Hi Edgard, You may want to look at https://github.com/ideasman42/blender_patch_templates/tree/master/patches
Hope this helps, Aaron Carlisle On Wed, Oct 26, 2016 at 4:34 PM, Edgard Damiani <[email protected]> wrote: > Hi everyone, > > It's in my plans using Blender as a prototyping platform for my master's > thesis, so I decided to start my tests by duplicating an existing modifier > and changing its code. I've chosen the Skin Modifier, since it's the > closest I could find to what I have in mind, and took these steps to > duplicate it: > > - Duplicated the MOD_skin.c file and renamed it to MOD_skin2.c; > - Inside MOD_skin2.c, I renamed modifierType_Skin to modifierType_Skin2, > and changed its first parameter accordingly ("Skin2"); > - Added "eModifierType_Skin2 = 53" to the end of ModifierType in > DNA_modifier_types.h (53 being the first vacant number); > - Declared modifierType_Skin2 inside MOD_modifiertypes.h; > - Added INIT_TYPE(Skin2) inside MOD_util.c; > > With these steps, the code compiles without issues, but when I run Blender, > the recently-created modifier doesn't appear in the Modifiers list. Then, I > realized that I should somehow add it to the UI through Python, but the > only file I've found that had a connection with the modifiers was > properties_data_modifier.py, which lists the user interface code for each > modifier. I tried to create a SKIN2 function inside this file by > duplicating the SKIN function, but the whole Python interface breaks down > when I do it. > > Is there anything else I should do in order to correctly show this Skin2 > modifier inside Blender's Modifiers list? > > > Thanks and best regards, > Edgard > _______________________________________________ > Bf-committers mailing list > [email protected] > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
