
> priorities and
> special uses - so instinctive-blender and its special functionality is 
> OK for
> *one* company... BF-Blender has the difficult task to please 
> *everyone* - maybe
> it's insane to set yourself such a high goal.
>
> | alexander ewering              instinctive mediaworks
> | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
> _______________________________________________
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> Bf-committers at projects.blender.org
> http://projects.blender.org/mailman/listinfo/bf-committers
>
>


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Campbell J Barton

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