[Bf-committers] blendercasts reloaded...

Campbell Barton ideasman42 at gmail.com
Sun Nov 24 08:18:58 CET 2013


On Sun, Nov 24, 2013 at 3:52 AM, blenderleo <blenderleo at gmx.de> wrote:
> Macros sound interesting, and the function is close to the idea of
> blendercast.
>
> Does a script (addon) have access to the latest operations (and their
> settings!)?
> If every op is recognized by the script and stored in a way like
> "bpy.ops. ...", then each op could be redone easily, I think.
> I'll trust in the dev's opinion ;)

Yes. after running an operator you can do this in the py console:
>>> bpy.context.window_manager.operators[-1]

And for the properties as a list of {key: values}.
>>> bpy.context.window_manager.operators[-1].properties.items()

> Am 23.11.2013 17:41, schrieb patrick boelens:
>> A long, long time ago I remember there being a discussion about macro's in Blender. Iirc the core concept of those was the same: allow a user to record a set of actions and replay them.
>>
>> To me it seems like the proposed Blendercast would rely heavily on such a feature. If macros ever get developed in the future, this may be something to keep in kind. For example, they could be extended to allow saving to and loading from files (i.e.: boxModelHouse.macro), jumping to a particular time or "step", setting a playback speed and show the name and parameters of the action being performed in real-time (i.e.: Extrude face (0, 0, -0.5), Scale face (0.2, 0.2, 0.2)).
>>
>> Perhaps something like that would be a more feasible alternative. It could then be used as an addition to tutorials for instance, both written and screencasted, as well as having a wider use-case.
>>
>> Just my two cents.
>>
>> -Patrick
>>
>>> From: brechtvanlommel at pandora.be
>>> Date: Sat, 23 Nov 2013 17:11:59 +0100
>>> To: bf-committers at blender.org
>>> Subject: Re: [Bf-committers] blendercasts reloaded...
>>>
>>> On Sat, Nov 23, 2013 at 4:44 PM, Gaia <gaia.clary at machinimatrix.org> wrote:
>>>> On 23.11.2013 15:30, Brecht Van Lommel wrote:
>>>>> For me the reasons not to do this are:
>>>>>
>>>>> * It shifts work from tutorial makers to developers, and it's the
>>>>> developers that are already the bottleneck at the moment, we have many
>>>>> people making tutorials. So developer time seems a more rare resource
>>>>> at the moment.
>>>> I am not sure why this would shift work from tutorial makers to developers.
>>>> Or do you mean "creating this tool would need developer resources" ?
>>>> Otherwise why would tutorial makers not use such a tool ? Its not so
>>>> different
>>>> to use compared to creating screen casts ...
>>> I think you would want to implement this feature to make it easier for
>>> people to make tutorials or to help them make better tutorials? So
>>> basically that means you will have developers spending time helping
>>> out by implementing this feature (which is really complex), and it
>>> seems like those resources would be best spent elsewhere.
>>>
>>>>> * I have never seen such a system done well in other applications, the
>>>>> few times I've come across it, it's always been pretty frustrating.
>>>> What made these tools frustrating ? Is this a bad concept or did you
>>>> only step
>>>> into tools which had it badly implemented ?
>>>>> I'm not sure why, maybe it's just a coincidence and there are
>>>>> applications (of Blender's complexity) out there that do this very
>>>>> well.
>>>> This actually keeps me on track :) Actually this is a good argument for
>>>> continue thinking about how it could be done better :)
>>> My guess is that it is a bad concept because it's a fragile high tech
>>> solution to a problem that already has a proven low tech solution
>>> (video tutorials), where the tutorial creator has more control by
>>> being able to take their recorded video into a video editor to cut and
>>> enhance it, without working within the inevitable limitations of a
>>> solution like blendercast.
>>>
>>> Brecht.
>
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-- 
- Campbell


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