[Bf-committers] Defining new node types with Python

Shaul Kedem shaul.kedem at gmail.com
Fri Mar 4 19:35:44 CET 2011


I think it's a great GSoc idea. if anyone is willing to mentor it
please add it here:
http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2011/Ideas

(not my page, but that's what I gather from Tom's note there)

On Fri, Mar 4, 2011 at 12:01 PM, Doug Hammond
<doughammond at hamsterfight.co.uk> wrote:
> I'm also interested in python-defined nodes, but for a different purpose:
> external render engine material/texture setups.
> In my case, the nodes themselves needn't even calculate anything in Blender,
> they'd only need to serve as UI elements for material construction.
>
> Any progress in this area will be of interest to me.
>
> Cheers,
> Doug.
>
>
> On 3 March 2011 18:16, Tom Edwards <contact at steamreview.org> wrote:
>
>> That sounds very interesting Xavier, but those jobs are already
>> performed by the game engine's compiler in this case. I just need to
>> generate a script for it to run.
>>
>> On 03/03/2011 5:39, Xavier Thomas wrote:
>> > Hi Tom,
>> >
>> > Hi would be interested in such a solution too.
>> >
>> > Maybe youwill be interested in my current work also:
>> >
>> http://code.google.com/p/gamekit/source/browse/branches/AnimKit/Dependencies/Source/GameKit/AnimKit/
>> >
>> > It is a animation library designed to be similar to Havok animation or
>> > playstation Edge. It's meant to be used by gamekit but is generic
>> > enought and dependence free to be used by any project (and lisenced
>> > without copyleft)
>> >
>> > It is still under heavy development but already support:
>> > Animating all you want to (including skeleton)
>> > Animation blending (including additive)
>> > SSE on Linux
>> >
>> > I am planning on adding animation blend tree to it as soon as I finish
>> > SSE on windows.
>> >
>> > As Blender already serves as authoring tool for gamekit. I would be
>> > verry interested in the possibility to edit animation blend tree in
>> > Blender too.
>> >
>> >
>> > Xavier
>> >
>> > 2011/3/3 Tom Edwards<contact at steamreview.org>:
>> >> I'd like to create a new node graph type to define how an external game
>> >> engine treats exports from a scene. Similar things exist already
>> >> <http://i3.photobucket.com/albums/y84/starwind168/AnimTree.jpg>.
>> >>
>> >> The bad news is that creating new node types is not currently possible
>> >> with Python, and that the output I want is too esoteric to justify
>> >> building into Blender itself.
>> >>
>> >> The good news is that my design is pure Python does not require anything
>> >> outside the existing API: its output is a small script file, and all the
>> >> heavy lifting is done by an existing external compiler. I could actually
>> >> create it today, and the only missing element would be the visual aid of
>> >> the node editor.
>> >>
>> >> My question, then, is how feasible supporting the definition of new
>> >> node/graph types in Python is. We can already instance and modify
>> >> existing ones...
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