Campbell Barton kirjoitti: > While not against this (in general), keeping them fast is very > important since they can be evaluated 100's (even 1000's) of times a > second when running an animation on a complex rig. >
Yep, was thinking about this a little too, and figured that the fact that they are parsed doesn't matter, 'cause they don't change while e.g. a bone is moved, so the resulting op from the parsing can be cached etc. and there shouldn't be any speed impact. ~Toni > On Fri, Apr 30, 2010 at 9:11 AM, Benjamin Tolputt > <[email protected]> wrote: > >> Toni Alatalo wrote: >> >>> Triggered by the crazily exploded security/sandboxing talk, I looked a >>> bit into what kind of mathematical expression parsers etc. there are for >>> Python... <snipped details> >>> >> This would be a reasonable compromise in my opinion. It is how >> expressions are used in alternate 3D packages such as Lightwave & XSI. A >> majority of the expressions I use are simple mathematical equations >> taking in the current location/orientation of other bones/objects in the >> scene. >> >> Whether or not it bumps up against the position of "only standard Python >> in Blender" depends on how strict the developers are about it. If they >> only mean that in the case of not customising the Python runtime & >> related code - this would fit that definition without problems >> >> With that in mind, it does make you wonder why we cannot use the logic >> nodes (or similar) for the problem. That would allow you together what >> you need whilst referencing only the elements of functionality that the >> logic nodes make available - scene data, mathematical expression, and >> conditionals. If this was to be classified as worthwhile, a "nodes to >> Python subset" and it's inverse would be quite useful in the Game Engine >> as well. >> >> Worth noting in the meeting topic Campbell has proposed. >> _______________________________________________ >> 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
