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 >>>> _______________________________________________ >>>> Bf-committers mailing list >>>> [email protected] >>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>> >>> >>> >>> >>> -- >>> Jeffrey "Italic_" Hoover >>> _______________________________________________ >>> 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
