Search the Community
Showing results for tags 'generator'.
Found 2 results
Hello. I have just discovered a nice blender add-on. I think it could be useful to create human models. Blenderartists forum: https://blenderartists.org/forum/showthread.php?391401-Addon-Manuel-Bastioni-Lab-turns-Blender-in-a-laboratory-for-3d-humanoids-creation Official website: http://www.manuelbastioni.com/index.php
I'm trying to set up a database for all civilisations (at least for mods as there chaos is great king). [This post will be updated.] Where to find: You see an old rusty gate with foreign inscripts. Pass through it. (the UI is not really functional yet, as no data exists) Terminology: - Leaf node: Mostly text. The final value. ----Civilisation----civilisation_file.xml:<root_element> <element attribute="leaf node"> leaf node.1 </element> ...<root_element>Functionality & Status:- Generate a civilisation or mod structure from an existing template, e.g. an existing civilisation or from a mod folder recursively (such that it has not to be created from scratch). - There is no fixed export filetype. Both JSON and XML can be output (to put into mods/<mod>/ folder). untested - The export target fileformat can be set on a per file basis. And changed even for already existing civilisation data. - Add new civilisation. - Rename civilisation, - Merge civilisations. - Add new File to civilization. - Rename file within all civilisations at the same time. - Move elements from one file to another. - Add new leaf element. (via xpath) - Insert/modify leaf node values. (good for researchers that don't have git or repository access) - Version control. not yet - Sorting (after Civ, File, XPath, or Leaf Value), - Grouping (after Civ, File, XPath, or Leaf Value), - Filtering (dynamic), - Option to apply changes to all occurrences in the whole database. <-- That's powerful, but also very dangerous if it goes wrong. - Option to modify equal values through out the currently filtered data rows.<-- That's quite useful as this way you can 1) filter the rows you wish to change. e.g. all occurrences of mesh_and_animation.v1.dae to mesh_and_animation.v2.dae within a certain civilisation.. - Updating the database civilisation structure by reading a template folder recursively when data already exists, creates new leaf elements automatically and shows in the civs that new elemets now have to/can be added/ are still empty and need to be filled. buggy Example: A new required element has been added, e.g. timetag/timerange. Now all civilisation data that not has this element yet, will have this added automatically (with dummy data, that can be changed thereafter). Targets: The target is researchers. Hopefully this later can be combined with a mercurial setup. I just have to add a button to allow researchers to commit their data.