[Bf-python] Re: blender 2.40 python docs
Toni Alatalo
antont at kyperjokki.fi
Mon Nov 14 16:56:38 CET 2005
some more rambling and thinking-aloud about the api,
On Monday 14 November 2005 16:05, Ken Hughes wrote:
> > thinking: where do we put Fluidsim?
> I don't think anybody has put it anywhere yet :-)
that 'put' tried to be in future, i guess i should have said 'will put'
> It does bother me that the softbody and particle interaction API are
> different from the particle API. I was wondering if putting them in the
> object type was a conscious decision as the future direction of the API.
hm. looking at the softbody methods in Object, i can sort of see where that is
coming from .. in a way they are properties that the object has, but
considering that there is now already two different similar such simulation
systems: softbodies and fluids, i guess it is bad to pollute Object with the
details of both (and in the future perhaps more) of them. then again i dont
know what would be a good design either. one i guess would be to have
object.softbody, object.fluidsim etc. default to None, and point to
appropriate objects with the settings if those are enabled .. that does not
feel too great either, but would be an improvement, no?
particles .. i dont really know what they are yet in an API sense. i dont
think they are an effect. i think they are particles :) for example here at
Orange we are now using particle systems to create hair,
http://orange.blender.org/blog/get-a-haircut .. and the object that is used
to configure the creation of it .. is it more like that object is a control
object, that the particle system uses? for example in this system that Matt
made,
http://orange.blender.org/wp-content/themes/orange/images/blog/braids.jpg the
Object is a actually just a particle emitter that is at one end of the hair,
and then there are several guide curves to shape the particle system. so in a
way that could be done like this:
p = ParticleSystem()
p.emitter = hairstart
p.guides.append(curve1)
p.guides.append(curve2)
p.guides.append(curve3)
.. except that in Blender those guides actually are not directly connected to
the particle system at all, but are just general fields 'in the air' that can
be used to give shape .. and layers are abused to define which particle
systems are affected by which deflectors. perhaps that should be changed in
Blender itself, in which case that api draft might make sense :)
in any case, this does seem a quite awkward:
Object.buildParts(): Recomputes the particle system. This method only applies
to an Object of the type Effect.
i guess in an elegant world, the type of an object implies what attributes and
methods it has .. having special types, in this case so-called Effects, as
the same type as other objects (like Mesh), but with different
functionality, .. uh
btw, besides the removed wave etc. effects that Ken mentioned, there is still
the good old Build effect (was reminded now when reading DNA_effect_types.h)
> Ken
~Toni
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