[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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> >
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