[Bf-gamedev] UI; Improvements and Customization

Jason Wilkins jason.a.wilkins at gmail.com
Mon Oct 14 19:25:59 CEST 2013


The code that loads and saves user layouts is most likely the same code
that saves and loads everything else since Blender uses a tagged binary
format to make it easy to serialize C data structures over ever changing
versions.

On Saturday, October 12, 2013, Colin Knueppel wrote:

> I believe this would be a great option to inherently support within
> Blender, but it appears I may be able to implement some of this on my own.
> To try, there would be several things that would be very handy.
>
> -Where can I look at existing UI code, or what files should I look at?
> Namely, where can I see the code that loads user interface presets and
> panel layouts?
> -Are there any tutorials or resources that would help me create my own
> panels in Blender? What files should I be looking at to create my own panel
> editor types?
> -Is there a way to see the code for panel components? For instance, when
> creating a modifier, there must be some code that defines the properties
> that show in that modifier. If I am to create my own tools, I'll need a way
> to see the value and function names to call.
> -If I want to add my own Blender UI element, for instance a dropdown of
> these environments into the header, how do I override Blender?
>
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