ace1 wrote:I forwarded a e-mail to the developers mailing list as to what I did and asked what I needed to do to proceed.A few days later I recieved an e-mail from the developer's mailing list stating that my email was reject as to being posted for the developers to see.The reason was given.The reason,"No Reason" says the email.
Don't know about the reason. We get a few hundred spam posts to that list a week. Posts over 100K or so get help for approval. Overlooking something is easy.
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I posted to the funboard.All I got was that the developers didn't want to start developing a layer system that they had to piece together incrementally. And basically the overall sentiments were that it's a good idea but not a priority.
IIRC, Nothing you posted to the funboard described the architecture of what your are doing. That was what we were asking for. You basically stated you had to look at the blender code to understand the layer system, therefore anyone would have to look at your code to understand the architecture of your project. It struck me as childish.
Writing docs is no problem.
A layer system has to be tested and judged on the basis of it's workflow and efficiency. That's what good 3D UI is all about. It's goal is to facilitate an efficient and user friendly workflow. A layer system is a tool of organization. Therefore a person actually has to use it to test it.
So write some docs. Tell us how to use this. Describe the features.
Without some description of how it works and what the features are, we are back to experimenting to find out what you are doing and if it works.
All my patch submissions come complete with a description of what I've done and the functions that it is capable of.
That is good. But due to the incremental nature of the development (not a bad thing!) it is necessary to read thru the whole batch and assemble an idea of the current state. Nowhere is there a description of the final state. Again, the wiki is a good place for this.
Writing code is definitely not a problem.But getting positive help and response has been a problem.
I'm hoping to be able to have at least some diologue with a developer about the feature.There are certain factors concerning the layer system that I would like to dismantle ,redo,or rethink but who do I talk to who has some authority in the matter?
This is the 2nd time we have suggested you write a proposal or architecture document describing your project. What you are doing is more than a quick patch to add a minor feature or bugfix. Sometimes people get the mistaken idea that open source projects are somehow excempt from software development practices.
The current bitmask layer system is deeply embedded in blender. Tell us you how are going to interface with or change it. Tell us about the details:
- do we get an infinite number of layers?
- how do they get named?
- are there limits to the names?
- how does this interact with the existing system?
note: IRC is a good place for real-time discussion and feedback. It does not replace having a written plan, though.
Every project that's being worked on now is being incrementally developed and rethought as coding continues: bmesh,qdune,cloth etc. I'm just another in the line.
Incremental development is good! But you still need a goal and a plan.
Those projects are being developed in svn branches by existing developers. They are much larger in scope and longer term than what you are trying to do, hence they are being done in a branch. The features and architecture have been discussed and debated. The developer(s) will merge them with trunk when they are ready.
All I'm trying to do is suggest how to get your ideas into blender faster. Feel free to sit there and ignore the advice. It will only draw out the process, frustrate you and make our job harder.