[Bf-committers] BGE 2.49 external python modules...
ideasman42 at gmail.com
Sat May 23 04:36:47 CEST 2009
Heres a video of how to use modules, though it looks like you got this far,
In 2.49 the blendfiles path is always added to the sys.path,
The module feature is not limited to...
You can do this too...
Its not limited, if you wanted you could do this and it would not be
any slower to run...
The way the directories are setup for YoFrankie currently use python
packages, blender doesn't need to know about how packages work, python
does this automatic.
----- explained on the forum
@Sim88, Originally I made blender look in "./scripts" a bit like how
many games have "./textures"
where the blendfile was in...
However this is a bit arbitrary.
A nicer way to manage this is with python packages
This way you can import the directory as if its a module, Look up py
docs on how to write a package, but basically __init__.py just needs
to import 'someScript.py'
Then the py-controller module can use the string
Even though this seems a bit complicated Id assume youd only do this
in bigger projects where 10+ scripts are going to clutter your
In these cases setting up a python package is no bug deal, I tested
this for YoFrankie and it works well.
On Fri, May 22, 2009 at 3:10 PM, Natanael Olaiz <nolaiz at gmail.com> wrote:
> Testing further, putting "relativepath/module.method" it works!
> But I still don't understand: in YoFrankie python modules names, after
> the relative path is a "." instead a "/" . Why there it works like that
> and in a new scene it doesn't??
> Anyway, congratulations for the improvements that you are making in
> Blender and BGE. :)
> Best regards,
> El 05/22/2009 06:04 PM, Natanael Olaiz escribió:
>> I updated my Yofrankie sandbox, and I'm glad to see the actual
>> external scripts!! (I was hacking them, and it was a mess everytime
>> that the binary .blend files were updated...)
>> But..... I can't found where the modules figure in the blender files
>> or how to import them!! I mean, in Yofrankie files I see that the
>> python controllers have the execution mode as "module", but I can't
>> found those scripts anywhere inside the blender file, and I tried to
>> create a new scene using the same name conventions of external files
>> for a simple script (to see if works in that way) without luck (I get
>> an ImportError: no module named....)
>> I would be really grateful if you could give me any hint.
>> Thanks in advance,
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