[Bf-python] Scriptlink limitations
Toni Alatalo
antont at kyperjokki.fi
Fri Feb 2 16:00:42 CET 2007
Joe Eagar kirjoitti:
> IMHO, I think we should kill scriptlinks in favor of a more generic
> and usable plugin
scriptlinks are quite usable. i think the event refactor may lead to
ways of expaning it, instead of killing it. but of course the design can
be reconsidered too.
> with scriptlinks is either the user or the script author to make them,
> and they tend to only exist on either the scene level or (worse) the
> area space level.
i dont think these things are true nor make them useless. i have found
object scriptlinks most useful. they are nice for animation, and there
things like UI events you mentioned (selection state) are irrelevant.
> Campbell Barton wrote:
>> one of the things that stop me from using scriptlinks more often is
>> that theres no way of telling what launched the scriptlink.
this is not true:
http://www.blender.org/documentation/242PythonDoc/Blender-module.html#link
"""
link
for normal script links, 'link' points to the linked Object (can be a
scene, object (mesh, camera, lamp), material or world).
"""
>> Could we have a variable Blender.linkdata - so the data that triggers
>> the scriplink is assigned to that? - camera/scene/world/object,
>> whatever.
so we certainly could, as it is there already, just the name is 'link'
and not 'linkdata' which i think is good, 'cause it is object level and
not obdata level and you can of course always get data related to an
object via it.
>> It would be important to note that this variable may change if the
>> script did an operation that ended up calling another data's
>> scriptlink (render for instance)
i am not sure how that behaves now. like mentioned above i've used
scriptlinks mostly for animation.
>> What do you think?
we should put some highlight tutorial up pointing this out?-)
~Toni
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