I don't really understand rendering, but in its own words that toolset "hijacks" Blender's existing shader nodes and re-purposes them, using hacks like storing information in each node's *location*! That's not going to help us.
It's a shame I graduated last year, as I would totally be up for implementing this through GSoC. I'm just surprised that it's a big enough job to warrant something like that... On 04/03/2011 7:42, Toni Alatalo wrote: > On Fri, 2011-03-04 at 17:01 +0000, Doug Hammond wrote: >> I'm also interested in python-defined nodes, but for a different purpose: >> external render engine material/texture setups. >> In my case, the nodes themselves needn't even calculate anything in Blender, >> they'd only need to serve as UI elements for material construction. > Brett has used python defined nodes in this fashion for defining Ogre > materials, http://pyppet.blogspot.com/2010/11/ogre-shader-nodes.html > > http://code.google.com/p/blender2ogre/wiki/ShaderNodes > > http://www.youtube.com/watch?v=Sn2Zhh72emk > >> Doug. > ~Toni > >> On 3 March 2011 18:16, Tom Edwards<[email protected]> wrote: >> >>> That sounds very interesting Xavier, but those jobs are already >>> performed by the game engine's compiler in this case. I just need to >>> generate a script for it to run. >>> >>> On 03/03/2011 5:39, Xavier Thomas wrote: >>>> Hi Tom, >>>> >>>> Hi would be interested in such a solution too. >>>> >>>> Maybe youwill be interested in my current work also: >>>> >>> http://code.google.com/p/gamekit/source/browse/branches/AnimKit/Dependencies/Source/GameKit/AnimKit/ >>>> It is a animation library designed to be similar to Havok animation or >>>> playstation Edge. It's meant to be used by gamekit but is generic >>>> enought and dependence free to be used by any project (and lisenced >>>> without copyleft) >>>> >>>> It is still under heavy development but already support: >>>> Animating all you want to (including skeleton) >>>> Animation blending (including additive) >>>> SSE on Linux >>>> >>>> I am planning on adding animation blend tree to it as soon as I finish >>>> SSE on windows. >>>> >>>> As Blender already serves as authoring tool for gamekit. I would be >>>> verry interested in the possibility to edit animation blend tree in >>>> Blender too. >>>> >>>> >>>> Xavier >>>> >>>> 2011/3/3 Tom Edwards<[email protected]>: >>>>> I'd like to create a new node graph type to define how an external game >>>>> engine treats exports from a scene. Similar things exist already >>>>> <http://i3.photobucket.com/albums/y84/starwind168/AnimTree.jpg>. >>>>> >>>>> The bad news is that creating new node types is not currently possible >>>>> with Python, and that the output I want is too esoteric to justify >>>>> building into Blender itself. >>>>> >>>>> The good news is that my design is pure Python does not require anything >>>>> outside the existing API: its output is a small script file, and all the >>>>> heavy lifting is done by an existing external compiler. I could actually >>>>> create it today, and the only missing element would be the visual aid of >>>>> the node editor. >>>>> >>>>> My question, then, is how feasible supporting the definition of new >>>>> node/graph types in Python is. We can already instance and modify >>>>> existing ones... >>>>> _______________________________________________ >>>>> 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 > > > > _______________________________________________ > 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
