[Bf-committers] Defining new node types with Python

Toni Alatalo antont at kyperjokki.fi
Fri Mar 4 20:42:45 CET 2011


On Fri, 2011-03-04 at 17:01 +0000, Doug Hammond 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.

Brett has used python defined nodes in this fashion for defining Ogre
materials, http://pyppet.blogspot.com/2010/11/ogre-shader-nodes.html

http://code.google.com/p/blender2ogre/wiki/ShaderNodes

http://www.youtube.com/watch?v=Sn2Zhh72emk

> Doug.

~Toni

> 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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