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Message #00741
Re: blender conference
Maybe use the truck as a test case for a random blender file.
On Wed, Oct 7, 2009 at 10:39 PM, Stani <spe.stani.be@xxxxxxxxx> wrote:
> 2009/10/7 Juho Vepsäläinen <bebraw@xxxxxxxxx>:
>> Hi,
>>
>> 2009/10/7 Stani <spe.stani.be@xxxxxxxxx>:
>>> Hi Juho,
>>> Do you plan add do some more blender power to phatch before the
>>> blender conference? Such as:
>>> - support for any blend file
>>> - node editor action
>>> Best regards,
>>> Stani
>>
>> I have to spend some time on those before the trip. I will be leaving
>> on 14th to Italy so that's my personal deadline.
>>
>> Currently there are a couple of things you can probably provide some
>> useful pointers for:
>> 1. How to construct choices of choicefield in Phatch dynamically?
> Be sure you have merged with revision 1509 of trunk. Than you can do
> for example in get_relevant*:
> image_size = self._get_field('Image Size')
> image_size.set_choices(selected_object.image_size_choices)
>
>> (If
>> you can point me to load choices from given text file for instance, I
>> could extrapolate what I need based on that.
> I guess you know how to open a text file in python.
>
>> If possible, it should be
>> set up so that if the file gets changed, the choicefield updates
>> automagically (timer + hook to check file modification time?
>> Alternatively use inotify on Linux
>> (http://trac.dbzteam.org/pyinotify). Perhaps there's something similar
>> for the other OSes).)
> I guess the change of the file is predictable, so we can use a lighter
> solution. Can you clarify a scenario when there would be a change that
> phatch doesn't couldn't guess? Eg if the user gives a new blend file,
> you can check for that in the get_relevant_* method. For an example of
> getting the modification time of a file see lib/thumbnail.py
> get_mtime.
>
>> 2. How to handle the spawning of Blender node editor? It probably
>> takes some custom UI widget for this I suppose. (Ie. have "Launch
>> Blender" button in "Node Editor" Action. Note that it should spawn
>> Blender only ~once~ to avoid overwriting the .blend containing the
>> node graph (sync issue)).
> And what happens when you have two node editor actions? You need to
> decide if you make the node graph storable in some text format, which
> can be embedded in the *.phatch action list, or if you use blender
> files for it. I guess blender files are the more easy and quick
> solution, but maybe not the best. If you use blender files they should
> be stored alongside the action list. Maybe you should check first to
> see how easy it is to extract the node graph. But if the python api
> does not support it we have no choice than using blender files. If
> this api will be provided by blender 2.50 i would propose to postpone
> this feature and to focus first on using any blender file for texture
> rendering.
>
>> 3. Where to stash node editor .blends and how? I suppose a temporary
>> folder might do the trick for now.
> Temporary is fine if you can extract and reconstruct the node graph.
>
> Best regards,
> Stani
>
> PS Moved this to phatch-dev.
>
> --
> Phatch Photo Batch Processor - http://photobatch.stani.be
> SPE Python IDE - http://pythonide.stani.be
>
--
Phatch Photo Batch Processor - http://photobatch.stani.be
SPE Python IDE - http://pythonide.stani.be
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