I might be off base, but I believe it's possible to achieve it without implementing another format.
You can have 2 blend files -- one with all the settings and preferences and another with a default scene. On Thu, May 20, 2010 at 7:14 AM, Ruslan Merkulov <[email protected]> wrote: > Yes, this would be a major step forward in terms of usability. It > doesn't seem to make too much sense for the settings to include a > scene(s) along with it. We can already save and load interaction > settings independently, which is pretty cool. Hope you guys will move > in this direction, when time permits of course. > > On Thu, May 20, 2010 at 7:08 AM, Martin Poirier <[email protected]> wrote: >> No problem per se, but we already have a format that's compact, backward and >> frontward compatible, and that already has a fast parser and generator. >> >> It's just the easiest solution at first, other formats can come later. >> >> Martin >> >> --- On Wed, 5/19/10, malefico <[email protected]> wrote: >> >>> From: malefico <[email protected]> >>> Subject: Re: [Bf-committers] Settings and preferences out of blend format >>> To: "bf-blender developers" <[email protected]> >>> Received: Wednesday, May 19, 2010, 9:42 PM >>> I use to work with Cinelerra which >>> uses XML file to dump all data. As >>> David pointed out, it is very handy to debug-clean >>> corrupted data. Is >>> there a problem with text files ? >>> >>> Cheers >>> >>> malefico. >>> >>> >>> David Silverman wrote: >>> > Working in a production environment, it was always >>> nice to be able to drop a >>> > text file into a prefs folder for custom hotkeys, >>> settings etc. when moving >>> > to a different work station, especially when a >>> computer went down or was >>> > working on a simulation. >>> > >>> > A step up would be to allow more than one preference >>> file and let the user >>> > choose which to load, i think this is in the works >>> already? >>> > >>> > Going a little further, it would be nice to be able to >>> export any data >>> > structure to text. Corrupt files were a major problem >>> with large scenes, but >>> > because often forgot to save enough versions of our >>> progress, we saved out >>> > to an ascii format, we could scroll through the data >>> and delete weird stuff >>> > and get it working or copy important pieces into a new >>> file, especially if >>> > there was something broken about the file that never >>> let you open it in the >>> > program like. Files were a little bigger, but big hard >>> drives are cheaper >>> > than lost time in general. Procedural objects just >>> saved their settings, and >>> > non procedural items like meshes looked something like >>> this: >>> > >>> > mesh object and name >>> > mesh data >>> > vertex 1 x y z >>> > vertex 2 x y z >>> > >>> > >>> >> >>> > _______________________________________________ >>> > 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 >>> >> >> >> _______________________________________________ >> 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
