[Bf-committers] Settings and preferences out of blend format
Martin Poirier
theeth at yahoo.com
Thu May 20 05:08:48 CEST 2010
No problem per se, but we already have a format that's compact, backward and frontward compatible, and that already has a fast parser and generator.
It's just the easiest solution at first, other formats can come later.
Martin
--- On Wed, 5/19/10, malefico <malefico at licuadorastudio.com> wrote:
> From: malefico <malefico at licuadorastudio.com>
> Subject: Re: [Bf-committers] Settings and preferences out of blend format
> To: "bf-blender developers" <bf-committers at blender.org>
> Received: Wednesday, May 19, 2010, 9:42 PM
> I use to work with Cinelerra which
> uses XML file to dump all data. As
> David pointed out, it is very handy to debug-clean
> corrupted data. Is
> there a problem with text files ?
>
> Cheers
>
> malefico.
>
>
> David Silverman wrote:
> > Working in a production environment, it was always
> nice to be able to drop a
> > text file into a prefs folder for custom hotkeys,
> settings etc. when moving
> > to a different work station, especially when a
> computer went down or was
> > working on a simulation.
> >
> > A step up would be to allow more than one preference
> file and let the user
> > choose which to load, i think this is in the works
> already?
> >
> > Going a little further, it would be nice to be able to
> export any data
> > structure to text. Corrupt files were a major problem
> with large scenes, but
> > because often forgot to save enough versions of our
> progress, we saved out
> > to an ascii format, we could scroll through the data
> and delete weird stuff
> > and get it working or copy important pieces into a new
> file, especially if
> > there was something broken about the file that never
> let you open it in the
> > program like. Files were a little bigger, but big hard
> drives are cheaper
> > than lost time in general. Procedural objects just
> saved their settings, and
> > non procedural items like meshes looked something like
> this:
> >
> > mesh object and name
> > mesh data
> > vertex 1 x y z
> > vertex 2 x y z
> >
> >
> >>
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> >
> >
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