[Bf-taskforce25] Adding Panels/Headers/Spaces/ in Blender through python code, will it be possible?

Nicholas Bishop nicholasbishop at gmail.com
Thu Aug 6 19:42:03 CEST 2009


Your build probably isn't accessing the correct scripts -- for
example, a CMake build doesn't notice when the UI scripts get changed,
so you have to either recopy them manually or touch a C source file to
get the build to update the scripts.

-Nicholas

On Thu, Aug 6, 2009 at 12:00 PM, joe<joeedh at gmail.com> wrote:
> That's odd.  Most of the UI should be in the release/ui scripts.  The
> stuff done in C is mostly legacy code, much of which isn't actually
> used even though it's still there in the code.
>
> Joe
>
> On Thu, Aug 6, 2009 at 9:35 AM, Stefaan
> michielsen<stefaan.michielsen at gmail.com> wrote:
>> I'm examining the possibility of blender use for simulating robotics.
>> In the idea of such a purpose I would like to add my own panels, or if
>> possible even a header/window/space/editor to blender solely for robotics.
>>
>> Today I've been exploring the code in search for UI related code and it has
>> confused me a bit:
>>
>> In /release/ui/<something related>.py I find several Python files, which
>> seem to describe the UI. However, they do not directly influent any
>> behaviour of blender. Are they merely there for bpy?
>> In /source/blender/editor I find the code for most of the buttons, switches,
>> menus, ...
>>
>> If i want to develop such a customized panel/window/subwindow/space, will it
>> have to go through code patches in the blender-trunk? Or is there a python
>> plugin way through which this will be possible? If so could anyone point out
>> the parts of codes I could look at or point to the most important files? And
>> help me a hand?
>>
>> truly appreciating
>>
>> Stefaan Michielsen
>>
>>
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