.k3d file type required for materials management.

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.k3d file type required for materials management.

by Timothy M. Shead :: Rate this Message:

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> It would save a lot of work if I could select a MultiMaterial and save
> it and all it's requirements, connected nodes and bitmaps to a .k3d
> file with the extension .k3dm so that it could only ever me merged,
> not loaded as a scene. I'd also like to be able to have .k3dm.gz files
> that have all the required bitmaps included. The .k3dm files should be
> able to hold more than one MultiMaterial and there should be a File
> menu item to save all materals to a .k3dm or k3dm.gz file.

Setting aside details of file extensions ...

In-general, all k3dml files are equal - some just contain more stuff
than others.  Similarly, there's no distinction between "opening" a
document, and "importing" a document - both operations execute the same
code, the only difference is that the former happens on a new, empty
document.

So the foundation is already there, the only thing you need is the
ability to save a subset of a document, instead of the whole thing.

Cheers,
Tim


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Re: .k3d file type required for materials management.

by Daniel Scott Matthews :: Rate this Message:

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On Mon, Nov 9, 2009 at 12:29 PM, Timothy M. Shead <tshead@...> wrote:

>> It would save a lot of work if I could select a MultiMaterial and save
>> it and all it's requirements, connected nodes and bitmaps to a .k3d
>> file with the extension .k3dm so that it could only ever me merged,
>> not loaded as a scene. I'd also like to be able to have .k3dm.gz files
>> that have all the required bitmaps included. The .k3dm files should be
>> able to hold more than one MultiMaterial and there should be a File
>> menu item to save all materals to a .k3dm or k3dm.gz file.
>
> Setting aside details of file extensions ...
>
> In-general, all k3dml files are equal - some just contain more stuff
> than others.  Similarly, there's no distinction between "opening" a
> document, and "importing" a document - both operations execute the same
> code, the only difference is that the former happens on a new, empty
> document.
>
> So the foundation is already there, the only thing you need is the
> ability to save a subset of a document, instead of the whole thing.
>

That is what I thought, it is the dependency management that is
tricky, and maintaining the property linking.

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Re: .k3d file type required for materials management.

by Timothy M. Shead :: Rate this Message:

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Daniel Scott Matthews wrote:

> On Mon, Nov 9, 2009 at 12:29 PM, Timothy M. Shead <tshead@...> wrote:
>>> It would save a lot of work if I could select a MultiMaterial and save
>>> it and all it's requirements, connected nodes and bitmaps to a .k3d
>>> file with the extension .k3dm so that it could only ever me merged,
>>> not loaded as a scene. I'd also like to be able to have .k3dm.gz files
>>> that have all the required bitmaps included. The .k3dm files should be
>>> able to hold more than one MultiMaterial and there should be a File
>>> menu item to save all materals to a .k3dm or k3dm.gz file.
>> Setting aside details of file extensions ...
>>
>> In-general, all k3dml files are equal - some just contain more stuff
>> than others.  Similarly, there's no distinction between "opening" a
>> document, and "importing" a document - both operations execute the same
>> code, the only difference is that the former happens on a new, empty
>> document.
>>
>> So the foundation is already there, the only thing you need is the
>> ability to save a subset of a document, instead of the whole thing.
>>
>
> That is what I thought, it is the dependency management that is
> tricky, and maintaining the property linking.

Yep, I don't think there's any alternative to going through the process
of developing some use-cases (your materials are perfect here) where we
select the appropriate subset of a document to be saved.

Cheers,
Tim


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Re: .k3d file type required for materials management.

by Daniel Scott Matthews :: Rate this Message:

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On Mon, Nov 9, 2009 at 12:49 PM, Timothy M. Shead <tshead@...> wrote:

> Daniel Scott Matthews wrote:
>>
>> On Mon, Nov 9, 2009 at 12:29 PM, Timothy M. Shead <tshead@...> wrote:
>>>>
>>>> It would save a lot of work if I could select a MultiMaterial and save
>>>> it and all it's requirements, connected nodes and bitmaps to a .k3d
>>>> file with the extension .k3dm so that it could only ever me merged,
>>>> not loaded as a scene. I'd also like to be able to have .k3dm.gz files
>>>> that have all the required bitmaps included. The .k3dm files should be
>>>> able to hold more than one MultiMaterial and there should be a File
>>>> menu item to save all materals to a .k3dm or k3dm.gz file.
>>>
>>> Setting aside details of file extensions ...
>>>
>>> In-general, all k3dml files are equal - some just contain more stuff
>>> than others.  Similarly, there's no distinction between "opening" a
>>> document, and "importing" a document - both operations execute the same
>>> code, the only difference is that the former happens on a new, empty
>>> document.
>>>
>>> So the foundation is already there, the only thing you need is the
>>> ability to save a subset of a document, instead of the whole thing.
>>>
>>
>> That is what I thought, it is the dependency management that is
>> tricky, and maintaining the property linking.
>
> Yep, I don't think there's any alternative to going through the process of
> developing some use-cases (your materials are perfect here) where we select
> the appropriate subset of a document to be saved.
>

Well there is the smart graph walking method, or the user guided
method, or a combination of both where the user audits a graph
representation of the automatically selected nodes before they are
saved to a file.

The user based method requires an interactive graph view of some type.

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