Hi Jan-Peter,

Thanks for the update, sounds all OK.
Just one thing - most of Blender I/O goes via Python scripts and/or Python 
Add-ons. When you mention 'plug-ins' you probably mean the add-ons?

Laters,

-Ton-

--------------------------------------------------------
Ton Roosendaal  -  [email protected]   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



On 28 Aug, 2013, at 10:00, Jan-Peter Ewert wrote:

> Hi Ton, 
> 
> We are currently working on improving the ingestion process for various file 
> formats on our end, but that is indeed an entirely different topic. I don't 
> expect an import path for .blend files to happen anytime soon, since these 
> can do a lot more than what we will probably ever need. 
> 
> A more realistic goal would be to work on improved import and export paths 
> between Blender and game engine files, including solid support for character 
> rigging, weight maps, facial animation setups etc. Doing that within Blender 
> plugins and making these available both to the general Blender community at 
> Blender.org and via Steam seems to be the best way from my perspective to 
> gain momentum.
> 
> I believe the right order should be to bring the current version of Blender 
> to Steam soon, with a few useful existing plugins included in the initial 
> download or as DLC, and to go from there in making people on Steam interested 
> in Blender. That's something that could happen within the next couple of 
> weeks within our regular release calendar.
> 
> Best, Jan-Peter
> 
> 
> 
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Ton Roosendaal
> Sent: Tuesday, August 27, 2013 3:28 PM
> To: bf-blender developers
> Subject: Re: [Bf-committers] Steam-powered Blender
> 
> Hi all,
> 
> The discussion is getting confusing for me. I'm not a Steam user (and 
> probably most active devs here are not). It would be appreciated if people 
> can explain requirements on that noob level.
> 
> To start with - most importantly - I was only discussing here Blender as a 
> tool for game artists, for animation and game assets, for game modding. This 
> discussion is not about Valve allowing Blender Game Engine binaries with 
> .blend files to be offered via their store.
> 
> JP: that is correct, right?
> 
> Assuming it is correct - the issues we then talk about is just regular GPL 
> compliant tools, add-ons, file I/O issues, and so on. I totally fail to see 
> why Blender just can't be offered via their channels. Just copy the binary to 
> start with!
> 
> Requirements for special I/O or addons or API integrations can each be 
> discussed and evaluated individually. With or without, Blender already 
> functions as game artist tool. We just will work on improving it in general, 
> and on checking on (possible) additional support to help Steam platform users.
> 
> That also is a reply to Mango Jambo. Whether or not such an addon manager 
> will be made shouldn't be related. We either do (and they might benefit) or 
> we don't. It's a valid topic to review, but let's not include it in this 
> Steam topic... it makes things complicated and we will lose momentum if we 
> try to do everything at once.
> 
> Thanks,
> 
> -Ton-
> 
> --------------------------------------------------------
> Ton Roosendaal  -  [email protected]   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A  -  
> 1018AD Amsterdam  -  The Netherlands
> 
> 
> 
> On 27 Aug, 2013, at 10:21, Jan-Peter Ewert wrote:
> 
>> Hi Ton,
>> 
>> Yes, I am willing to pick that up to the degree that I am able to, since I 
>> am not an engineer. Sorry for being silent for a while, preparing and doing 
>> GDC and Gamescom took up a lot of resources.
>> 
>> As for requirements, my feeling is that the first step is to get a version 
>> of Blender out there that makes people on Steam aware what Blender can do 
>> for them at the moment. I was thinking of publishing the current version 
>> with io plugins for Source, Unreal and Unity. 
>> 
>> As for devs, I have already received some very encouraging feedback from 
>> people on this list that I have not yet found the time to get back to, but 
>> you are right that we should absolutely push to get people from Steam that 
>> are not yet Blender developers on board. 
>> 
>> Best, Jan
>> 
>> 
>> 
>> -----Original Message-----
>> From: [email protected] 
>> [mailto:[email protected]] On Behalf Of Ton Roosendaal
>> Sent: Sunday, August 25, 2013 3:33 PM
>> To: bf-blender developers
>> Subject: Re: [Bf-committers] Steam-powered Blender
>> 
>> Hi,
>> 
>> I think we have two issues to solve to make it more organized. Hopefully 
>> Jan-Peter from Valve is willing to pick that up?
>> 
>> - Requirements
>> Define a well written list of end-user expectations of what should needed, 
>> prioritized. Try to separate the requirements related to the valve platform 
>> and data I/O, from the ones related to Blender using in general.
>> 
>> - Find the devs
>> Advertise this well in Steam channels to insipre developers there to join 
>> efforts on it. Valve could play a role in it too... maybe giving out some 
>> rewards for it or so?
>> 
>> I think this should be handled in the Steam community first. Issues like 
>> APIs, dependencies, license compliancy, technical designs to comply our 
>> releases, then can be handled here or one of other channels (IRC).
>> 
>> Thanks,
>> 
>> -Ton-
>> 
>> --------------------------------------------------------
>> Ton Roosendaal  -  [email protected]   -   www.blender.org
>> Chairman Blender Foundation - Producer Blender Institute Entrepotdok 
>> 57A  -  1018AD Amsterdam  -  The Netherlands
>> 
>> 
>> 
>> On 15 Aug, 2013, at 3:05, Jeffrey H wrote:
>> 
>>> A suite would probably do better overall than individually maintained 
>>> tools. A suite allowing a two-way dev environment would provide the 
>>> best workflow and would likely gain and keep support from the 
>>> community (as opposed to creating a dozen different tools to fill holes 
>>> left by others).
>>> Having a team develop these tools as a whole (whether Valve, the 
>>> community or a third party) would keep them compatible with each 
>>> other and up-to-date. I think this would work out well while we're 
>>> talking about Source and its collection of command line tools, but 
>>> what about other dev kits? Do other workshop dev kits support the same 
>>> source files (obj/tga)?
>>> 
>>> Regarding the tool suite: what would we need in this suite to allow 
>>> two-way data transfer between SDK and Blender?
>>> -An importer/exporter for models and related data (mesh, skeleton, 
>>> animation). This would essentially be SMD/DMX tools with an importer.
>>> -Importer/exporter for materials and textures -Possibly an 
>>> interchange with Hammer's plain-text format (vmf)?
>>> 
>>> This is essentially my thought process from this afternoon. Hope I'm 
>>> not dreaming to big here.
>>> 
>>> 
>>> On Wed, Aug 14, 2013 at 12:14 PM, SheeEttin <[email protected]> wrote:
>>> 
>>>> Additionally, on the other end of the pipeline, I'd love some 
>>>> support for decompiling/importing existing compiled MDLs. Currently 
>>>> the only solution is to use third-party tools (MDLDecompiler, 
>>>> StudioCompiler) which aren't reliable. Making assets like hats for 
>>>> TF2 requires working on top of the existing model, and that's kinda 
>>>> hard to do without the model.
>>>> 
>>>> I'm really excited for this whole thing, and I'm willing to help any 
>>>> way I can.
>>>> 
>>>> On Wed, Aug 14, 2013 at 4:28 AM,  <[email protected]> wrote:
>>>>> I have been a long time user of blender for source modding, and 
>>>>> have been through all the add-ons that have been released. The most 
>>>>> recent SMD/DMX tools by Varsity (of facepunch) are by far the best, 
>>>>> and are really easy to use. The part that most people have trouble 
>>>>> with in source is the compilation process, so you would want to 
>>>>> have an automatic system for generating a .qc through the blender 
>>>>> addon (like the one used by GUIstudiomdl, for instance) for new 
>>>>> users. The .smd/dmx files and the .qc could be uploaded together 
>>>>> and compiled remotely (and locally for testing). This would 
>>>>> maximize useability for new modelers I think.
>>>>> 
>>>>> Another major feature that would be very useful for modders is the 
>>>>> ability to create source materials for their models directly within 
>>>>> blender. At the moment there is no VTF support, so we use tga or 
>>>>> png and convert them externally. Blender already has a good 
>>>>> material system but being able to generate a .vmt from your 
>>>>> material settings would be great as well. At least the basics like 
>>>>> phong/cubemap and normals. These two features would immediately 
>>>>> allow people who already model with blender to make models straight away.
>>>>> 
>>>>> Hell I have a whole list of stuff but I digress.
>>>>> 
>>>>> I'd be up for providing training for modelers to use the tools, I 
>>>>> have already been making tutorial videos and such on youtube, but 
>>>>> the majority of my input has been streaming to online classrooms 
>>>>> via Livestream. I would love to help out in any way I can, be that 
>>>>> testing or providing some service to the community. My support is 
>>>>> behind providing Blender with the SMD/DMX tools already installed 
>>>>> and automatically maintained. Great that you guys are even 
>>>>> considering this!
>>>>> 
>>>>> - Abe (Black_Stormy)
>>>>> 
>>>>> _______________________________________________
>>>>> Bf-committers mailing list
>>>>> [email protected]
>>>>> http://lists.blender.org/mailman/listinfo/bf-committers
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>>> 
>>> 
>>> 
>>> --
>>> Jeffrey "Italic_" Hoover
>>> _______________________________________________
>>> Bf-committers mailing list
>>> [email protected]
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>> 
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