[Bf-committers] Proposal for a new BGE Animation interface
Using animations/actions in the BGE can sometimes be a rather unpleasant experience, especially with no way to play actions directly with Python. To this end, I've created the following proposal (with help from Matt and Dalai) for a new way to use actions in the BGE: http://wiki.blender.org/index.php/User:Moguri/BGE_Animation_Proposal It's still a work in progress; I hope to get some feedback and then implement the proposal when enough people are happy with it. Cheers, Mitchell Stokes (Moguri) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] UI idea: do operation delete and toggle visibility/select/render on object including all child-objects
for rendering it could be interesting a SuperbRender icon in the outliner. If you have say twenty objects with different shading and textures (talking about heavy ones) and you need to test just a single one with final compositing and lighting, it is tedious deselecting the render icon close to all the other nineteen objects. Having an option to just select the object you desire to test render could be interesting... even the others objects have the render icon enabled it should work IF SuperbRender IS enabled just render it ELSE render all the others also (talking very much in php style sorry :P) Well just another idea Mich On Sat, 2010-09-18 at 15:39 +0900, Torsten Rupp wrote: Dear developers, just an idea: As I know there is currently no functionality to delete and toggle visibility/selectability/renderability for an object including all child-objects, e. g. an object created out of several parts and put together under an empty as the parent. It would be useful to have this e. g. in the outliner to toggle the visibility of such a multi-part-object or to delete it including all parts. May it be useful to have such a functionality (I know not for 2.5beta now, but in the long run)? Best would IMHO be some click+modifier operation and/or menu entries, but for buttons this seems currently not possible with the existing handler-structure. I just had a short look, but I could not find keyboard modifier information available in the button handlers, e. g. the outliner buttons, isn't it? If I'm wrong and these functionality already exists, please let me know (and apologize that I have bothered you with this mail). Torsten ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Patch #23887: update timeline region
Dear developers, I just added patch #23887: Timeline region update missing when adding/select/moving markers. The corrspondening bug entry #23886 also have a patch to fix it. Would be nice if someone can review it. BTW: is a bug entry and a patch entry correct? Where to put the patch (if available)? Torsten ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Patch #23887: update timeline region
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 18.9.2010 10:48, Torsten Rupp wrote: Dear developers, I just added patch #23887: Timeline region update missing when adding/select/moving markers. The corrspondening bug entry #23886 also have a patch to fix it. Would be nice if someone can review it. Applied and committed. /Nathan - -- Nathan Letwory Letwory Interactive http://www.letworyinteractive.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJMlJ8mAAoJEKtfN7KsE0Tt39gIAJOP+tFM5ZK03yAseg6/rkor LUaNYfbwj+kGD1zVwNXE0TW7j2GxuapMckiiMvhI/QriCY1udPmgHsqPtcvHzjrC RiE5W8YT+tAJWEF5wZvlQIYvNzYxawtQyv+vyH8jmG4OoYJsTjiTXMrGBCVS5JMj XJQpeUxw/NC6kWHncx6YCQxBkLnK5o+Im3eIjZBsPIthNKJE58h6jT8dJevIbltr SQoEYoSUjDxzGINIkFsCdew/VGo9rWLx4djPtHSEMFa1F+gYP+HkdVr7724CyOxd p529P6FaNSCjJZ1j6LBgaTNOEO0wO8Lv8OeHntkV457OkfTcB4XW90ODFhuXLbQ= =lkkK -END PGP SIGNATURE- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] UI idea: do operation delete and toggle visibility/select/render on object including all child-objects
indeed, i'm using this method actually in a current project but just wanted a quicker method to do exactly that, current method needs to select object, / key on numpad and 0 Key on numpad to select active camera before render -if you want to check also the view- but would be nice having same effect by clicking a single icon :) :P Cheers! Mich On Sat, 2010-09-18 at 13:22 +0200, Pablo Vazquez - www.venomgfx.com.ar wrote: Many of this ideas are already there, so to speak (if not, go improve them! :D ) Torsten' idea of changing visibility/render for many objects: This can be done already by using object groups, thanks to Campbell on Durian, since a few months we can restrict visibility/select/render on Groups in the outliner (groups view). Michelangelo's idea for rendering individual objects: Can be done by selecting the objects and going to Local view with / on the numpad, it even respects lights, can be used mixed with the feature above. Michael Williamson' s idea for changing properties of many objects at once: An attempt to this we needed on Durian, so Campbell quickly made a script to allow us this, is currently an 3D View addon called: Object Property Chart, it *really* helped us and is really handy, though it was a quick approach he said, so maybe it could be improved by someone else (like adding an option to toggle all options on that column at once or so). Cheers! Pablo On Sat, Sep 18, 2010 at 11:21, Michael Williamson micha...@cowtoolsmedia.co.uk wrote: wouldn't lightwave's render selected approach be simpler? just have another render mode that ignores un-selected objects. As for the original idea, a simple way of selecting multiple objects and changing their properties all at once is obviously very desirable either by showing mixed states, outliner context menus... I've toyed with the idea of making a spreadsheet style editor in python but it'd need python space types to get a decent amount of screenspace... On 18/09/2010 08:41, Michelangelo Manrique wrote: for rendering it could be interesting a SuperbRender icon in the outliner. If you have say twenty objects with different shading and textures (talking about heavy ones) and you need to test just a single one with final compositing and lighting, it is tedious deselecting the render icon close to all the other nineteen objects. Having an option to just select the object you desire to test render could be interesting... even the others objects have the render icon enabled it should work IF SuperbRender IS enabled just render it ELSE render all the others also (talking very much in php style sorry :P) Well just another idea Mich On Sat, 2010-09-18 at 15:39 +0900, Torsten Rupp wrote: Dear developers, just an idea: As I know there is currently no functionality to delete and toggle visibility/selectability/renderability for an object including all child-objects, e. g. an object created out of several parts and put together under an empty as the parent. It would be useful to have this e. g. in the outliner to toggle the visibility of such a multi-part-object or to delete it including all parts. May it be useful to have such a functionality (I know not for 2.5beta now, but in the long run)? Best would IMHO be some click+modifier operation and/or menu entries, but for buttons this seems currently not possible with the existing handler-structure. I just had a short look, but I could not find keyboard modifier information available in the button handlers, e. g. the outliner buttons, isn't it? If I'm wrong and these functionality already exists, please let me know (and apologize that I have bothered you with this mail). Torsten ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] UI idea: do operation delete and toggle visibility/select/render on object including all child-objects
you can also use the renderability icon in the outliner view. it is very quick to just go down the list and click. For more advanced or repeatable sets, use a RenderLayer. --Roger Check out my website at www.rogerwickes.com for a good deal on my book and training course, as well as information about my latest activities. Use coupon Papasmurf for $15 off! - Original Message From: Michelangelo Manrique michelangelomanri...@hotmail.com To: bf-blender developers bf-committers@blender.org Sent: Sat, September 18, 2010 7:44:35 AM Subject: Re: [Bf-committers] UI idea: do operation delete and toggle visibility/select/render on object including all child-objects indeed, i'm using this method actually in a current project but just wanted a quicker method to do exactly that, current method needs to select object, / key on numpad and 0 Key on numpad to select active camera before render -if you want to check also the view- but would be nice having same effect by clicking a single icon :) :P Cheers! Mich On Sat, 2010-09-18 at 13:22 +0200, Pablo Vazquez - www.venomgfx.com.ar wrote: Many of this ideas are already there, so to speak (if not, go improve them! :D ) Torsten' idea of changing visibility/render for many objects: This can be done already by using object groups, thanks to Campbell on Durian, since a few months we can restrict visibility/select/render on Groups in the outliner (groups view). Michelangelo's idea for rendering individual objects: Can be done by selecting the objects and going to Local view with / on the numpad, it even respects lights, can be used mixed with the feature above. Michael Williamson' s idea for changing properties of many objects at once: An attempt to this we needed on Durian, so Campbell quickly made a script to allow us this, is currently an 3D View addon called: Object Property Chart, it *really* helped us and is really handy, though it was a quick approach he said, so maybe it could be improved by someone else (like adding an option to toggle all options on that column at once or so). Cheers! Pablo On Sat, Sep 18, 2010 at 11:21, Michael Williamson micha...@cowtoolsmedia.co.uk wrote: wouldn't lightwave's render selected approach be simpler? just have another render mode that ignores un-selected objects. As for the original idea, a simple way of selecting multiple objects and changing their properties all at once is obviously very desirable either by showing mixed states, outliner context menus... I've toyed with the idea of making a spreadsheet style editor in python but it'd need python space types to get a decent amount of screenspace... On 18/09/2010 08:41, Michelangelo Manrique wrote: for rendering it could be interesting a SuperbRender icon in the outliner. If you have say twenty objects with different shading and textures (talking about heavy ones) and you need to test just a single one with final compositing and lighting, it is tedious deselecting the render icon close to all the other nineteen objects. Having an option to just select the object you desire to test render could be interesting... even the others objects have the render icon enabled it should work IF SuperbRender IS enabled just render it ELSE render all the others also (talking very much in php style sorry :P) Well just another idea Mich On Sat, 2010-09-18 at 15:39 +0900, Torsten Rupp wrote: Dear developers, just an idea: As I know there is currently no functionality to delete and toggle visibility/selectability/renderability for an object including all child-objects, e. g. an object created out of several parts and put together under an empty as the parent. It would be useful to have this e. g. in the outliner to toggle the visibility of such a multi-part-object or to delete it including all parts. May it be useful to have such a functionality (I know not for 2.5beta now, but in the long run)? Best would IMHO be some click+modifier operation and/or menu entries, but for buttons this seems currently not possible with the existing handler-structure. I just had a short look, but I could not find keyboard modifier information available in the button handlers, e. g. the outliner buttons, isn't it? If I'm wrong and these functionality already exists, please let me know (and apologize that I have bothered you with this mail). Torsten ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Super-sampling and anti-aliasing
Hello :) Thanks for your will to improve Blender, sampling algorithms are always wellcome, and a really nice adition to the Blender toolbox though not many people realize their importance at first sigth. I would like to help you if no one with more skills have the time to do so feel free to contact me at ra...@info.upr.edu.cu Regards Farsthary Dear all, I posted the message below to the Academic Research list, where I was advised to post here. I am a computer graphics professor and one of my areas of expertise is sampling. I have recently designed a family of new supersampling approaches (better kernels) and found them to work very well in my own prototype. The resulting images are sharper and less aliased than those obtained with standard kernels such as box, tent, mitchell-netravali, catmull-rom etc. The downside is that noise can become more apparent if present. The implementation is not particularly complicated, and it was a simple matter to modify pbrt-v2 to support these new kernels. As the next step, I decided to implement them in Blender, figuring that this would benefit a larger audience. In the process, I have been somewhat confused with what I can infer from Blender's source-code. Is there a kind and soul reading this list who is interested in this topic, knows a bit about the workings of Blender, and available to exchange a few words with me? It seems as though it may be possible to improve Blender's sampling even disregarding my own research efforts. Kind regards, Tev ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Super-sampling and anti-aliasing
On Sat, Sep 18, 2010 at 5:01 PM, ra...@info.upr.edu.cu wrote: Hello :) Thanks for your will to improve Blender, sampling algorithms are always wellcome, and a really nice adition to the Blender toolbox though not many people realize their importance at first sigth. Being one of those people, do you have a link with some pics, so that I can learn? Thanks. -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massagen Arbeit in Gelsenkirchen Buer http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Super-sampling and anti-aliasing
Great, do you have a page with documentation and samples? nothing speaks better than a pic you know. Also I recommend contacting Matt Ebb about questions (hehe hi matt!) Daniel Salazar www.3developer.com On Thu, Sep 16, 2010 at 12:49 PM, tevhadij shwejpoi tevha...@gmail.com wrote: Dear all, I posted the message below to the Academic Research list, where I was advised to post here. I am a computer graphics professor and one of my areas of expertise is sampling. I have recently designed a family of new supersampling approaches (better kernels) and found them to work very well in my own prototype. The resulting images are sharper and less aliased than those obtained with standard kernels such as box, tent, mitchell-netravali, catmull-rom etc. The downside is that noise can become more apparent if present. The implementation is not particularly complicated, and it was a simple matter to modify pbrt-v2 to support these new kernels. As the next step, I decided to implement them in Blender, figuring that this would benefit a larger audience. In the process, I have been somewhat confused with what I can infer from Blender's source-code. Is there a kind and soul reading this list who is interested in this topic, knows a bit about the workings of Blender, and available to exchange a few words with me? It seems as though it may be possible to improve Blender's sampling even disregarding my own research efforts. Kind regards, Tev ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Super-sampling and anti-aliasing
Dear all, It is great to find help! I will produce a few samples this week (no access to my office's computer this weekend) and post them on-line. Since I am not an artist, those samples will most likely include a checkerboard and a zonal plate. :) I will also try to replicate these results with Blender so we can compare. Regards, Tev ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Patch #23895: Missing update of 3D view when toggling visibility of object in outliner with keyboard
Dear developers, I added patch #23895 to the patch tracker with the following content: --- cut --- When the visibility of an object is changed in the outliner with the keyboard (key V) the 3D view is not updated and still show/does not show the object. Reproduce: - load default scene with cube - select cube in outliner - press V = nothing happen in 3D When refreshing the 3D view the cube is shown/not shown as requested. Thus this is an 3D region update problem only. Note: when clicking on the visibility icon everything is working. The attached patch fix the problem (1-line-patch :-)). --- cut --- Torsten PS: just got some news for for bugs/patches handling procedure: I will put such bug-fix-patches like this one into the bug-tracker only in the future (not this time, because the patch was already posted before I read the other mail...) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers