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 >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- - Campbell _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
