[Bf-committers] Proposal for a new BGE Animation interface

2010-09-18 Thread Mitchell Stokes
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

2010-09-18 Thread Michelangelo Manrique
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

2010-09-18 Thread Torsten Rupp
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

2010-09-18 Thread Nathan Letwory
-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

2010-09-18 Thread Michelangelo Manrique
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

2010-09-18 Thread Roger Wickes
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

2010-09-18 Thread raulf
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

2010-09-18 Thread Knapp
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

2010-09-18 Thread Daniel Salazar - 3Developer.com
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

2010-09-18 Thread Tevhadij Shwejpoi
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

2010-09-18 Thread Torsten Rupp
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