>  This is outside the scope of what typical tools in blender need to do

I would like to point out there is really not such a thing as a "typical
tool".  As you know not all scripts go public, many inhouse tools exist
that never reach "enduser unwary mr.X".  At least not neglecting to open up
new parts of Blender to the API should always be top priority (my idea).
Theres already a lot possible (try drawing viewport OpenGL with eg.Maya
scripts...) but we should watch out not to keep possibilities from the
Python coder out of socalled "safety precautions" or unneeded
generalisation of what a script should do.  A hack often works well in
quickly built tools so why would the C coder have power/possibility to do
this and not the Python coder?

Then, the Space under mouse topic:  I must say adapting the API to give
Space under mouse should be really easy to a coder that knows the Blender
source, since I reckon Blender too needs to know which Space is being
accessed;  I have written much bigger tools in few hours, but hacking it in
myself with C is difficult as I never approached Blender source that way.
I just believe having written two addons that could use it + one other idea
in about one month prove something?  Either through a direct value or
through coordinates, accessing multiple 3d views through Python should at
least be possible.  Many users have multiple views open for working from
different angles, and dont always want to have say MeshTools open on every
single view (cause they are all the same).  So now I will use a
generalisation: so many users want, out of screen estate worries, only one
tool panel open, so it should really be up to the better coders to make
their addons available over different views.  Makes sense doesnt it...
_______________________________________________
Bf-python mailing list
[email protected]
http://lists.blender.org/mailman/listinfo/bf-python

Reply via email to