Thanks Campbell. That helped a lot. I was able to make working copy again. But I think that it really needs some clean up. Thanks again for pointing the right direction.
2010/12/9 Campbell Barton <ideasma...@gmail.com> > @Kalle, looked into the 3D Coat script. > > If you really need to modify a data this can always be made into an > operator the user activates from a button but in this case I think it > could be avoided. > > - Setting the scene to GLSL when the panel first draws (first error) Line > 57. > The way it is now, this wont work if the user adds a new scene or > loads a new file since the global variable is only set once. > Best not do this, The panel could display a warnings message if GLSL > isn't enabled and/or a button to switch it on. > > For the purpose of getting the script working again this can be commented > out. > > - context / wasactive line 131 > I'm not so clear on this but it looks like the blender object is > storing the paths for 3D coat, and copying these paths between objects > depending on which was last active, storing the active path in the > global bpy.coat3D dict. > > Is it really important for each object to have its own paths? - could > the scene store paths instead. > or if it is useful to have this on the object, copying the old path > from the new path be disabled? > > Could this be simplified further and make the path/object file naming > automatic? (Quick Edit projection paint does this). > > > > On Wed, Dec 8, 2010 at 6:57 PM, Kalle-Samuli Riihikoski > <haika...@gmail.com> wrote: > > Hi! > > > > > > I'm writing 3d-Coat Applink Addon, and this limitation was really harsh > for > > my script. > > I'm not so skilled programmer in python and I finally got the scirpt as a > > stable level. > > Now it's broken again. Right now my biggest error is this: Runtimerror: > > written in Scene variables not possible. > > > > Right now I use a lot User Scene variables and they changes according > info > > in 3d-coat panel settings. > > What would be the best way to do it because right now it dosen't work. > > > > Thanks. > > > > 2010/12/8 Doug Hammond <doughamm...@hamsterfight.co.uk> > > > >> Hi, > >> > >> I don't think I'm on bf-python yet, I get most dev comms from > bf-comitters > >> and bf-extensions. I will subscribe later. > >> > >> Regarding a use case: the only one I cannot work around at the minute is > to > >> set an object's colour from the LuxRender material editor. To do this > >> either > >> requires some sort of RNA link between certain custom RNA properties and > >> the > >> underlying blender material.diffuse_color property, or perhaps a py > >> 'on-change' callback mechanism. Granted, this function is not 100% > >> essential > >> for the LuxRender addon to operate, but it does give our users some nice > >> feedback when setting up LuxRender materials. It will have to stay > disabled > >> until the API is developed further in this regard. > >> > >> Cheers, > >> Doug. > >> > >> > >> On 8 December 2010 09:49, Brecht Van Lommel <brechtvanlom...@pandora.be > >> >wrote: > >> > >> > Hi, > >> > > >> > On Wed, Dec 8, 2010 at 9:49 AM, bartius crouch < > bartius.cro...@gmail.com > >> > > >> > wrote: > >> > > What might be helpful is to have an example of recommended practice. > >> > > Speaking for myself: right now it's often a matter of > experimentation > >> to > >> > get > >> > > things to work and this might result in solutions that depend on bad > >> > > practice. > >> > > >> > We do need documentation on this, and there's still some hooks > >> > missing, it may be useful to collect feedback from add-on developers > >> > on this topic. > >> > > >> > > For example, if you wish your add-on to display a panel with a > custom > >> > value > >> > > depending on what scene you are in, it would seem logical to add a > >> custom > >> > > property to the Scene ID class. > >> > > Initialising this property from within the panel draw code is bad > >> > practice, > >> > > but what to do? Initialising upon registration fails when the add-on > is > >> > > enabled and saved to the default .blend (context doesn't exist yet > when > >> > > add-on is run at startup). And not initialising of course results in > an > >> > > error when the panel (displaying the custom property) is drawn. > >> > > >> > It depends on the situation. Typically, you would just set a suitable > >> > default property value on registration. If the value of that property > >> > somehow is based on other data in the scene, that's more complicated. > >> > Then it also depends if it's a user editable property (this case is > >> > rare internally), or some kind of internal add-on data or cache that > >> > doesn't need to be saved to file. > >> > > >> > Generally I think context is not something you should need to > >> > initialize a property, it indicates the location where you are in the > >> > user interface and the data that is relevant to it. > >> > > >> > Brecht. > >> > _______________________________________________ > >> > Bf-committers mailing list > >> > Bf-committers@blender.org > >> > http://lists.blender.org/mailman/listinfo/bf-committers > >> > > >> _______________________________________________ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > -- > - Campbell > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers