Maybe use the truck as a test case for a random blender file. On Wed, Oct 7, 2009 at 10:39 PM, Stani <[email protected]> wrote: > 2009/10/7 Juho Vepsäläinen <[email protected]>: >> Hi, >> >> 2009/10/7 Stani <[email protected]>: >>> Hi Juho, >>> Do you plan add do some more blender power to phatch before the >>> blender conference? Such as: >>> - support for any blend file >>> - node editor action >>> Best regards, >>> Stani >> >> I have to spend some time on those before the trip. I will be leaving >> on 14th to Italy so that's my personal deadline. >> >> Currently there are a couple of things you can probably provide some >> useful pointers for: >> 1. How to construct choices of choicefield in Phatch dynamically? > Be sure you have merged with revision 1509 of trunk. Than you can do > for example in get_relevant*: > image_size = self._get_field('Image Size') > image_size.set_choices(selected_object.image_size_choices) > >> (If >> you can point me to load choices from given text file for instance, I >> could extrapolate what I need based on that. > I guess you know how to open a text file in python. > >> If possible, it should be >> set up so that if the file gets changed, the choicefield updates >> automagically (timer + hook to check file modification time? >> Alternatively use inotify on Linux >> (http://trac.dbzteam.org/pyinotify). Perhaps there's something similar >> for the other OSes).) > I guess the change of the file is predictable, so we can use a lighter > solution. Can you clarify a scenario when there would be a change that > phatch doesn't couldn't guess? Eg if the user gives a new blend file, > you can check for that in the get_relevant_* method. For an example of > getting the modification time of a file see lib/thumbnail.py > get_mtime. > >> 2. How to handle the spawning of Blender node editor? It probably >> takes some custom UI widget for this I suppose. (Ie. have "Launch >> Blender" button in "Node Editor" Action. Note that it should spawn >> Blender only ~once~ to avoid overwriting the .blend containing the >> node graph (sync issue)). > And what happens when you have two node editor actions? You need to > decide if you make the node graph storable in some text format, which > can be embedded in the *.phatch action list, or if you use blender > files for it. I guess blender files are the more easy and quick > solution, but maybe not the best. If you use blender files they should > be stored alongside the action list. Maybe you should check first to > see how easy it is to extract the node graph. But if the python api > does not support it we have no choice than using blender files. If > this api will be provided by blender 2.50 i would propose to postpone > this feature and to focus first on using any blender file for texture > rendering. > >> 3. Where to stash node editor .blends and how? I suppose a temporary >> folder might do the trick for now. > Temporary is fine if you can extract and reconstruct the node graph. > > Best regards, > Stani > > PS Moved this to phatch-dev. > > -- > Phatch Photo Batch Processor - http://photobatch.stani.be > SPE Python IDE - http://pythonide.stani.be >
-- Phatch Photo Batch Processor - http://photobatch.stani.be SPE Python IDE - http://pythonide.stani.be _______________________________________________ Mailing list: https://launchpad.net/~phatch-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~phatch-dev More help : https://help.launchpad.net/ListHelp

