On Fri, 2011-03-04 at 17:01 +0000, Doug Hammond 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.
Brett has used python defined nodes in this fashion for defining Ogre materials, http://pyppet.blogspot.com/2010/11/ogre-shader-nodes.html http://code.google.com/p/blender2ogre/wiki/ShaderNodes http://www.youtube.com/watch?v=Sn2Zhh72emk > Doug. ~Toni > 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