[Bf-python] Embedding Blender - XEmbed protocol
Goat Man
goatman.py at gmail.com
Wed Jul 28 11:08:47 CEST 2010
I am integrating motion tracking using OpenCV. PyPy i am using for a few
reasons, mainly to speed up the math heavy parts, and for sound processing,
my first test using RPython accelerated a neural network 40x faster than
standard python. neural network
test<http://www.youtube.com/watch?v=HwbDG3Rdi_Q>
On Tue, Jul 27, 2010 at 11:43 PM, Dietrich Bollmann <diresu at web.de> wrote:
> Hi Goat Man,
>
> On Tue, 2010-07-27 at 05:37 -0700, Goat Man wrote:
> > Dietrich,
> > I'm developing this code as part of the process in porting Pyppet to
> > RPython and Blender2.5. I have just gotten bpy.ops to proxy from
> > RPython.
> > http://pastebin.com/TsYNqd8p
>
> Very nice! How about combining this with motion tracking. I would love
> to see myself transformed into some blender being :)
>
> Is there a special reason to use pypy and not the standard python? I
> like the idea of using proxy objects! Unfortunately I currently don't
> have enough time to experiment with your code but I hope to do that at
> some time later :)
>
> Thanks and good luck, Dietrich
>
>
> > I found a bug in Blender253, pickle can only dump imported classes,
> > and builtin types.
> > But if you define your own class, and them dump an instance, the
> > pickler raises a attribute-lookup error.
> > The workaround i am using is sys.path.append('.') and then import the
> > script as a module, and calling a dump function.. But when the
> > pickler loads the dump, it seems like it gets dumped again. Thats why
> > in the pastebin demo above two planes are created.
> >
> >
> > On Mon, Jul 26, 2010 at 5:52 AM, Dietrich Bollmann <diresu at web.de>
> > wrote:
> > Hi Goat Man :)
> >
> > On Sun, 2010-07-25 at 22:57 -0700, Goat Man wrote:
> > > Thats pretty awesome Dietrich, i hope it finds its way into
> > official
> > > blender in some form.
> >
> >
> > Thanks :) But unfortunately it didn't find the way into the
> > official
> > blender version until now, as my approach to code everything
> > from
> > scratch was not appreciated and I still couldn't find the time
> > to
> > rewrite it using some library to get rid of my low-level
> > stuff. On the
> > corresponding page on the blender patch tracker
> >
> https://projects.blender.org/tracker/index.php?func=detail&aid=6887&group_id=9&atid=127is more information about why the patch was not integrated.
> >
> > I also would be happy to get some form of command port
> > functionality
> > integrated into blender, be it my code, some modified version
> > of it
> > using some message queue for example at the place of my
> > low-level code
> > or whatever other implementation somebody else has to offer.
> >
> > > But is your system one-way only? How do you get return
> > values from
> > > functions back into, in your case emacs?
> >
> >
> > It is two-way. I temporarily redirect stdout and stderr into
> > string
> > buffers before evaluating the code and send them back to the
> > client :)
> >
> > In emacs I use a slightly modified python mode and, at the
> > place of the
> > normal "python" command, wrap the blender shell client
> > "blash". This
> > works as "blash" behaves the same way as a normal python
> > shell.
> >
> > For my lisp client I translate lisp to python code strings
> > when sending
> > commands to blender and later parse the output of the shell
> > and
> > translate it back into lisp code (only the subset I need which
> > is small:
> > I basically code everything as python dictionaries which are
> > interpreted
> > on server side to generate the 3D models etc.). Before
> > switching to
> > Blender I used the Maya command port which basically worked
> > the same
> > way. That's where I got the idea to do it like this...
> >
> > If you are interested, you can read more about the simple
> > protocol I use
> > to send python code / get back the results (stdout and stderr)
> > here:
> > http://formgames.org/blender/command-port/#bcp-protocol
> >
> > When using the command port from python I have to generate the
> > python
> > command strings and parse the responses in the same way I
> > described
> > concerning my lisp client. A "hello world" Python client is
> > here:
> >
> http://formgames.org/blender/command-port/#hello-world-python-client It
> > would be much nicer of course to have a proxy bpy class
> > generating the
> > command port input and parsing the output as you wrote in your
> > second
> > email.
> >
> > Both links are for blender 2.4* as I couldn't find the time
> > necessary to
> > update the page yet, but the code for 2.5 is similar (using
> > Python 3.1
> > at the place of 2.5).
> >
> > > I'm working on a solution for getting return values, and
> > doing
> > > callbacks. My target is RPython (PyPy), i haven't started
> > on bpy yet
> > > though, but i have gotten pygtk, pyode, and pygame partly
> > working, so
> > > i am sure the solution is general enough to handle bpy.
> >
> >
> > That sounds and looks pretty awesome also :) What do you
> > intend to use
> > your code for?
> >
> > Good luck (and fun of course), Dietrich
> >
> >
> > > http://pastebin.com/rWEfgMSN
> >
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