On Dec 5, 2012 2:38:33 AM, Chad Fraleigh wrote:
On Tue, Dec 4, 2012 at 11:26 PM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
As you have found from reading the code, Blender wasn't really
designed with plugins in mind. Code for things like modifiers tends to
be scattered over
On Tue, Dec 4, 2012 at 11:49 PM, José Ricarte rica...@aixalanca.com wrote:
Hi, about plugins system support in Blender, IMHO, as user. I think
it would be to consider a milestone in future versions.
Something specific to modifiers, or a generic one that does all the
work common to
On Tue, Dec 4, 2012 at 11:26 PM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
As you have found from reading the code, Blender wasn't really
designed with plugins in mind. Code for things like modifiers tends to
be scattered over many files. I fear that making a C/C++ plugin system
Hi,
this could be part of the deps graph planning as a bigger project, of
course, but it is interesting.
Amani.
On 12/5/2012 2:29 AM, Chad Fraleigh wrote:
I've been looking into the idea of having blender support dynamic (and
thus plugable) modifiers. Right now it requires any new ones to be
I've been looking into the idea of having blender support dynamic (and
thus plugable) modifiers. Right now it requires any new ones to be
merged into the base code and a new version of blender compiled and
released. If the Addons and python scripting required this overhead
then those contributions
Hi,
As you have found from reading the code, Blender wasn't really
designed with plugins in mind. Code for things like modifiers tends to
be scattered over many files. I fear that making a C/C++ plugin system
work is a far bigger project than you might think. Getting all the
components like
Hi, about plugins system support in Blender, IMHO, as user. I think
it would be to consider a milestone in future versions.
-Ciriaco
El 05/12/2012 8:26, Brecht Van Lommel escribió:
Hi,
As you have found from reading the code, Blender wasn't really
designed with plugins in mind. Code