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

Karl dragonath at gmail.com
Wed Jan 19 12:38:57 CET 2011


Hmm, well my problem is that there are no known ways in BGE to add logic
blocks. As I understand, your approach involves a lot of work: a custom UI,
logic blocks, maybe even a game engine. For my problem, this solution is a
bit heavyweight. What I need is just logic block creation (and modification)
via Python. However I am not at all familiar with the innards of the Game
Engine, so maybe it is not such an easy task to implement Python methods for
that. So that's why I would be glad to have an opinion from someone close to
both the BGE and it's development.

Karl

On Wed, Jan 19, 2011 at 2:03 AM, Goat Man <goatman.py at gmail.com> wrote:

> 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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