[Bf-committers] Render Plugin Development
cbarton at metavr.com
Wed Aug 15 05:33:16 CEST 2007
I think python integration should be left until the API is in blender
trunk and we have some example plugins.
Can you give an example of why a C render plugin would need to call a
Another area that would be interesting is having the render API in
python (a bit like how you can access opengl from python). would be good
for prototyping and testing - since people would not need to compile the
plugins to test and run - But its really too early to start on this (IMHO)
One thing we should do is work out how render specific options will be
accessed. I hope ID-Props will be used,
that way, the C api can be developed separately, and we can work out the
best way for users to modify ID-Props through a user interface.
Bobby Parker wrote:
> This is great work so far. Does anyone have any thoughts on how to get
> this to make calls to Python scripts (running or otherwise)?
> On 8/14/07, Shaul Kedem <shaul.kedem at gmail.com> wrote:
>> Very nice tutorial, I hope the documentation will be linked here as
>> well, for example, what is the full list of functions that can be
>> called in the init stage etc.
>> Also, what is the error handling mechanism?
>> On 8/14/07, Joe Eagar <joeedh at gmail.com> wrote:
>>> Aaron Moore wrote:
>>>> I've written a tutorial which explains the basics of how to write a
>>>> plugin (as best I can for the moment):
>>>> Again, let me know if you have troubles with it.
>>> BTW, do you have access to ID properties in the render API? The render
>>> API was kindof half the motivation behind doing them, after all :)
>>> Bf-committers mailing list
>>> Bf-committers at blender.org
>> Bf-committers mailing list
>> Bf-committers at blender.org
Campbell J Barton (ideasman42)
More information about the Bf-committers