On Sat, Apr 25, 2020 at 11:24 AM Shane Ambler wrote: > I have updated my redports copy of blender279 to use python 3.6. The > change is only making it find the new version, this builds and passes > limited testing. I will rely on you testing it to suit your needs to see > if I need to make any other patches for py36. > > The question now is whether we want to submit blender279/oiio18 as > official ports for some time or whether you keep it as a private port.
Shane you are the best! Thank you!! I guess it should work with Python 3.6 with no problem. I usually add numpy and stuff like that locally and work on top of that :-) For me (and maybe other blender users) it would be best to have Blender 2.79 in ports tree and in PKG repository. Thus my question if we can include it. But if that is a big problem I can build it on my own as I did so far. If possible we could include it in the official ports tree and with first bigger maintenance problem we can remove it. I will respect any of your decisions :-) > Have you looked at devel/godot-tools? > The GDScript it uses internally is very similar to python, so is a quick > learning curve. There is also a visual node-based scripting. While there > is C# support, I don't have that working in FreeBSD yet, the mono port > update in bugs.freebsd comes close. > > It is common for godot developers to use blender for 3d assets. Yes I got a glance at this new approach and none of them compares to workflow of BGE that was included with Blender - I could run only Blender on a base X server with absolutely no other applications and I got everything bundled inside a file explorer, 3D object and scene modeller, image and animation exporter / editor, text editor, python shell, and game engine that would run my application by simply pressing 'P' key, then by pressing 'Esc' I got back into editor in the same window. Everything was done with Python in the same window that I could split into planes, including programming, debugging, modelling, even visual block setup. This project was stared in 1994 and I was always amazed on how well architected it was in every detail. Even *.blend files included "DNA" header with data structures definitions that allowed project import/export between different versions of the software. It could even export your project bundle with a blender-player into a fully standalone one file binary for a given system. Blender also could very easily (one click or cli parameter) run such application with a stereoscopy picture using different techniques. I am sure it could (and still can) run on a bare Wayland as it has its own GUI components rendered at once in whole screen. That was initially a goal for network transparency optimization, but they predicted what will happen with display methods in 20 years quite well. This was really perfect all-in-one swiss-army-knife environment for VR development. But it had this 80/90's coherent design approach which seems to be gone now thanks to all of those UX/UI artistic-engineering-change-is-good-think-later kids. They have no principal understanding of the core concepts of engineering but they do already change our world. Blender its just another 3D application castrated of its core functionality that made it unique. Also it follows modern approach of workflow distraction and complication. Thus my mixed feelings. Maybe one day I will adapt it to my needs again. I know there are different 3D engines, far better than BGE in many ways could ever be (it was old, slow, ugly, and buggy as hell I know), but yet nothing compares to integrated all-in-one-place workflow that I had with Blender 2.79- described above. Now I need to have whole set of external tools, exporters, formats, and they use different programming languages, then I need to export it again. Not to mention missing features, bugs, etc. I don't really need and have no time for all of this. If I wanted a workflow like this I would long time ago switch to Unity. I also daily work on electronics design and prototyping, firmware development, os stuff, web development, sometimes mobiles. I just need things that work and offload tons of crap from my head. Blender was doing its job sufficiently well for my needs even with this nasty BGE :-) Long story short: Thank you Shane for keeping and providing the old port for Blender in your red-pots. It will be great to try out Blender 2.79 with currently supported Python 3.6 in place of older 3.5. If we could bundle Blender 2.79 into FreeBSD's Ports and PKG with no big trouble, until first bigger issues arise, that would be great, but I will respect any of the team decision :-) Best regards :-) Tomek -- CeDeROM, SQ7MHZ, http://www.tomek.cedro.info _______________________________________________ freebsd-ports@freebsd.org mailing list https://lists.freebsd.org/mailman/listinfo/freebsd-ports To unsubscribe, send any mail to "freebsd-ports-unsubscr...@freebsd.org"