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For some time I have wanted to have a master script which called my favorite scripts which I frequently use. I have managed to produce something which will give me the result I want but not the flexibility I desire. The ScriptmasterGUI 1.0 actually includes the scripts it calls. I know there is a better way and I would appreciate some advice on what method would be best. Should I have the scripts to be read in from a folder. Can I load the scripts into Blender and call them from inside Blender? I would appreciate any examples that would help this be a useful script for others. So far this only includes Blender Virtual Undo and Blender knife Tool to show what I intend. This functions in 226 on Win2000. I have not tested in other versions or OS's.
http://home.att.net/~cs221/ScriptMasterGUI10.txt
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BlendOn! mthoenes My Drawing Site: How to Draw and Paint Smart My Blender Site: JumboSmart Blender Tutorials
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#1
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cool idea, one script to rule them all
i like it. is there no way it could load all the scripts in a folder?.. just thinking, the main script could become huge if they're all in it, or am i totally wrong?... anyway cool thought
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\"Half of the people can be part right all of the time, Some of the people can be all right part of the time. But all the people can\'t be alright all the time\" |
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#2
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technically, if you use the import command on a script with a GUI, it starts the script normally.
however, I don't know if you could use that with another script that already has a gui. I'll do some testing and see if that could be done. Martin
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Life is what happens to you when you're busy making other plans. - John Lennon |
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#3
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I was wondering what advantages this technique would have over just loading your favorite scripts into Blender and then saving it as your default blend file, and then just selecting the script from the menu button as usual?
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#4
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JarrellSmith wrote:
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It would also be nice to carry one script around instead of 10. I know, you can save them into your default file, but hey, I am just learning python and I figured it was worth trying. theeth wrote: Quote:
I have learned so much from studying your scripts theeth - Many thanks - this is really fun. marf wrote: Quote:
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BlendOn! mthoenes My Drawing Site: How to Draw and Paint Smart My Blender Site: JumboSmart Blender Tutorials
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#5
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marf brings up an important issue
Quote:
Tee hee
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BlendOn! mthoenes My Drawing Site: How to Draw and Paint Smart My Blender Site: JumboSmart Blender Tutorials
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#6
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there you go!
Code:
It works with scripts with GUIs no need to modify them in any way. I succesfully tested it with S68's Knife, the doc_browser script and my UV Export and Virtual Undo scripts. Some other script might not work at first, but you just have to add one line in The One Script to fix that. It depends on whether or not the script uses standard names for the GUI functions. still very early alpha though. Martin
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Life is what happens to you when you're busy making other plans. - John Lennon |
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#7
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I forgot to add:
- works both in 2.23 and 2.26 (although the scripts that are loaded might have other dependancies) - if you exit the loaded script, it goes back to the script loader screen - no interaction between different scripts (no residual variables). if anyone is interested, I could probably continue working on that a little more. Martin
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Life is what happens to you when you're busy making other plans. - John Lennon |
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#8
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theeth,
Very nice. I tried a couple of scripts and just as you said, some would not load because of "no gui functions found". Nice work in any case. I will certainly find use for it. I think the script could be very useful. Has anyone suggested a standard for scripts or some sort of common template for GUI setups. In trying to learn from looking at other scripts, I have found quite a variety in how people name things. I also wish everyone's header could state name, version, etc...Which version/versions of Blender it works with. Basic instructions on useage, etc. Oh well. that would be too easy and perhaps it goes against creativity. It would go along way towards compatability however. I have begun to add notes in the headers of the scripts I have download as to what version they work with, etc. I know the script list at the top of this forum attempts to do some of that organizing as well. Your efforts are greatly appreciated. Thanks for taking time to expand on some of the ideas I have thrown out. I have another question for you to ponder.... Can a script be used to give a KeyBoard or Mouse command to the active 3D Window. For instance, could you make a button in a script window that put the selected object into rotation mode by sending Blender an RKEY command or a button sending an RKEY - XKEY - XKEY local rotaion command. Is it possible to have a python script
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BlendOn! mthoenes My Drawing Site: How to Draw and Paint Smart My Blender Site: JumboSmart Blender Tutorials
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#9
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Quote:
Someone (sorry, can't remember who) already tried something like this, but it didn't work really well. Martin
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Life is what happens to you when you're busy making other plans. - John Lennon |
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#10
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hey, cool idea guys, and theeth, please continue working on this script!!
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#11
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second version, read the comments at the top for more info.
I'll post a proper .py file somewhere tomorrow, I understand some person are not too keen on the copy/paste method for script release. Code:
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Life is what happens to you when you're busy making other plans. - John Lennon |
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#12
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Life is what happens to you when you're busy making other plans. - John Lennon |
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#13
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Excellent script Theeth!!!!! Makes using multiple scripts a lot easier! And tidier too! cheers -- Brian |
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#14
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Quote:
imported are diminish, but MakeHuman aren't only a script: in the scene must exist a basemesh. You can solve the problem about module error putting the classes (actually in the textbuffer of MH blender file) in the same path of your python installation...but...sorry, without the initial basemesh the script don't work... |
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#15
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