Thanks for your feedback man, appreciated and I agree with you.
There's a fine but important line in what is the job of an
addon/script and what is the job of Blender itself. Of course I can
not push for any of those features anyway, there has to be a consensus
between some coders and the owners of modules :)

Off topic: AnimAll http://www.youtube.com/watch?v=xlJ71XChDuY

:)
Daniel Salazar
patazstudio.com


On Wed, Mar 12, 2014 at 5:49 PM, Francesco Paglia <f.paglia...@gmail.com> wrote:
> Hi Daniel,
> I hope I haven't been misunderstood.
> I do agree with your idea and your wishlist  goes exactly in this
> direction: grab good concept or real production issue and evolve them into
> solid tool.
> I was just thinking about a scenario where tools proposed by scripters for
> their own purpose can be improved/discussed/generalized to better suite the
> widest range of artists possible still staying in the form of an add-on ...
> nothing else :)
>
> However I must take a look at your animAll addon before it dies since I've
> never heard of it :)
>
>
>
> 2014-03-13 0:11 GMT+01:00 Daniel Salazar - patazstudio.com <zan...@gmail.com
>>:
>
>> IMO Any project specific workflow helper should be an add-on or a
>> patch, but I don't see any in my wishlist. In a sense our production
>> hacks just become initial proofs of concept of things to further
>> develop later. One example is my AnimAll addon, I would love to see it
>> die any day in favor of more integrated tools.
>>
>> Daniel Salazar
>> patazstudio.com
>>
>>
>> On Wed, Mar 12, 2014 at 4:57 PM, Francesco Paglia <f.paglia...@gmail.com>
>> wrote:
>> > Hi Daniel,
>> > I agree with you about the "standardization" of the tools and sometimes
>> > becomes very annoying to verify if each artist have all the tool
>> installed
>> > on his workstation (due to the fact that all of the previously mentioned
>> > are simply add on that have to be enabled) .
>> >
>> > However I think there's always a noisy line between what has to be in the
>> > "main official software" and what can be left to add-on since I think
>> > add-on are seriously part of blender, probably those tagged as official
>> > could have a bigger consensus from a wider audience but the core value
>> > remain the same.   I'm not pushing for a specific solution, I'm just
>> > sharing some thought. :)
>> >
>> > Cheers,
>> > Francesco
>> >
>> >
>> >
>> >
>> >
>> >
>> > 2014-03-12 23:22 GMT+01:00 Daniel Salazar - patazstudio.com <
>> > zan...@gmail.com>:
>> >
>> >> Hi Francesco, thanks for pointing this out. Actually we're always
>> >> writing little python scripts to get around this things too. Of course
>> >> I would rather see it nicely implemented in Blender :) The fact that
>> >> many more artists doing production work like Pablo and Bassam have
>> >> similar workarounds just points to the reality of the needs :)
>> >>
>> >> best regards!
>> >> Daniel Salazar
>> >> patazstudio.com
>> >>
>> >>
>> >> On Wed, Mar 12, 2014 at 4:17 PM, Francesco Paglia <
>> f.paglia...@gmail.com>
>> >> wrote:
>> >> > Hi Daniel,
>> >> > if you allow for comment you can get direct feedback on the doc.
>> >> > Said that fortunately for some of your request there is already a
>> >> solution:
>> >> >
>> >> > about the shader preview there's already the node wrangler tool from
>> Greg
>> >> > Zaal that does exactly what you're looking for (it add a viewer node
>> that
>> >> > goes straight to the output) and shows the part of the shader you
>> want to
>> >> > inspect.
>> >> >
>> >> > in the Amaranth addon by Pablo Vazquez there's the option to
>> "unsimplify
>> >> >  render" so while you see the 0 subsurf level on Ogl the render still
>> is
>> >> at
>> >> > full resolution
>> >> >
>> >> >
>> >> >
>> >> >
>> >> > 2014-03-12 22:23 GMT+01:00 Daniel Salazar - patazstudio.com <
>> >> > zan...@gmail.com>:
>> >> >
>> >> >> Hi! I'm collecting a nice set of improvements we would love to have
>> in
>> >> >> Blender. Most of them I'd say are nice targets for new developers who
>> >> >> are looking for ideas to start experimenting with Blender code :)
>> >> >>
>> >> >> Please let me know if you're interested in trying some of those and I
>> >> >> can give more details
>> >> >>
>> >> >>
>> >> >>
>> >>
>> https://docs.google.com/document/d/116RzBoCFYaxq172epjjxly6JdD505mA1wTPbP9Er6Lo/edit
>> >> >>
>> >> >> Best regards,
>> >> >>
>> >> >> Daniel Salazar
>> >> >> patazstudio.com
>> >> >> _______________________________________________
>> >> >> Bf-committers mailing list
>> >> >> Bf-committers@blender.org
>> >> >> http://lists.blender.org/mailman/listinfo/bf-committers
>> >> >>
>> >> >
>> >> >
>> >> >
>> >> > --
>> >> > Francesco Paglia
>> >> > Vfx and Production Supervisor
>> >> >
>> >> > mobile  +39 347.82.12.473
>> >> > e-mail   f.paglia...@gmail.com
>> >> > _______________________________________________
>> >> > 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
>> >>
>> >
>> >
>> >
>> > --
>> > Francesco Paglia
>> > Vfx and Production Supervisor
>> >
>> > mobile  +39 347.82.12.473
>> > e-mail   f.paglia...@gmail.com
>> > _______________________________________________
>> > Bf-committers mailing list
>> > Bf-committers@blender.org
>> > http://lists.blender.org/mailman/listinfo/bf-committers
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers@blender.org
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>>
>
>
>
> --
> Francesco Paglia
> Vfx and Production Supervisor
>
> mobile  +39 347.82.12.473
> e-mail   f.paglia...@gmail.com
> _______________________________________________
> Bf-committers mailing list
> Bf-committers@blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
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