> 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...
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