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m
link fix; not sure if this addon is gone in Blender 4.2, but the docs page for it sure is
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m (link fix; not sure if this addon is gone in Blender 4.2, but the docs page for it sure is)
 
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  C:\Program Files\Blender Foundation
  C:\Program Files\Blender Foundation
where each bigger version gets its own folder
where each bigger version gets its own folder
...
  Blender 3.1
  Blender 3.1
  Blender 2.93
  Blender 2.93
  Blender 2.83
  Blender 2.83
...


==Blender horror reloaded==
<span style="font-size: 32pt;">'''Blender horror reloaded'''</span>
===Random session #1===
 
====Script log====
==Random session #1==
===Script log===
Almost all actions in Blender get logged. You need to '''open the "info" window''' to see it.
Almost all actions in Blender get logged. You need to '''open the "info" window''' to see it.
  bpy.ops.mesh.primitive_cube_add(size=2, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
  bpy.ops.mesh.primitive_cube_add(size=2, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))


====Python console====
===Python console===
Logged commands can be copied into the python console. Press enter key to execute.
Logged commands can be copied into the python console. Press enter key to execute.


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You can translate file paths you get from Explorer's address bar by turning "\" into "\\".  
You can translate file paths you get from Explorer's address bar by turning "\" into "\\".  


====Text editor window====
===Text editor window===
You can collected logged commands in a python file if you use the text editor.
You can collected logged commands in a python file if you use the text editor.


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  bpy.ops.mesh.primitive_cube_add(size=2, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
  bpy.ops.mesh.primitive_cube_add(size=2, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))


====No drag and drop support====
===No drag and drop support===
Unbelievable, but after all these years drag and drop is still not supported.
Unbelievable, but after all these years drag and drop support is almost zero.


If you try to drop a DAE or OBJ into the viewport it shows a plus icon but nothing will happen after the drop.
If you try to drop a DAE or OBJ into the viewport it shows a plus icon but nothing will happen after the drop.
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: So in theory it is possible to [https://www.youtube.com/watch?v=eCvuQHlKPEk edit the Blender source code] to add an dnd file importer.
: So in theory it is possible to [https://www.youtube.com/watch?v=eCvuQHlKPEk edit the Blender source code] to add an dnd file importer.


:: It seems BLEND is currently the only file type where dnd is supporter. That gives another hint where to look into the source.
:: It seems BLEND is currently the only file type where dnd is truly supported. This could give a hint where to look into the source and add more types.


: The string "drop file" is found two times in source:
: The string "drop file" is found two times in source:
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  # https://blender.stackexchange.com/questions/44382/blender-python-select-an-object-with-the-sequence-of-letters-in-a-name
  # https://blender.stackexchange.com/questions/44382/blender-python-select-an-object-with-the-sequence-of-letters-in-a-name


====Outliner====
===Outliner===
When click the second icon (Display Mode) of the Outliner you can change the Layer View to Data API. This might be helpful for logging one or another command by toying around in properties.
When click the second icon (Display Mode) of the Outliner you can change the Layer View to Data API. This might be helpful for logging one or another command by toying around in properties.


===Random session #2===
==Random session #2==
====More Python====
===More Python===
Remember to ... Edit > Preferences
Remember to ... Edit > Preferences


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====Python-generated UI====
===Python-generated UI===


Reading for later:
Reading for later:
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[...]
[...]


===Random session #3===
==Random session #3==
====Dynamic context menus====
===Dynamic context menus===
The idea is to give [[XML:File_types#BINA.2FOBJC|function objects (CJBO)]] a dynamic context menu, either by analyzing its given collection name and/or further tags/properties given to the object.
The idea is to give [[XML:File_types#BINA.2FOBJC|function objects (CJBO)]] a dynamic context menu, either by analyzing its given collection name and/or further tags/properties given to the object.


Reading for later:
Reading for later:


* https://docs.blender.org/manual/en/latest/addons/interface/context_menu.html
* https://docs.blender.org/manual/en/4.1/addons/interface/context_menu.html#dynamic-context-menu
* https://blenderartists.org/t/context-sensitive-menu-in-blender/515689
* https://blenderartists.org/t/context-sensitive-menu-in-blender/515689


[...]
[...]
==Build Blender==
https://developer.blender.org/docs/handbook/building_blender/
https://developer.blender.org/docs/handbook/building_blender/windows/
* https://www.youtube.com/watch?v=eCvuQHlKPEk
* vid that gives an overview of the source code: https://www.youtube.com/watch?v=tCdx7gzp0Ac - for example they show where to find command line args
cd C:\blender-git\blender
update files
make update
(re)build, the first build takes a couple of good minutes, further builds take about a minute
make
Final executable will be saved to
C:\blender-git\build_windows_Full_x64_vc17_Release\bin\Debug
If there is not enough disk space this fails almost silently. (Progress visible in CMD will simply stop.)
==Build Blender with Visual Studio==
cd C:\blender-git\blender
make full nobuild
In solution explorer open "CMakePredefinedTargets", right-click "INSTALL", click "build" ("Erstellen" in German).
==Proof of concept==
Unorthodox but could be effective.
Blender, drag'n'drop event of an oni file ->
context aware conversion manager.exe ->
OniSplit.exe ->
Blender continues to run, converted files get read by python scripts, these are chosen based on what four letter file prefix the oni file had
For example this would greatly automate level modding.
Objects would be tagged and placed on suitable layers. (CJBO management.)
This could replace the outdated XSI workflow and its addon.
===wm_window.c ===
C:\blender-git\blender\source\blender\windowmanager\intern\wm_window.c
By default only one file of dropped ones will be detected.
system(processFile); could be used but then Blender hangs until the child has process finished.
Therefore let's use [https://learn.microsoft.com/de-de/windows/win32/procthread/creating-processes CreateProcess].
#include <windows.h> // CreateProcess
#include "BPY_extern_run.h" // run py scripts
  char processFile[255];
  char fn[255]; // py file (the more python, the less C)
  STARTUPINFO si;
  PROCESS_INFORMATION pi;
  ZeroMemory( &si, sizeof(si) );
  si.cb = sizeof(si);
  ZeroMemory( &pi, sizeof(pi) );
 
  if (ddd->dataType == GHOST_kDragnDropTypeFilenames) {
          GHOST_TStringArray *stra = ddd->data;
          for (int a = 0; a < stra->count; a++) {
            printf("drop file %s\n", stra->strings[a]);
            strcpy(processFile, "C:\\Windows\\system32\\notepad.exe ");
            strcat(processFile, stra->strings[a]);
            // Start the child process.
            CreateProcess(
                // visual studio create only successful code if "L" is used before the strings
                // don't use L with blender
                "C:\\Windows\\system32\\notepad.exe",  // No module name (use command line)
                processFile,                          // Command line
                NULL,  // Process handle not inheritable
                NULL,  // Thread handle not inheritable
                FALSE,  // Set handle inheritance to FALSE
                0,      // No creation flags
                NULL,  // Use parent's environment block
                NULL,  // Use parent's starting directory
                &si,    // Pointer to STARTUPINFO structure
                &pi);  // Pointer to PROCESS_INFORMATION structure
            // Wait until child process exits.
            // wait for onisplit to convert files ?
            WaitForSingleObject(pi.hProcess, INFINITE);
            // Close process and thread handles.
            CloseHandle(pi.hProcess);
            CloseHandle(pi.hThread);
            strcpy(fn, "C:\\blender-git\\oni.py");
            // C (context) looks like some crazy voodoo, this shouldn't even work right now, but it does
            // for Blender specific stuff a context is needed otherwise the program will crash
            // https://developer.blender.org/docs/features/core/context/
            bool ok;
            ok = BPY_run_filepath(C, fn, NULL);
            printf("file was processed\n");
...
}
===Todo===
1) replace notepad with own exe (writing more code in C is a pain)
2) research path reading in C (get folder/file/extension) so own exe can use relative path when it is placed alongside Blender
3) '''Looks like [https://stackoverflow.com/questions/36360876/how-do-i-run-a-python-script-using-an-already-running-blender Blender cannot accept new inputs?]''' <span style="font-size:16pt;">ರ_ರ .................. (ノಠ益ಠ)ノ彡┻━┻</span>
This means some part of the analysis has to be done in C.
4) Deciding how to distribute this Blender variant.
Long-term goals could be to include Delano's addon and provide a way to automate the updating of Blender with these extras.
==Notes for further customizations==
* Catching getActive Events would be interesting.
* '''[https://blender.stackexchange.com/questions/41533/how-to-remotely-run-a-python-script-in-an-existing-blender-instance Blender Server]'''
* Globals are located in
BKE_global.h
The files close to main would need to be edited if Blender shall became a [https://www.youtube.com/watch?v=_i9HkIT0Atg single-instance application]. If started with hypothetical "singleInstance" arg, that would allow a permanent ''command line communication''.
C:\blender-git\blender\source\creator
creator_intern.h
creator.c
creator_args.c
* Pipe communication.
[[Category:Userspace]]