Anything you could provide would be useful.
however I think its a bit cryptic for other people who look at the files? (ok it was a bit cryptic anyway, but still)
I think that it is a good idea to have those properties displayed and I felt that it was a good choice, especially that all the scripts are really well commented (thank you again for the great work).
But I think it is also important to tell to the blenderArtists that they don’t need it if it is not necessary. I had assumed that I would get errors if I had forgotten to create some of it. But I was wrong, I can clean up my .blend and that’s a good news!
About modules I get the idea, thank you for those explanations.
- I am still trying to understand :
If you use “import” in your init.py, then it will import things into the package. For example if there was a setRGB() function in the scripts.display, and you imported display in init.py, then you only use scripts.setRGB().
by writing import display it doesn’t work for me.
In that case I would need to use from display import setRGB otherwise I would get the error ‘module object has no attribute setRGB’
Is it what you meant?
- I still can’t make it work with an empty init.py
Please see the example below, and delete the content of init.py
I have made a working example using external module call through Python text editor, and through Python controller.
Maybe some Blender artists will find it useful.
FILE UPLOAD : Module_test (tar.gz, Mediafire, 36ko)
I can use display.bgetest in the Text Editor and it works fine.
But if I use display.bgetest with the Python controller (Module), it starts fine (displaying my print “# Default values initialization”) but after that it raises an error :
Python module function error “Direct_Call#CONTR#2”:
“display.bgetest” not callable"
But it was called, because my print was displayed ("# …initialization")
I thought that both methods would be the same.