If so, how the fuck do you keep from tearing your hair out?
About a year or so ago, I started work on a BAppLink of sorts, making sure the manual steps worked, figuring out what dialog boxes, variables, etc were needed, and started diving into the Blender Python API... only to find out it was a complete frankensteinian mess. Nevermind the inconsistent casing; half the functions I needed weren't in any way exposed to the API (in a completely inconsistent manner, at that). Shelved!
(Of course, this isn't even addressing the complaint about Blender's idiotic workflow with regards to texture usage/allocation)
I check back every so often to see if any progress has been made on the API, but nothing, til 2.5 alpha 0. Now just about everything I need is exposed to the API, but fuck me if the bloody texture bake doesn't work worth shit. Yay!
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Downloaded source, looked through two code files, got under my desk in the fetal position, cried, deleted source code.....
Yeah blender source is a mess and so is their documentation (both users and developers are outdated)
I think the modeler and many of the tools are not competing at all with the pricey big 3 (max, maya, xsi) but just like sketchup its super sexy for using in a studio as a pipeline element with custom scripts because:
I tried once to get my hands dirty with blender pty scripting as well but I must say that 3dsmax or modo are way easier to get into in terms of scripting.
It's best if you talk directly to the developers, they should have an idea where to start. Best time for this is to attend the weekly sunday IRC meeting http://wiki.blender.org/index.php/Dev:SundayMeetingAgenda
Recently, they also started with IRC meetings for new developers http://wiki.blender.org/index.php/Dev:SundayMeetingAgenda/NewDev_meetings
Regards
Yup, I'd already gotten my hands on the recent nightly builds, and while baking is in, the texture baking doesn't work properly (AO and whatnot works fine, though).
I'm working with Actionscript 3.0 and Unity at the moment. I won't revisit Blender scripting until a stable and official release of version 2.5 comes out. I'm very excited about using the new scripting features to create game "templates" to use with the Blender Game Engine. I've played around with this sort of thing before, and found it quite appealing. Version 2.5 tool coding should make it possible to create entire gamplay systems that you can apply to basic content. This will make it possible to pre-define the rules of a game, and then just work on the content.
The 2.5 API is looking rather nice, though, and the fact that function-calls are listed in the tooltips of the various buttons/sliders in the ui is a godsend (plus a listener, finally).
Definitely looking forward to a stable build at some point.