[Bf-committers] User-defined Material Properties

Greg MacDonald gtmacdonald at gmail.com
Thu Oct 13 21:08:02 CEST 2005


On 10/13/05, Willian Padovani Germano <wgermano at superig.com.br> wrote:
>
> Ton Roosendaal wrote:
> > Afaik there's already a property API (game engine only?). Nevertheless,
> > this should be the last step, when the full design is verified.
>
> BPython has it, too. Joseph Gilbert added access to object properties.

 I suppose if we redo this functionality in a more general way, we can
continue to support object properties as long as we keep the python
interface the same. So we could do away with game object properties, or we
could keep it and offer general properties as an additional feature? What do
you think?

> Well, if Python should become an important means of creating custom
> > menus/panels, we should look at a really good generic method for doing
> > this. I know Willian has looked into this before... it's a difficult
> > project, and I rather keep that separate.
>
> Joseph, again :), my interest was more generic. He had a patch to create
> custom 3d view panels via BPython.
>
> No worries about the Python side, there should be no trouble wrapping
> whatever gets implemented, both for properties and access to ui.
>
> BTW, to add to the importance of this project: PyTex and Python
> modifiers also need some way to define guis, not to mention other
> scripts that can benefit from this sort of interface.

 For what I've gathered thus far, viewing and editing of generic properties
that are categorized will eliminate the need for scripts to draw buttons and
panels directly. So the only thing that's left for UI is python access to
menus? Would everyone agree with that?
 -Greg
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