Re: [Bf-committers] Inverse Shrinkwrap? (only keep above surface)

2011-02-19 Thread Campbell Barton
Found this can be done already (sort of),
Project negative then cull front or back.

There was a bug where rotating the object made culling fail, fixed r34986.

This works ok with a sphere/cube and sphere/plane so in real usage
there may be some other options needed.
If this isn't working well I'd be interested to see an example blend file.

On Fri, Feb 18, 2011 at 8:02 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 Thumbs up for suggestion. For group behavior lets just wait for nodal
 modifiers, this will be a no brainer with a forgroup loop node

 cheers

 Daniel Salazar


 2011/2/18  ra...@info.upr.edu.cu:
 Hi

 May be my recent released relaxation patch can help
 http://www.box.net/shared/ddhtfnsq75



 HI guys!

 As I see it, shrinkwrap is lacking of two things that would make it even
 better.

 1_ A Neighboring vertexes smoothing factor. This would be done by applying
 a kind of falloff to the affected surface like in these examples:

  http://chrisevans3d.com/tutorials/maya_muscle.htm

 2_ An algorithm that determines that if a vertex movement goes out of a
 certain distance range, those vertexes should be smooth out or its
 movement averaged with the movement of the neighboring vertexes. This
 feature could avoid vertex artifacts with an articulated object, specially
 in projection mode.

 Maybe this is too much to ask from Campbell's weekend quick fix, but you
 never know when Jaguarandi is reading :p


 Date: Fri, 18 Feb 2011 14:26:55 +0100
 From: tobias.oelga...@googlemail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Inverse Shrinkwrap? (only keep above
 surface)

 Using a group of objects could be useful, but if it's not done for
 multiple objects, you still can just apply multiple shrinkwraps in keep
 above only mode to achieve more or less the same result. In many cases
 it would be just one collision object and fine. Of course groups of
 objects would move the vertices more correctly. But as you said: One
 step at a time. The first one alone would already be great.

 Am 18.02.2011 14:14, schrieb Campbell Barton:
  You're right that this is simple to add and agree it seems very
 useful,
  quick way to reducing intersections without physics errors.
  The main downside I can see, as the verts slide over large variance it
  could give visible popping in some cases, though this is no difference
  then shrink-wrap for other uses.
 
  Though it makes me think for this feature it would be even more useful
  in production is if the modifier could select a group of objects to
  'not pass through', rather then a single one.
 
  But one thing at a time, this seems reasonable and if theres no
  objections I can add this over the weekend since I made some changes
  to this area recently.
 
  On Fri, Feb 18, 2011 at 12:43 PM, Tobias Oelgarte
  tobias.oelga...@googlemail.com  wrote:
  Shrinkwrap is designed to force vertices onto the surface of another
  object. In Nearest Surfacepoint mode it moves vertices either to the
  surface or optionally let it also move outward until they are on the
  surface. So you can work with essential two options. But wouldn't it
  make more sense to include also the possibility that vertices can
 also
  only be moved up onto the surface and and not moved toward it?
 
  It would allow you to throw a ball against a window, making the
 vertices
  stop that would pass trough it. There are many possible usages i
 could
  think of: Bubbles in a glass. Shoes that not sink slightly into the
  ground. Body parts that collide with each other, and many more.
 
  Since the algorithm seams to handle this case already -- knowing if a
  vertex is inside or outside the target, for Keep above surface  --
 it
  should be just an additional option. Am i right?
 
  Cases (now):
  * Shrink to Surface
  * Shrink to Surface and move outward for keep above
 
  Cases (desired):
  * Shrink to Surface
  * Only keep above
  * Shrink to Surface and move outward for keep above
 
  Hope this is a little inspiration. It would make shrinkwrap much more
  awesome.
 
  Greetings from
  Tobias Oelgarte
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-- 
- Campbell
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Re: [Bf-committers] Inverse Shrinkwrap? (only keep above surface)

2011-02-19 Thread Tobias Oelgarte
Currently i did some tests and it shows that the behavior of projection 
and  and nearest surface point is way different. Projection also makes 
the vertices jumping. I tested it with svn rev34989 and appended an very 
simple example. Just use the shapekey-slider (Key 1) of the red inner 
object (something like a muscle) and you will see that the skin is 
snapping. First nothing, then a jump, followed by a smooth further 
transition. That is unacceptable for muscles and in many complex cases 
even worse.

Example file: http://www.pasteall.org/blend/5290

Am 19.02.2011 10:16, schrieb Campbell Barton:
 Found this can be done already (sort of),
 Project negative then cull front or back.

 There was a bug where rotating the object made culling fail, fixed r34986.

 This works ok with a sphere/cube and sphere/plane so in real usage
 there may be some other options needed.
 If this isn't working well I'd be interested to see an example blend file.

 On Fri, Feb 18, 2011 at 8:02 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com  wrote:
 Thumbs up for suggestion. For group behavior lets just wait for nodal
 modifiers, this will be a no brainer with a forgroup loop node

 cheers

 Daniel Salazar


 2011/2/18ra...@info.upr.edu.cu:
 Hi

 May be my recent released relaxation patch can help
 http://www.box.net/shared/ddhtfnsq75


 HI guys!

 As I see it, shrinkwrap is lacking of two things that would make it even
 better.

 1_ A Neighboring vertexes smoothing factor. This would be done by applying
 a kind of falloff to the affected surface like in these examples:

   http://chrisevans3d.com/tutorials/maya_muscle.htm

 2_ An algorithm that determines that if a vertex movement goes out of a
 certain distance range, those vertexes should be smooth out or its
 movement averaged with the movement of the neighboring vertexes. This
 feature could avoid vertex artifacts with an articulated object, specially
 in projection mode.

 Maybe this is too much to ask from Campbell's weekend quick fix, but you
 never know when Jaguarandi is reading :p


 Date: Fri, 18 Feb 2011 14:26:55 +0100
 From: tobias.oelga...@googlemail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Inverse Shrinkwrap? (only keep above
 surface)

 Using a group of objects could be useful, but if it's not done for
 multiple objects, you still can just apply multiple shrinkwraps in keep
 above only mode to achieve more or less the same result. In many cases
 it would be just one collision object and fine. Of course groups of
 objects would move the vertices more correctly. But as you said: One
 step at a time. The first one alone would already be great.

 Am 18.02.2011 14:14, schrieb Campbell Barton:
 You're right that this is simple to add and agree it seems very
 useful,
 quick way to reducing intersections without physics errors.
 The main downside I can see, as the verts slide over large variance it
 could give visible popping in some cases, though this is no difference
 then shrink-wrap for other uses.

 Though it makes me think for this feature it would be even more useful
 in production is if the modifier could select a group of objects to
 'not pass through', rather then a single one.

 But one thing at a time, this seems reasonable and if theres no
 objections I can add this over the weekend since I made some changes
 to this area recently.

 On Fri, Feb 18, 2011 at 12:43 PM, Tobias Oelgarte
 tobias.oelga...@googlemail.comwrote:
 Shrinkwrap is designed to force vertices onto the surface of another
 object. In Nearest Surfacepoint mode it moves vertices either to the
 surface or optionally let it also move outward until they are on the
 surface. So you can work with essential two options. But wouldn't it
 make more sense to include also the possibility that vertices can
 also
 only be moved up onto the surface and and not moved toward it?

 It would allow you to throw a ball against a window, making the
 vertices
 stop that would pass trough it. There are many possible usages i
 could
 think of: Bubbles in a glass. Shoes that not sink slightly into the
 ground. Body parts that collide with each other, and many more.

 Since the algorithm seams to handle this case already -- knowing if a
 vertex is inside or outside the target, for Keep above surface  --
 it
 should be just an additional option. Am i right?

 Cases (now):
 * Shrink to Surface
 * Shrink to Surface and move outward for keep above

 Cases (desired):
 * Shrink to Surface
 * Only keep above
 * Shrink to Surface and move outward for keep above

 Hope this is a little inspiration. It would make shrinkwrap much more
 awesome.

 Greetings from
 Tobias Oelgarte
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 Bf-committers@blender.org
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Re: [Bf-committers] Inverse Shrinkwrap? (only keep above surface)

2011-02-19 Thread Tobias Oelgarte
If you reduce the offset to 0.0 then the problem is not visible. It 
only happens with offset different from 0. Offset is ignored, until 
original mesh, without offset, is reached.

Am 19.02.2011 14:24, schrieb Tobias Oelgarte:
 Currently i did some tests and it shows that the behavior of 
 projection and  and nearest surface point is way different. Projection 
 also makes the vertices jumping. I tested it with svn rev34989 and 
 appended an very simple example. Just use the shapekey-slider (Key 1) 
 of the red inner object (something like a muscle) and you will see 
 that the skin is snapping. First nothing, then a jump, followed by a 
 smooth further transition. That is unacceptable for muscles and in 
 many complex cases even worse.

 Example file: http://www.pasteall.org/blend/5290

 Am 19.02.2011 10:16, schrieb Campbell Barton:
 Found this can be done already (sort of),
 Project negative then cull front or back.

 There was a bug where rotating the object made culling fail, fixed 
 r34986.

 This works ok with a sphere/cube and sphere/plane so in real usage
 there may be some other options needed.
 If this isn't working well I'd be interested to see an example blend 
 file.

 On Fri, Feb 18, 2011 at 8:02 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com  wrote:
 Thumbs up for suggestion. For group behavior lets just wait for nodal
 modifiers, this will be a no brainer with a forgroup loop node

 cheers

 Daniel Salazar


 2011/2/18ra...@info.upr.edu.cu:
 Hi

 May be my recent released relaxation patch can help
 http://www.box.net/shared/ddhtfnsq75


 HI guys!

 As I see it, shrinkwrap is lacking of two things that would make 
 it even
 better.

 1_ A Neighboring vertexes smoothing factor. This would be done by 
 applying
 a kind of falloff to the affected surface like in these examples:

   http://chrisevans3d.com/tutorials/maya_muscle.htm

 2_ An algorithm that determines that if a vertex movement goes out 
 of a
 certain distance range, those vertexes should be smooth out or its
 movement averaged with the movement of the neighboring vertexes. This
 feature could avoid vertex artifacts with an articulated object, 
 specially
 in projection mode.

 Maybe this is too much to ask from Campbell's weekend quick fix, 
 but you
 never know when Jaguarandi is reading :p


 Date: Fri, 18 Feb 2011 14:26:55 +0100
 From: tobias.oelga...@googlemail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Inverse Shrinkwrap? (only keep above
 surface)

 Using a group of objects could be useful, but if it's not done for
 multiple objects, you still can just apply multiple shrinkwraps 
 in keep
 above only mode to achieve more or less the same result. In many 
 cases
 it would be just one collision object and fine. Of course 
 groups of
 objects would move the vertices more correctly. But as you said: One
 step at a time. The first one alone would already be great.

 Am 18.02.2011 14:14, schrieb Campbell Barton:
 You're right that this is simple to add and agree it seems very
 useful,
 quick way to reducing intersections without physics errors.
 The main downside I can see, as the verts slide over large 
 variance it
 could give visible popping in some cases, though this is no 
 difference
 then shrink-wrap for other uses.

 Though it makes me think for this feature it would be even more 
 useful
 in production is if the modifier could select a group of objects to
 'not pass through', rather then a single one.

 But one thing at a time, this seems reasonable and if theres no
 objections I can add this over the weekend since I made some 
 changes
 to this area recently.

 On Fri, Feb 18, 2011 at 12:43 PM, Tobias Oelgarte
 tobias.oelga...@googlemail.comwrote:
 Shrinkwrap is designed to force vertices onto the surface of 
 another
 object. In Nearest Surfacepoint mode it moves vertices either 
 to the
 surface or optionally let it also move outward until they are 
 on the
 surface. So you can work with essential two options. But 
 wouldn't it
 make more sense to include also the possibility that vertices can
 also
 only be moved up onto the surface and and not moved toward it?

 It would allow you to throw a ball against a window, making the
 vertices
 stop that would pass trough it. There are many possible usages i
 could
 think of: Bubbles in a glass. Shoes that not sink slightly into 
 the
 ground. Body parts that collide with each other, and many more.

 Since the algorithm seams to handle this case already -- 
 knowing if a
 vertex is inside or outside the target, for Keep above 
 surface  --
 it
 should be just an additional option. Am i right?

 Cases (now):
 * Shrink to Surface
 * Shrink to Surface and move outward for keep above

 Cases (desired):
 * Shrink to Surface
 * Only keep above
 * Shrink to Surface and move outward for keep above

 Hope this is a little inspiration. It would make shrinkwrap 
 much more
 awesome.

 Greetings from
 Tobias Oelgarte
 

[Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Morten Mikkelsen
Hi all,

Blender is exporting normal maps with red and green channel inverted
relative to the geometry we actually export with our exporters
and I would very much like to fix this. This would make blender export
normal maps which are very similar to most tools out there and it would make
sense to people trying to use them in their own engines.

What we are talking about is a very minor tweak.
There's one place that writes them and two places that read them.
I would only have to do a minor adjustment there.

It will be different from maps baked with blender previously but then that
ship has already
sailed when we gave normal maps the overhaul that we did to support
mirroring,
order-independence of faces, vertices on faces, welding etc.
So when you think about it this is a relatively minor tweak in comparison.
So I am thinking might as well do it proper.

Kaito has asked me to ask you guys if you are ok with it?


Here's hoping for the best :)

Thanks,

Morten,
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Re: [Bf-committers] MinGW debug builds do not run

2011-02-19 Thread Peter Kümmel
Tested it with cmake too. It links after a small fix, but
crashes immediately after starting. Seems mingw isn't supported.

Peter
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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Carsten Wartmann
Am 19.02.2011 16:22, schrieb Morten Mikkelsen:
 Hi all,

 Blender is exporting normal maps with red and green channel inverted
 relative to the geometry we actually export with our exporters
 and I would very much like to fix this. This would make blender export
 normal maps which are very similar to most tools out there and it would make
 sense to people trying to use them in their own engines.

Good!

 It will be different from maps baked with blender previously but then that

This does mean that old scenes render incorrect? Just to clarify. Or 
will there be some compatibility switch?

Carsten

 Kaito has asked me to ask you guys if you are ok with it?

Who's that guy hanging around there all the time? ;-)

-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Morten Mikkelsen
This does mean that old scenes render incorrect? Just to clarify. Or
will there be some compatibility switch?

Mario (lmg) suggests we'll throw in a commandline for how to do batch
convert in image magic.
The inversion we're talking about corresponds to ctrl+i in photoshop btw.
It's essentially (in 8 bit): val_new = 255 - val_cur; applied to red and
green.

This will make the normals stored in the map  correspond to tangent space
generated
from the geometry we actually export in all of our exporters.

Like I said since we have already done an overhaul on how normal maps work
to get them to work properly
and support mirroring, face/face verts order-independence, welding
independence etc. We might as well be sure to get it right now.
Seems like now or never, And this is a small adjustment on the change that
is already in anyway.

Cheers,

Morten.






On Sat, Feb 19, 2011 at 7:51 AM, Carsten Wartmann c...@blenderbuch.de wrote:

 Am 19.02.2011 16:22, schrieb Morten Mikkelsen:
  Hi all,
 
  Blender is exporting normal maps with red and green channel inverted
  relative to the geometry we actually export with our exporters
  and I would very much like to fix this. This would make blender export
  normal maps which are very similar to most tools out there and it would
 make
  sense to people trying to use them in their own engines.

 Good!

  It will be different from maps baked with blender previously but then
 that

 This does mean that old scenes render incorrect? Just to clarify. Or
 will there be some compatibility switch?

 Carsten

  Kaito has asked me to ask you guys if you are ok with it?

 Who's that guy hanging around there all the time? ;-)

 --
 Carsten Wartmann: Autor - Dozent - 3D - Grafik
 Homepage: http://blenderbuch.de/
 Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] Fluid particles refactoring

2011-02-19 Thread raulf
Hi :)

 Sounds great! I am just at particles chapter for my book an was not sure
 to include fluid particles at all, it is (was?) quite hard to get nice
 simulations, they tend to explode to often with no (for me) obvious
 reason.
 That explode thing is long in the past, Jahka has improved a lo the
stability so now is pretty easy to get nice simulations



 However, I have not so much real use for them until we have a mesh
 tesselation for them. Suggestions welcome.

Is on the way ;)


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Re: [Bf-committers] Fluid particles refactoring

2011-02-19 Thread Mats Holmberg

On 19.2.2011, at 20.20, ra...@info.upr.edu.cu wrote:

 Is on the way ;)

This comment really made my day =D Thanks.

-mats
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[Bf-committers] Soft Limits for Constraints?

2011-02-19 Thread Tobias Oelgarte
Currently we have some limiting constraints. All have hard limits. That 
means there will be no interaction until the limit has been reached. But 
as soon the limit is reached it will have full impact.

For organic models it results in not fluid motion. As this constraints 
are in comparison to others very simple (especially 'limit distance' and 
'floor'), wouldn't it a great option to give them a second distance or 
offset that the constraint already starts working if the secondary 
distance is reached? Slowly (linear/cubic) getting more influence until 
the original limit will take full effect. The result would be a smooth 
blending between unconstrained and fully constrained state.

My typical ball example: The ball is the constraint object/bone, while 
the wall is the limit. Throwing the ball through the wall would softly 
start to stop him, before he reaches the surface of the wall. As he hits 
the wall, he will be fully constrained as usual. Without a secondary 
limit the ball would fly at full speed until it hits and stop immediately.

Is someone willing to implement this (optional) feature for this kind of 
constraints? Or does it not make sense since it could be done in a other 
way?

Greetings from
Tobias Oelgarte
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Re: [Bf-committers] Fluid particles refactoring

2011-02-19 Thread Carsten Wartmann
Am 19.02.2011 19:20, schrieb ra...@info.upr.edu.cu:
 Hi :)

 Sounds great! I am just at particles chapter for my book an was not sure
 to include fluid particles at all, it is (was?) quite hard to get nice
 simulations, they tend to explode to often with no (for me) obvious
 reason.
   That explode thing is long in the past, Jahka has improved a lo the
 stability so now is pretty easy to get nice simulations

I always use a daily build. So completely it is not past...

 However, I have not so much real use for them until we have a mesh
 tesselation for them. Suggestions welcome.

 Is on the way ;)

Great, but I guess too late for my book. So far it is usefull for such 
kind of stuff: http://www.youtube.com/watch?v=U_azkgb5mXM

;-)

Carsten
-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Dalai Felinto
I wonder if instead of a commandline it would be possible to do this
conversion with Python. I'm not sure of the current status of bpy for
image handling, but it would be neat to have an addon for that.

my 2 cents,
Dalai

2011/2/19 Morten Mikkelsen mikkels...@gmail.com:
This does mean that old scenes render incorrect? Just to clarify. Or
will there be some compatibility switch?

 Mario (lmg) suggests we'll throw in a commandline for how to do batch
 convert in image magic.
 The inversion we're talking about corresponds to ctrl+i in photoshop btw.
 It's essentially (in 8 bit): val_new = 255 - val_cur; applied to red and
 green.

 This will make the normals stored in the map  correspond to tangent space
 generated
 from the geometry we actually export in all of our exporters.

 Like I said since we have already done an overhaul on how normal maps work
 to get them to work properly
 and support mirroring, face/face verts order-independence, welding
 independence etc. We might as well be sure to get it right now.
 Seems like now or never, And this is a small adjustment on the change that
 is already in anyway.

 Cheers,

 Morten.






 On Sat, Feb 19, 2011 at 7:51 AM, Carsten Wartmann c...@blenderbuch.de wrote:

 Am 19.02.2011 16:22, schrieb Morten Mikkelsen:
  Hi all,
 
  Blender is exporting normal maps with red and green channel inverted
  relative to the geometry we actually export with our exporters
  and I would very much like to fix this. This would make blender export
  normal maps which are very similar to most tools out there and it would
 make
  sense to people trying to use them in their own engines.

 Good!

  It will be different from maps baked with blender previously but then
 that

 This does mean that old scenes render incorrect? Just to clarify. Or
 will there be some compatibility switch?

 Carsten

  Kaito has asked me to ask you guys if you are ok with it?

 Who's that guy hanging around there all the time? ;-)

 --
 Carsten Wartmann: Autor - Dozent - 3D - Grafik
 Homepage:         http://blenderbuch.de/
 Das Blender-Buch: http://blenderbuch.de/redirect.html
 ___
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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Carsten Wartmann
Am 19.02.2011 23:08, schrieb Dalai Felinto:
 I wonder if instead of a commandline it would be possible to do this
 conversion with Python. I'm not sure of the current status of bpy for
 image handling, but it would be neat to have an addon for that.

My idea was having a Button inside the Texture Context, Image Tab 
(beneath the Normal Map Button) to use old Blender Normal maps.

Carsten
-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] Inverse Shrinkwrap? (only keep above surface)

2011-02-19 Thread Juan Pablo Bouza

Here is a rig I did that has full body muscle simulation (or sort of) made with 
shrinkwrap. It's blender 2.49. I had to use nearest surface point in most 
cases, combined with a subsurf modifier in each muscle object.

The feature Campbell agreed to do would be cool, but in my opinion, if we are 
talking of complex surfaces, the shrinkwrap modifier needs a full refactoring 
and I don't know if there is any dev willing to that at this moment...

 Date: Sat, 19 Feb 2011 14:42:32 +0100
 From: tobias.oelga...@googlemail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Inverse Shrinkwrap? (only keep above surface)
 
 If you reduce the offset to 0.0 then the problem is not visible. It 
 only happens with offset different from 0. Offset is ignored, until 
 original mesh, without offset, is reached.
 
 Am 19.02.2011 14:24, schrieb Tobias Oelgarte:
  Currently i did some tests and it shows that the behavior of 
  projection and  and nearest surface point is way different. Projection 
  also makes the vertices jumping. I tested it with svn rev34989 and 
  appended an very simple example. Just use the shapekey-slider (Key 1) 
  of the red inner object (something like a muscle) and you will see 
  that the skin is snapping. First nothing, then a jump, followed by a 
  smooth further transition. That is unacceptable for muscles and in 
  many complex cases even worse.
 
  Example file: http://www.pasteall.org/blend/5290
 
  Am 19.02.2011 10:16, schrieb Campbell Barton:
  Found this can be done already (sort of),
  Project negative then cull front or back.
 
  There was a bug where rotating the object made culling fail, fixed 
  r34986.
 
  This works ok with a sphere/cube and sphere/plane so in real usage
  there may be some other options needed.
  If this isn't working well I'd be interested to see an example blend 
  file.
 
  On Fri, Feb 18, 2011 at 8:02 PM, Daniel Salazar - 3Developer.com
  zan...@gmail.com  wrote:
  Thumbs up for suggestion. For group behavior lets just wait for nodal
  modifiers, this will be a no brainer with a forgroup loop node
 
  cheers
 
  Daniel Salazar
 
 
  2011/2/18ra...@info.upr.edu.cu:
  Hi
 
  May be my recent released relaxation patch can help
  http://www.box.net/shared/ddhtfnsq75
 
 
  HI guys!
 
  As I see it, shrinkwrap is lacking of two things that would make 
  it even
  better.
 
  1_ A Neighboring vertexes smoothing factor. This would be done by 
  applying
  a kind of falloff to the affected surface like in these examples:
 
http://chrisevans3d.com/tutorials/maya_muscle.htm
 
  2_ An algorithm that determines that if a vertex movement goes out 
  of a
  certain distance range, those vertexes should be smooth out or its
  movement averaged with the movement of the neighboring vertexes. This
  feature could avoid vertex artifacts with an articulated object, 
  specially
  in projection mode.
 
  Maybe this is too much to ask from Campbell's weekend quick fix, 
  but you
  never know when Jaguarandi is reading :p
 
 
  Date: Fri, 18 Feb 2011 14:26:55 +0100
  From: tobias.oelga...@googlemail.com
  To: bf-committers@blender.org
  Subject: Re: [Bf-committers] Inverse Shrinkwrap? (only keep above
  surface)
 
  Using a group of objects could be useful, but if it's not done for
  multiple objects, you still can just apply multiple shrinkwraps 
  in keep
  above only mode to achieve more or less the same result. In many 
  cases
  it would be just one collision object and fine. Of course 
  groups of
  objects would move the vertices more correctly. But as you said: One
  step at a time. The first one alone would already be great.
 
  Am 18.02.2011 14:14, schrieb Campbell Barton:
  You're right that this is simple to add and agree it seems very
  useful,
  quick way to reducing intersections without physics errors.
  The main downside I can see, as the verts slide over large 
  variance it
  could give visible popping in some cases, though this is no 
  difference
  then shrink-wrap for other uses.
 
  Though it makes me think for this feature it would be even more 
  useful
  in production is if the modifier could select a group of objects to
  'not pass through', rather then a single one.
 
  But one thing at a time, this seems reasonable and if theres no
  objections I can add this over the weekend since I made some 
  changes
  to this area recently.
 
  On Fri, Feb 18, 2011 at 12:43 PM, Tobias Oelgarte
  tobias.oelga...@googlemail.comwrote:
  Shrinkwrap is designed to force vertices onto the surface of 
  another
  object. In Nearest Surfacepoint mode it moves vertices either 
  to the
  surface or optionally let it also move outward until they are 
  on the
  surface. So you can work with essential two options. But 
  wouldn't it
  make more sense to include also the possibility that vertices can
  also
  only be moved up onto the surface and and not moved toward it?
 
  It would allow you to throw a ball against a window, making the
  vertices
  

Re: [Bf-committers] Inverse Shrinkwrap? (only keep above surface)

2011-02-19 Thread Juan Pablo Bouza

I Forgot to copy the link to the rig :p

http://www.zshare.net/download/60908072098fa1ae/

http://www.jpbouza.com.ar/ESP2/descargas/blenrig-3/

 From: jpbo...@hotmail.com
 To: bf-committers@blender.org
 Date: Sat, 19 Feb 2011 22:04:54 -0300
 Subject: Re: [Bf-committers] Inverse Shrinkwrap? (only keep above surface)
 
 
 Here is a rig I did that has full body muscle simulation (or sort of) made 
 with shrinkwrap. It's blender 2.49. I had to use nearest surface point in 
 most cases, combined with a subsurf modifier in each muscle object.
 
 The feature Campbell agreed to do would be cool, but in my opinion, if we are 
 talking of complex surfaces, the shrinkwrap modifier needs a full refactoring 
 and I don't know if there is any dev willing to that at this moment...
 
  Date: Sat, 19 Feb 2011 14:42:32 +0100
  From: tobias.oelga...@googlemail.com
  To: bf-committers@blender.org
  Subject: Re: [Bf-committers] Inverse Shrinkwrap? (only keep above surface)
  
  If you reduce the offset to 0.0 then the problem is not visible. It 
  only happens with offset different from 0. Offset is ignored, until 
  original mesh, without offset, is reached.
  
  Am 19.02.2011 14:24, schrieb Tobias Oelgarte:
   Currently i did some tests and it shows that the behavior of 
   projection and  and nearest surface point is way different. Projection 
   also makes the vertices jumping. I tested it with svn rev34989 and 
   appended an very simple example. Just use the shapekey-slider (Key 1) 
   of the red inner object (something like a muscle) and you will see 
   that the skin is snapping. First nothing, then a jump, followed by a 
   smooth further transition. That is unacceptable for muscles and in 
   many complex cases even worse.
  
   Example file: http://www.pasteall.org/blend/5290
  
   Am 19.02.2011 10:16, schrieb Campbell Barton:
   Found this can be done already (sort of),
   Project negative then cull front or back.
  
   There was a bug where rotating the object made culling fail, fixed 
   r34986.
  
   This works ok with a sphere/cube and sphere/plane so in real usage
   there may be some other options needed.
   If this isn't working well I'd be interested to see an example blend 
   file.
  
   On Fri, Feb 18, 2011 at 8:02 PM, Daniel Salazar - 3Developer.com
   zan...@gmail.com  wrote:
   Thumbs up for suggestion. For group behavior lets just wait for nodal
   modifiers, this will be a no brainer with a forgroup loop node
  
   cheers
  
   Daniel Salazar
  
  
   2011/2/18ra...@info.upr.edu.cu:
   Hi
  
   May be my recent released relaxation patch can help
   http://www.box.net/shared/ddhtfnsq75
  
  
   HI guys!
  
   As I see it, shrinkwrap is lacking of two things that would make 
   it even
   better.
  
   1_ A Neighboring vertexes smoothing factor. This would be done by 
   applying
   a kind of falloff to the affected surface like in these examples:
  
 http://chrisevans3d.com/tutorials/maya_muscle.htm
  
   2_ An algorithm that determines that if a vertex movement goes out 
   of a
   certain distance range, those vertexes should be smooth out or its
   movement averaged with the movement of the neighboring vertexes. This
   feature could avoid vertex artifacts with an articulated object, 
   specially
   in projection mode.
  
   Maybe this is too much to ask from Campbell's weekend quick fix, 
   but you
   never know when Jaguarandi is reading :p
  
  
   Date: Fri, 18 Feb 2011 14:26:55 +0100
   From: tobias.oelga...@googlemail.com
   To: bf-committers@blender.org
   Subject: Re: [Bf-committers] Inverse Shrinkwrap? (only keep above
   surface)
  
   Using a group of objects could be useful, but if it's not done for
   multiple objects, you still can just apply multiple shrinkwraps 
   in keep
   above only mode to achieve more or less the same result. In many 
   cases
   it would be just one collision object and fine. Of course 
   groups of
   objects would move the vertices more correctly. But as you said: One
   step at a time. The first one alone would already be great.
  
   Am 18.02.2011 14:14, schrieb Campbell Barton:
   You're right that this is simple to add and agree it seems very
   useful,
   quick way to reducing intersections without physics errors.
   The main downside I can see, as the verts slide over large 
   variance it
   could give visible popping in some cases, though this is no 
   difference
   then shrink-wrap for other uses.
  
   Though it makes me think for this feature it would be even more 
   useful
   in production is if the modifier could select a group of objects to
   'not pass through', rather then a single one.
  
   But one thing at a time, this seems reasonable and if theres no
   objections I can add this over the weekend since I made some 
   changes
   to this area recently.
  
   On Fri, Feb 18, 2011 at 12:43 PM, Tobias Oelgarte
   tobias.oelga...@googlemail.comwrote:
   Shrinkwrap is designed to force vertices onto the surface of 
   another
   

Re: [Bf-committers] MinGW debug builds do not run

2011-02-19 Thread Campbell Barton
Whats supported isn't set in stone, its more a case of which
configurations are tested  known to work.

this works for me.
- windows xp
- mingw-gcc4.5.2, (from mingw's main site)
- cmake 2.8 (build type set to Release or RelWithDebInfo)
- blender (tested r34959)

A crash on startup may be a real bug rather then lack of support, you
could run with gdb and see why its crashing.
If you are unable to figure out how to fix you could file a bug and
include a backtace.

Another way to help find the cause of the crash is to disable all
WITH_* options in cmake configuration, WITH_OPENAL, WITH_IMAGE_OPENEXR
... etc.

If this works you could try again with usable settings (so you get an
interface),
all off except WITH_PYTHON WITH_INSTALL and WITH_PYTHON_INSTALL.
After that its trial and error to see which library causes the crash,
the offending lib could be disabled by default with mingw until its
fixed properly.

One other thing, you were getting the error 'PyModule_Create2'
interestingly I got this error too on Linux when trying to load a
library built with a debug python but finding a release library.

On Sat, Feb 19, 2011 at 3:26 PM, Peter Kümmel syntheti...@gmx.net wrote:
 Tested it with cmake too. It links after a small fix, but
 crashes immediately after starting. Seems mingw isn't supported.

 Peter
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-- 
- Campbell
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu

2011-02-19 Thread Dalai Felinto
Any final word on whether this will be reverted or not?
If the commit is here to stay I think for BGE we will need some changes.

--
Dalai

# -- Re: New Render Pipeline Panel #
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