[Bf-committers] Community leverage, asset encapsulation (was: Blender Roadmap)

David Jeske davidj at gmail.com
Sun Jun 30 05:21:23 CEST 2013


On Tue, Jun 25, 2013 at 7:19 AM, Campbell Barton <ideasman42 at gmail.com>wrote:

> 2) Increase community leverage, sharing, library asset encapsulation --
>  > more bridges between pro-artists and amateur blender pilots.
>

> Material-sharing is being figured out. I'd like to be able to enapsulate a
> > more complex parameterized block into something with external "easy to
> use"
> > push-buttons...
>


> +1
>

Any thoughts on how we might make this work?

Here are some brainstorm thoughts about these two "strawman" goals..

(a) let [a user] group/encapsulate/re-use/share a 10
> > node color-keying setup with an external mask-input,
> > key-color-input, and exposed "internal RGB curve editor" used for
> > foreground feather color correction;
>

A first question is... does this concept of exposing "internal node
parameter UI" for specific fields, while hiding other internal nodes,
enable an interesting set of reusable compositing node-groups? What might
specific examples be?

 "foreground object chrome key with color correction" ~ 7 nodes
 "vignetting" ~4 nodes
...?


> (b) let me wrap up the (scene, model,
> > logic, animation, script, and render setup) for a 3d rendered and
> > composited video-title-effect which can be used directly from the
> > video-sequence-editor with simple animatable fields like "color", "title
> > text", "font", "position".
>

This seems like it needs some way to "hide" scene parts, so the scene
becomes locked and opaque from the outside, except for a set of easy to use
parameters -- which would be shown as easy to use things in the VSE. The
scene(s) might even be hidden from the scene list unless the VSE user
pushes the "edit" button to customize their internals.

Any other community sharing ideas?

Another one on my list is a bit simpler and related to asset sharing..

(c) create metadata to "link" the purpose of assets based on compatibility,
and use that meta to make it easier to browse, pick, and load relevant
pieces for a currently active object.  For example, if I want to load
alternate textures for a "wagon" model my local or a public asset library,
it would be useful to see only textures which have been mapped to "fit" the
wagon model. Likewise for shape keys, poses, etc..


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