[Bf-committers] Blender UI Smoke Module Feature

Paolo Acampora palucam at gmail.com
Wed Sep 17 16:35:30 CEST 2014

Hi Patrick, the UI work is usually very feasible, it shouldn't take long.

>From lower to upper level:

- you need some structs where you can store data, in blender this structs
are called DNA structs
The smoke should have DNAstructs of its own, you can add your fields there.
- you need to expose elements of the struct to the python API, this is done
through a part of blender called RNA
<http://wiki.blender.org/index.php/Dev:2.5/Source/Architecture/RNA>, I'm
sure you'll figure out how DNA properties are converted to python
properties by studying the existing rna file for the smoke.
- once you can access your properties from the python console, you are
ready to use the user interface python functions to add UI elements. You
can right-clic on any UI elements and clic "show source" to have the UI
python script in the blender text editor. You can edit and run the UI from
the editor as well.

Hope it helps

Paolo Acampora, palucam at gmail.com

2014-09-17 14:30 GMT+02:00 <pat.fuerst at gmail.com>:

> Hey all,
> I am working on some additional features for the smoke module to control
> smoke to for specific shapes.
> I’m now on a point where I implemented every related code in the smoke
> module and would like to have an option to change some parameters in the
> UI, like when adding new emitters ect.
> My question now is, how much work can it be to realise that, since I
> haven’t looked into the UI code yet.
> All of the work for the smoke module is part of my thesis, but not the UI
> code, so I don’t wanna work on that part for too long.
> Thanks,
> Patrick
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers

More information about the Bf-committers mailing list