I think it's a great GSoc idea. if anyone is willing to mentor it please add it here: http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2011/Ideas
(not my page, but that's what I gather from Tom's note there) On Fri, Mar 4, 2011 at 12:01 PM, Doug Hammond <doughamm...@hamsterfight.co.uk> wrote: > I'm also interested in python-defined nodes, but for a different purpose: > external render engine material/texture setups. > In my case, the nodes themselves needn't even calculate anything in Blender, > they'd only need to serve as UI elements for material construction. > > Any progress in this area will be of interest to me. > > Cheers, > Doug. > > > On 3 March 2011 18:16, Tom Edwards <cont...@steamreview.org> wrote: > >> That sounds very interesting Xavier, but those jobs are already >> performed by the game engine's compiler in this case. I just need to >> generate a script for it to run. >> >> On 03/03/2011 5:39, Xavier Thomas wrote: >> > Hi Tom, >> > >> > Hi would be interested in such a solution too. >> > >> > Maybe youwill be interested in my current work also: >> > >> http://code.google.com/p/gamekit/source/browse/branches/AnimKit/Dependencies/Source/GameKit/AnimKit/ >> > >> > It is a animation library designed to be similar to Havok animation or >> > playstation Edge. It's meant to be used by gamekit but is generic >> > enought and dependence free to be used by any project (and lisenced >> > without copyleft) >> > >> > It is still under heavy development but already support: >> > Animating all you want to (including skeleton) >> > Animation blending (including additive) >> > SSE on Linux >> > >> > I am planning on adding animation blend tree to it as soon as I finish >> > SSE on windows. >> > >> > As Blender already serves as authoring tool for gamekit. I would be >> > verry interested in the possibility to edit animation blend tree in >> > Blender too. >> > >> > >> > Xavier >> > >> > 2011/3/3 Tom Edwards<cont...@steamreview.org>: >> >> I'd like to create a new node graph type to define how an external game >> >> engine treats exports from a scene. Similar things exist already >> >> <http://i3.photobucket.com/albums/y84/starwind168/AnimTree.jpg>. >> >> >> >> The bad news is that creating new node types is not currently possible >> >> with Python, and that the output I want is too esoteric to justify >> >> building into Blender itself. >> >> >> >> The good news is that my design is pure Python does not require anything >> >> outside the existing API: its output is a small script file, and all the >> >> heavy lifting is done by an existing external compiler. I could actually >> >> create it today, and the only missing element would be the visual aid of >> >> the node editor. >> >> >> >> My question, then, is how feasible supporting the definition of new >> >> node/graph types in Python is. We can already instance and modify >> >> existing ones... >> >> _______________________________________________ >> >> 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 >> > _______________________________________________ > 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