Sure people will make their own 2.5 script packs, and we should make
this easy to install etc. however IMHO these are not mutually
exclusive.
For eg, You might get a script pack, yet not have it clutter your
menu's, and only enable say 4 useful scripts from the pack.

On Sat, Feb 13, 2010 at 6:35 PM, Aurel W. <[email protected]> wrote:
> Hi,
>
> in the past i also thought it would be a good aproach to break blender
> down in several packages, for e.g. core package and 2-3 script
> packages. Shipping as much scripts as possible with the blender
> package itself, putting scripts in categories, which then can be
> enabled or disabled would be sort of the same (tho not, when it comes
> to releases).
>
> Anyways, there needs to be some generic way to manage plugins and
> scripts and I guess something like Campbell suggests would be of use.
>
> Aurel
>
> On 13 February 2010 17:47, Campbell Barton <[email protected]> wrote:
>> >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
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-- 
- Campbell
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