Hi, Oh - yeah I was interpreting it as similar to how we setup pipelines in a studio. Where you keep the .blends individually owned, and link in data.
Work on the same .blend scene together is a specification that would right go deep into the core of Blender's design. I wouldn't recommend to try this, nor do I think it would become a succesful project with the current state of Blender. The issue of efficient data sharing for projects is really something you can handle on a meta level, and not try to do it on vertex/objects level or on tools. Take GIMP for example. It sounds fun to have 2 people do operations on 1 image, but if this is useful? In practice, ownership of such data is really not a limitation. That goes for character rigs, models, environments, props, etc. Easy to design a data structure based on .blends being managed by individuals. -Ton- ------------------------------------------------------------------------ Ton Roosendaal Blender Foundation [email protected] www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 26 Apr, 2013, at 1:22, Brecht Van Lommel wrote: > Hi, > > On Thu, Apr 25, 2013 at 11:38 PM, Moisés Bonilla <[email protected]> wrote: >> First of all, thanks for the quick response. >> >> Ton Roosendaal: That idea about the "normalized" file IO sounds good. Do >> you think that maybe I could start thinking about the case when two people >> starts with a empty scene and each one sends to the other simple commands >> (Create cube at ..., Rotate object ..., etc)? > > I think Ton misunderstood what you were proposing? Handling network > paths is quite different from realtime sharing. > >> And no, although summer of code sounds interesting, I would prefer to "take >> it easy" for now :). Anyway, I should start by proposing the project in the >> wiki, isn't it? > > Yes, you can add make a wiki page about the project. > > But note that there's a reason Verse was never finished and > integrated. If it's a research project where you create a proof of > concept then it can work, but to make this ready for production use is > problematic. That's because there are many different data structures > and editing operations in Blender, and they weren't designed with this > kind of thing in mind. It's quite possible to make it work for a small > subset of those, but supporting this across Blender in a way that's > reliable and maintainable probably requires a major redesign of > Blender internals. > > Brecht. > _______________________________________________ > 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
