>From 2.4x there are lots of scripts that are really useful but fairly specialized. Examples... - Mesh Unfolder (could do 3d -> origami type unfolding) - Tree Maker (Curve 2 Tree, useful but quite a specialized workflow) - LipSync, never got this to work but I imaging it could be very useful in some cases. - 3D Mesh formats that are mostly historic, RAW, OFF, IV, MD2 - Discombombulator - Bolt Factory
In blender2.4x many of these we're nicely tucked away in scripts menu's but in Blender2.5 there isnt a distinction between scripts and built in functionality. So I propose we have a directory where scripts are not loaded automatically, rather users can enable them in the userprefs under a `Plugins` section. Each item can include the scripts description and have a checkbox to enable. This means we don't need to exclude scripts because only SOME people find it useful, and we can keep the default UI from becoming too cluttered. One of the reasons I thaught of this is Colin was asking if the durian scripts we have would make it into blender. We added some scripts in a shared script dir, its interesting that mostly only 1-2 of the of the team members needs them, so for example Colin uses some utilities for camera naming, camera switch renders, camera rigs Cessen wrote. Soenka/JS/Ben have a script for scattering stones, Soenka for setting lamp-buffer resolutions. So even in a small team it would be nice for them to be able to enable/disable certain tools. name isn't that important but we could have these scripts be in "release/scripts/xtras" or similar. I should be able to implement this all in python and dont think its a big deal to add this technically, but it means we can include scripts for specialist areas like architecture/level-design/automation/cad/origami/medical/file-formats etc :) If theres no problems I could start on it this weekend. -- - Campbell _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
