I do have some great news I solved the problem with ��blender operators that means I now have full access to the whole API of blender. Everything in Blender API is basically operators and properties.There are still limitations to be solved of course. ��First that I will tackle is how to communicate data from Blender back to Pharo.��
Ephestos is not something I am making for others to use, its primarily for my needs.��
Because I am very interested in interacting and integrating other Blender addons in my workflow I want to keep the Pharo API as close to BPY as possible. This will make it easy for me to port BPY code to pharo and talk to existing Blender addons. Blender addons are extremely important they implement tons of new functionality for Blender.��
A cube is not a separate object in BPY , ��a cube is basically a mesh object. So BPYMesh would make more sense. But in BPY its really a BPYObject.��
Additional I can be lazy and avoid documenting stuff since translating python calls to pharo is dead easy. Python has a very simple syntax, not as simple as Pharo but quite close. So its easy to go to Blender wiki BPY API and find all the information you want instead of me going through the pain of rewriting this huge documentation. There are also a lot of tutorials about making blender addons with python online, there is no way I can compete with that . So in the end if you really want to take advantage of Blender learning python and the blender api is mandatory. Pretty much every major 3d app uses Python and Python is a very popular language so there is nothing to lose by learning it.��
I would not put too much faith to me mapping alone the huge BPY API, the operators alone are 1500 or so I have been told, properties must be at least double that amount. Translating all that to Pharo objects is just an insane amount of work unless I find a cleaver way around it with some pharo parsing but still too much work for little gain. But I will map some basic stuff to decrease the need of writing python code.��
About Atlas here is the repo that I am going to post the code
For now I work on Ephestos and when I am happy with the progress I made with it I will port it to Atlas and make an announcement here. Its basically the same code minus the Blender stuff.��
PS: It may also make some of you happy that I plan to expand Ephestos to include besides BPY also BGE. BGE stand for Blender Game Engine , its a game engine offered by Blender that excels at any kind of interacting graphics, that means that you will have access to a very powerful game engine and a general engine for 3d interactive applications. BGE is a lower priority , but it should be easy to implement once the big limitations of Ephestos have been solved. ��