[Bf-committers] Bundled Scripts 2.49

Campbell Barton ideasman42 at gmail.com
Tue May 5 12:35:30 CEST 2009

Hi Brendon, Quick Script review, maybe the authors read this list -
otherwise can you contact the authors or change yourself.
My commends are below ***headings.***
For a few I have set as ***Rejecting/Undecided***, which means Id not
include if it were only my choice but would be ok if others have
strong reasons to add.

Most of the changes suggested are not so hard to make.

----- Proposed scripts to include -----

1/ 3D Cursor Menu by Mariano Hildango.



* Rejecting ***
 - duplicate functionality with snap/cursor menu, spin view is
confusing and cant be disabled, space handler's are not that nice in
general for integrating into a workflow.

2/ANT Landscape Creator by Jimmy Haze.



* Accept ***
- Needs to redraw the 3D view after making the terrain.

3/ 2d Cutout Image Importer by Kevin Morgan



*** Accept ***
- needs a try/except for a failed image load

4/ Blender Mesh Attribute Editor by Ron Walker



*note, the folder BMAE should be in the scripts directory.

- This script is involved but looks like its better suited to being in
a script-bundle since its not so general purpose

5/ Flatten by Mariano Hildango.



- This script should be converted from NMesh to Mesh so it wont remove
UV and Vcol layers, its a small script so wont be hard.

6/ Spirals by Alex V



- makes a new curve datablock when changing any setting, should re-use
the active curve. you can delete CurNurbs with "del curve[i]"
- Spiral should not always unset the active object, its disconcerting
when editing.

7/ Check Integrity by Yorik van Havre



- theres already a select non-manifold option in blenders select menu.

8/ Big Numbers Toolkit by Gwenael Le Page




- Script purpose is very unclear
- reference blenderartist.org for docs is vague, could have a help
button opening wiki docs.

- Includes duplicate functionality from blender but odd names "Mimic
active object", where blender uses "Copy", "Select Same" instead of
blenders "Select Linked"
- Found 2 exceptions, (Opened, pressed "Animate", python script error
Traceback (most recent call last):

  File "=GwensBigNumbers1_12c", line 2464, in bevent

  File "=GwensBigNumbers1_12c", line 1826, in Animate

UnboundLocalError: local variable 'obj' referenced before assignment

----------------------------------------- (On editing the materials
buttons in the script - was waving my mouse over and holding enter :)
Traceback (most recent call last):

  File "=GwensBigNumbers1_12c", line 2157, in bevent

  File "=GwensBigNumbers1_12c", line 1457, in ModifyMat

TypeError: expected int argument in [1,511]

9/ GeomTool by Guillaume 'GuieA_7' Englert



- use active object, dont complain when multiple are selected

10/ SaltShaker by Rednuht



- Theres already a randomize loc/size/rot tool but this is a bit
different, am OK with including.

11/ Bolt Factory by Aaron Keith (Spudmn)



*** Accept ***

-default values need to be smaller. default bolts are huge, should be
roughly between  2.0 and 0.1.
-Move to wizards menu
-Found exception when making all values zero
  File "=Bolt_Factory_249.py", line 1362, in button_event

  File "=Bolt_Factory_249.py", line 1317, in Create_Bolt

  File "=Bolt_Factory_249.py", line 1257, in MakeBolt

  File "=Bolt_Factory_249.py", line 556, in add_Thread

Thanks, Brendon.

On Sun, May 3, 2009 at 7:41 AM, Martin Poirier <theeth at yahoo.com> wrote:
> Hi,
> I think that kind of things (additional scripts, fonts, materials, textures, ...) would be a lot better as a separate additional download. This makes it easier to package, distribute and update, meaning we wouldn't have to wait for a Blender release to update scripts in the pack.
> Although, if some (not a big number) scripts in that list are deemed generally useful and pass the quality checks, they could be added to the main release.
> Martin
> --- On Sat, 5/2/09, Campbell Barton <ideasman42 at gmail.com> wrote:
>> From: Campbell Barton <ideasman42 at gmail.com>
>> Subject: Re: [Bf-committers] Bundled Scripts 2.49
>> To: "bf-blender developers" <bf-committers at blender.org>
>> Received: Saturday, May 2, 2009, 9:11 AM
>> Hey Brendon, good to see someone managing community scripts,
>> Im ok to see some of these scripts included in 2.49 with
>> provisions.
>> An experienced blender user and scripter should read over
>> the scripts
>> and check for common pitfalls,
>> * Scripts should never overwrite data by making assumptions
>> about Mesh
>> names (NMesh.PutRaw is very bad with this)
>> * Scripts should always deal with data in the current
>> scenes (I have
>> memories of loosing work because some scripts didn't
>> take the
>> possibility of multiple scenes into account and modified
>> everything
>> from Object.Get())
>> Code quality should be at least reasonable...
>> * no try/excepts around large/complex functions
>> * no python script errors for common use cases, rather give
>> useful messages.
>> Some of the scripts just from the names look useful but
>> obscure, maybe
>> we could include these in a "contrib" directory
>> or not at all.
>> At least one of the scripts in that list isnt needed
>> anymore because
>> its been added in C, so we need to double check  these
>> scripts are
>> still valid.
>> - How do we respond to bug reports with these scripts? (and
>> who deals
>> with them).
>> - Do we drop our (high?) standards for scripts because will
>> be the
>> last release of 2.4x?
>> ... when I started using blender I found the scripts in
>> blender so
>> unreliable that I ended up mostly used my own scripts (ack!
>> this
>> sounds so arrogant but I'm not kidding, so many scripts
>> would give
>> error messages or hosing blenders internal state for dumb
>> reasons)
>> I think Matt remembers this too, if it had a Python icon
>> I'd save
>> before running.
>> So I don't want to give users such a mixed experience
>> that they end up
>> not trusting scripts in general, its also bad for blenders
>> if we
>> include unreliable scripts.
>> Officially LetterRip, Willian and myself are the gate
>> keepers for
>> scripts, Mingus should be added to this list too :)
>> We could split the list up for review.
>> Personally Im OK with this as long as there is some quality
>> checks
>> but we could just leave it for now,
>> this is very close to release, maybe this can be
>> distributed
>> separately, even on blenders download page for instance as
>> an extra
>> set of tools to be used with blender.
>> - Campbell
>> On Sat, May 2, 2009 at 3:44 AM, Brendon Murphy
>> <meta.androcto1 at gmail.com> wrote:
>> > Hi, I have prepared a large submission of scripts
>> here:
>> >
>> http://projects.blender.org/tracker/?atid=468&group_id=153&func=browse
>> > this collection is the result of much work, over a
>> couple of years.
>> > Some scripts are older & nostalgic,
>> > All provide either useful functions or provide solid
>> examples of script
>> > coding.
>> >
>> > The request is to include all these scripts in Blender
>> 2.49.
>> > The scripts have been well tested.
>> > As the Api is changing soon, it would be great to
>> include these scripts as
>> > both a testament to what has been done & an
>> encouragement for what will be
>> > possible in the future.
>> > Sincerely.
>> > Brendon Murphy.
>> > Wiki Scripts Catalog.
>> > BF Extensions team.
>> > Thanks.
>> > _______________________________________________
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>> > Bf-committers at blender.org
>> >
>> http://lists.blender.org/mailman/listinfo/bf-committers
>> >
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- Campbell

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