[Bf-python] A question about the current and future capabilities Python scripting in Blender

Goat Man goatman.py at gmail.com
Wed Jan 19 02:03:46 CET 2011


Hi Karl,
I'm working on a system that fits ontop of BGE, maybe it can help with what
your doing.  It runs outside of it with its own interface and logic system.
I am going for my own custom blocks to, but translating them to BGE i was
planning to just generate python code since my new blocks may not be able to
map to BGE native blocks - i would like full compatibility with BGE but it
may not happen and instead a new game engine might be used that still uses
blender as a renderer.  As i mentioned before i prefer the Scratch style UI,
so that is my first step i am working on now.  Progress has stalled because
i can not safely update GTK from the blender, right now i am using a thread
but its unstable.
-brett

On Mon, Jan 17, 2011 at 8:29 PM, Karl <dragonath at gmail.com> wrote:

> Hello again,
>
> I am bumping this discussion because I really would like to get a definite
> answer, whether or not this thing has a chance of being implemented sometime
> in the near future or not. Should I go ask in the main mailing list and see
> if I can get an answer from a lead developer? I think it is not impossible
> that there will be an attempt to implement this by someone, however I think
> it is nice to have an opinion from someone involved in the design of Blender
> more intimately. Nobody wants to write a lot of code that eventually will
> not be used. :)
>
> Cheers,
> Karl
>
>
> On Tue, Dec 14, 2010 at 9:04 AM, Ron Wheeler <
> rwheeler at artifact-software.com> wrote:
>
>> On 13/12/2010 10:37 PM, Campbell Barton wrote:
>> > Hi Karl, I think creating logic bricks in python would be acceptable
>> > by the BGE developers its been discussed but nobody ever wrote it.
>> > Though if we are able to get nodal logic to replace logic bricks it
>> > may be better to have python define new logic nodes instead.
>> >
>> > Since this isn't in blender yet. I found using states helps split up
>> > python controller logic unto manageable chunks.
>> >
>> > Ron, I don't understand your statement "I was never able to find
>> > documentation about how to build libraries of Python classes that
>> > could be included in Blender scripts."
>> > library is a generic term which can refer to lots of things in
>> > blender, can you be more specific as to what you tried?
>> >
>>
>> I wanted to create a set of Python classes grouped into packages to make
>> them easy to organize.
>> I could get them to compile and run outside Blender but could not seem
>> to get the import and instance creation working.
>> Specifically I wanted to create visual objects using my classes and then
>> manipulate the Blender environment to create movies of these objects
>> interacting.
>>
>> Never found any documentation that addressed this directly. Perhaps I
>> just did not look using the right terminology.
>>
>> I would like to eventually use Eclipse to build and test the components
>> before running them in the Blender engine.
>>
>> Ron
>>
>> > On Mon, Dec 13, 2010 at 7:04 PM, Ron Wheeler
>> > <rwheeler at artifact-software.com>  wrote:
>> >> I am also interested in this approach.
>> >> I was trying build animation sequences in Python.
>> >> I was able to get an animation working but ran into problems when I
>> tried to
>> >> use packages and libraries to organize my functions.
>> >>
>> >> I was never able to find documentation about how to build libraries of
>> >> Python classes that could be included in Blender scripts.
>> >>
>> >> Ron
>> >>
>> >> On 13/12/2010 11:29 AM, Karl wrote:
>> >>
>> >> Hello!
>> >> First and foremost, as I just joined this mailing list I have little
>> >> knowledge if my question has been already answered in some point of
>> time or
>> >> not. Something in this vein was discussed here in
>> >> 2008:
>> http://lists.blender.org/pipermail/bf-python/2008-January/005123.html
>> >> .
>> >> I am a graduate student in computer science, currently working on a
>> project
>> >> that utilises Blender and Python in order to programmatically create
>> what
>> >> are basically Blender games. For the last two months I have studied
>> both the
>> >> Blender Python API and the Game Engine API, and found to my
>> disappointment
>> >> that while it is possible to create objects from the bottom up, there
>> is no
>> >> way to create new sensors, controllers or actuators. I realize that
>> there is
>> >> a chance I might have missed some important documentation or tutorial,
>> so if
>> >> this is the case, feel free to correct me.
>> >> Now to my question: are there any plans to create functions/modules in
>> the
>> >> Blender Python API to allow the creation of logic bricks (i.e. sensors,
>> >> controllers, actuators)?
>> >>  From the discussion I referred to above, the an argument against this
>> change
>> >> was that there was no use for this functionality. I would argue against
>> >> this, as with this capability it is possible to create fully working
>> games
>> >> by writing a Python script to be interpreted by Blender. Furthermore,
>> if
>> >> what I understand about the Blender Python API is correct, then it
>> should
>> >> also easily be possible to create a scene using Blender and then
>> >> programmatically add the necessary logic bricks with a Python script.
>> This
>> >> does away with the connect-the-dots approach that - while clever -
>> makes it
>> >> difficult to do more complex programming.
>> >> Again, I am sorry if this topic has been covered somewhere: while the
>> >> internet is full of Blender tutorials, they have mostly to do with the
>> >> artistic aspect and it seems to be difficult to find information about
>> >> topics such as this.
>> >> All the best,
>> >> Karl Potisepp
>> >>
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>> >
>>
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