[Bf-committers] Settings and preferences out of blend format

Ruslan Merkulov r.merkulov at gmail.com
Thu May 20 05:26:56 CEST 2010


I might be off base, but I believe it's possible to achieve it without
implementing another format.

You can have 2 blend files -- one with all the settings and
preferences and another with a default scene.

On Thu, May 20, 2010 at 7:14 AM, Ruslan Merkulov <r.merkulov at gmail.com> wrote:
> Yes, this would be a major step forward in terms of usability. It
> doesn't seem to make too much sense for the settings to include a
> scene(s) along with it. We can already save and load interaction
> settings independently, which is pretty cool. Hope you guys will move
> in this direction, when time permits of course.
>
> On Thu, May 20, 2010 at 7:08 AM, Martin Poirier <theeth at yahoo.com> wrote:
>> 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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>>
>>
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