[Bf-committers] parsing Blender and math expressions?

Toni Alatalo antont at kyperjokki.fi
Fri Apr 30 09:37:09 CEST 2010


Campbell Barton kirjoitti:
> While not against this (in general), keeping them fast is very
> important since they can be evaluated 100's (even 1000's) of times a
> second when running an animation on a complex rig.
>   

Yep, was thinking about this a little too, and figured that the fact 
that they are parsed doesn't matter, 'cause they don't change while e.g. 
a bone is moved, so the resulting op from the parsing can be cached etc. 
and there shouldn't be any speed impact.

~Toni

> On Fri, Apr 30, 2010 at 9:11 AM, Benjamin Tolputt
> <btolputt at internode.on.net> wrote:
>   
>> Toni Alatalo wrote:
>>     
>>> Triggered by the crazily exploded security/sandboxing talk, I looked a
>>> bit into what kind of mathematical expression parsers etc. there are for
>>> Python... <snipped details>
>>>       
>> This would be a reasonable compromise in my opinion. It is how
>> expressions are used in alternate 3D packages such as Lightwave & XSI. A
>> majority of the expressions I use are simple mathematical equations
>> taking in the current location/orientation of other bones/objects in the
>> scene.
>>
>> Whether or not it bumps up against the position of "only standard Python
>> in Blender" depends on how strict the developers are about it. If they
>> only mean that in the case of not customising the Python runtime &
>> related code - this would fit that definition without problems
>>
>> With that in mind, it does make you wonder why we cannot use the logic
>> nodes (or similar) for the problem. That would allow you together what
>> you need whilst referencing only the elements of functionality that the
>> logic nodes make available - scene data, mathematical expression, and
>> conditionals. If this was to be classified as worthwhile, a "nodes to
>> Python subset" and it's inverse would be quite useful in the Game Engine
>> as well.
>>
>> Worth noting in the meeting topic Campbell has proposed.
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>>     
>
>
>
>   



More information about the Bf-committers mailing list