Re: [Bf-committers] Subtitles workflow in the sequencer
Hi, I've been thinking about what function we need in editing subtitles. I'm doing some video editing work with blender, and I found that writing a dot srt file is the most time consuming work, especially the record of start time and end time of each line of subtitles. Hope your plan allows easy creating and editing of subtitle. The idea of using templates is great! Hope to see more details. Regards, 2011/3/29 Vilem Novak pildano...@post.cz: Hello, I wanted to ask if there are any ideas/plans for bringing a reasonable subtitle workflow into the sequencer internally. I am asking mainly because I started developing an addon for subtitles where this functionality is planned: User adds an subtitle strip, which is actually an image strip. A default subtitle template is rendered in background and added as this strip. User can change the template and edit the text, changes are rendered in background. additionally to this changing template of all subtitles in sequence editor, importing or exporting subtitles as .srt could be done. Advantage of this system would be easy adding of subtitle templates(just blender files with anything in them), usage of background computing. Any ideas to this will be welcome. Cheers Vilem ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- James Ruan ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender RC1 build!
On Fri, Apr 1, 2011 at 8:16 AM, Dave Plater dpla...@webafrica.org.za wrote: On 03/30/2011 03:53 PM, Ton Roosendaal wrote: Hi platform team, Let's do another official test build! This one should have fixed openAL for linux, and for Windows the installer too. - Try to stick to r35899 - Put in the regular locations, I'll find/copy them and can align names too. - Names used will be like blender-2.57-RC1-r35899-platform.etc Platform builders: - Sergey Sharybin offered to do Linux builds, Ken has little time... and openAL and Collada are giving issues. - Damien: can you do OSX again? - Nathan L: Windows zip and exe - Pete Larabell: got a FreeBSD test for us? Thanks, -Ton- blender-2.57.35927 from svn 35927 (I can't use letters because package managers get confused) with python 3.2 is available for openSUSE 11.4 and factory. The 11.3 build should have completed in an hour or so, it's blocked atm and I'm fighting with Fedora 13 and 14 python 3.2 builds. Users will need to add the repository : 11.3 is http://download.opensuse.org/repositories/home:/plater:/blender/openSUSE_11.3 11.4 is http://download.opensuse.org/repositories/home:/plater:/blender/openSUSE_11.4 Factory is http://download.opensuse.org/repositories/home:/plater:/blender/openSUSE_Factory and the easiest way to get python 3.2, openCOLLADA and blender is zypper dup -r thenameofrepository I've got successful builds of r35906 for Fedora 14 (Python 3.1) and Fedora 15 (Python 3.2), however I'm still building against opencollada r827. Using r35906 since Campbell integrated my gcc 4.6 patch. I'm trying to meet all the Fedora packaging guidelines, which are quite extensive, including package naming. So my latest is: blender-2.57-0.1.RC1.svn35906.fc14.x86_64.rpm Thanks, Richard ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Unlimited Clay update
Hi all Yesterday, in a code sprint the whole nigth I have implemented new optimizations to the dynamic subdivision, specifically in the face classification part (to determine if a face will be smoothed and subdivided). That code proves to be higly optimized as a I quickly discard faces to avoid expensive triangle-in-brush-sphere tests but sadly the PBVH issues is holding down performance to no end :( I have discovered also a memory issue that is eating a lot of RAM as I sculpt, due to no correctly freeing PBVH rebuilds, I have pointed many times that also a big performance eater is the global nature of all EditMesh operations: for split faces the function iterates over te whole verts, edges and faces lists, for any editmesh operation those lists are traversed, I hope that will be tackle in future Blender development and I hope BMesh will allow local editmesh operations. Soon I will clean up the whole UnlimitedClay patch, to migrate the code to a recent build and spot loose bugs, in order to avoid unecessary delays for the community I will probably release then a developer/test patch to allow devs collaboration. Every performance improvement count and I'm sure with more hands the community will be playing soon with UnlimitedClay. Cheers Raul ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] new contributor
Hi all, I want to contribute to blender project. I see a couple suggested projects for new developer: http://www.blender.org/development/current-projects/project-openings/ http://www.blender.org/development/current-projects/project-openings/Can anyone suggest a couple ramp-up feature/bug for me to start with? Very appreciated. Lily Zhang ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] new contributor
On Fri, Apr 1, 2011 at 9:12 AM, Ruoruo Zhang(Lily) lily...@gmail.com wrote: I am not sure if I can go for GSOC project since I must be a student to participate... Hi the GSoC ideas are just stuff to possibly implement. You don't need to participate in GSoC to implement them. However one does need to be a student to participate in GSoC. To start with, I choose: - Have the save extension picked based on the format in UI session Cool sounds like a good first project. I am assuming I have read permission on the code base by default? Yep. LetterRip Ruoruo Zhang(Lily) Software Development Engineer Lab126, Part of the Amazon.com, Inc. group of companies Tel: 213-2715173(Mobile) On Fri, Apr 1, 2011 at 9:56 AM, Tom M letter...@gmail.com wrote: Hi, I'd recommend something from the simple todos list http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Simple_Todos or a idea that is one of the sub ideas for gsoc http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2011/Ideas LetterRip On Fri, Apr 1, 2011 at 8:48 AM, Ruoruo Zhang(Lily) lily...@gmail.com wrote: Hi all, I want to contribute to blender project. I see a couple suggested projects for new developer: http://www.blender.org/development/current-projects/project-openings/ http://www.blender.org/development/current-projects/project-openings/ Can anyone suggest a couple ramp-up feature/bug for me to start with? Very appreciated. Lily Zhang ___ 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] new contributor
Hi Ruoruo, For developing your own features I would recommend checking out the SVN repository and using git for local development, like in this tutorial: http://www.youtube.com/watch?v=CxuTxzR7w9U It's a good way to keep track of your code and create patches. Davis On Fri, Apr 1, 2011 at 8:12 PM, Ruoruo Zhang(Lily) lily...@gmail.comwrote: I am not sure if I can go for GSOC project since I must be a student to participate... To start with, I choose: - Have the save extension picked based on the format in UI session I am assuming I have read permission on the code base by default? Ruoruo Zhang(Lily) Software Development Engineer Lab126, Part of the Amazon.com, Inc. group of companies Tel: 213-2715173(Mobile) On Fri, Apr 1, 2011 at 9:56 AM, Tom M letter...@gmail.com wrote: Hi, I'd recommend something from the simple todos list http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Simple_Todos or a idea that is one of the sub ideas for gsoc http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2011/Ideas LetterRip On Fri, Apr 1, 2011 at 8:48 AM, Ruoruo Zhang(Lily) lily...@gmail.com wrote: Hi all, I want to contribute to blender project. I see a couple suggested projects for new developer: http://www.blender.org/development/current-projects/project-openings/ http://www.blender.org/development/current-projects/project-openings/ Can anyone suggest a couple ramp-up feature/bug for me to start with? Very appreciated. Lily Zhang ___ 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] Unlimited Clay update
Hi LetterRip :) I have discovered also a memory issue that is eating a lot of RAM as I sculpt, due to no correctly freeing PBVH rebuilds, I have pointed many times that also a big performance eater is the global nature of all EditMesh operations: for split faces the function iterates over te whole verts, edges and faces lists, for any editmesh operation those lists are traversed, I hope that will be tackle in future Blender development and I hope BMesh will allow local editmesh operations. I believe that BMesh does, hopefully joe can give some insight. Is the not freeing pbvh rebuilds a issue just for unlimited clay or is it an issue for other PBVH users also? It only concerns UnlimitedClay, since all other sculpt pippline is pretty much static and topology does not change, therefore there's no need to constantly rebuild/update the PBVH. For example, in 3DCoat, the performce of the LiveClay brush is the same as any other static brush if no faster, in Blender those issues drag a lot the speed with even 12k polygons :(! The whole unlimitedClay system is fine, and as my last video shows it subdivide beatifully and creates very nice adaptive subdivisions shapes so dealing with the global nature of the editmesh and a fast PBVH update method is crucial for the performance :) Luckily in Blender we have the manpower to do that. Cheers Raul ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] new contributor
Do i need to file a more detailed feature/task somewhere? Have the save extension picked based on the format in UI session is not really clear, at least it doesn't mention what formats are supported. So I am assuming all possible blender format supported. Ruoruo Zhang(Lily) Software Development Engineer Lab126, Part of the Amazon.com, Inc. group of companies Tel: 213-2715173(Mobile) On Fri, Apr 1, 2011 at 10:20 AM, Davis Sorenson davis.soren...@gmail.comwrote: Hi Ruoruo, For developing your own features I would recommend checking out the SVN repository and using git for local development, like in this tutorial: http://www.youtube.com/watch?v=CxuTxzR7w9U It's a good way to keep track of your code and create patches. Davis On Fri, Apr 1, 2011 at 8:12 PM, Ruoruo Zhang(Lily) lily...@gmail.com wrote: I am not sure if I can go for GSOC project since I must be a student to participate... To start with, I choose: - Have the save extension picked based on the format in UI session I am assuming I have read permission on the code base by default? Ruoruo Zhang(Lily) Software Development Engineer Lab126, Part of the Amazon.com, Inc. group of companies Tel: 213-2715173(Mobile) On Fri, Apr 1, 2011 at 9:56 AM, Tom M letter...@gmail.com wrote: Hi, I'd recommend something from the simple todos list http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Simple_Todos or a idea that is one of the sub ideas for gsoc http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2011/Ideas LetterRip On Fri, Apr 1, 2011 at 8:48 AM, Ruoruo Zhang(Lily) lily...@gmail.com wrote: Hi all, I want to contribute to blender project. I see a couple suggested projects for new developer: http://www.blender.org/development/current-projects/project-openings/ http://www.blender.org/development/current-projects/project-openings/ Can anyone suggest a couple ramp-up feature/bug for me to start with? Very appreciated. Lily Zhang ___ 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
[Bf-committers] New Double Edge Matte compositor node...
Hi all, Just wanted to let everyone know I'm working on a new node to make using RotoBezier even more useful! It can also be used with any other type of object of course. **NOTE THAT IT HAS NOT YET BEEN OPTIMIZED FOR SPEED, AT ALL** Some screens are on my user page: http://wiki.blender.org/index.php/User:Xgl_asyliax I posted a linux(i386) build to GA as well: http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1810 Hope this makes the VFX people out there happy :) :) cheers! Pete ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender RC1 build!
On 04/01/2011 06:19 PM, bf-committers-requ...@blender.org wrote: I've got successful builds of r35906 for Fedora 14 (Python 3.1) and Fedora 15 (Python 3.2), however I'm still building against opencollada r827. Using r35906 since Campbell integrated my gcc 4.6 patch. I'm trying to meet all the Fedora packaging guidelines, which are quite extensive, including package naming. So my latest is: blender-2.57-0.1.RC1.svn35906.fc14.x86_64.rpm Thanks, Richard Wonderful. Maybe its time to stop making my own builds as I run F15 beta at the moment. Which Repository are you placing the RPMs? Regards Onyeibo ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender RC1 build!
On Fri, Apr 1, 2011 at 12:48 PM, Onyeibo Oku twoho...@gmail.com wrote: On 04/01/2011 06:19 PM, bf-committers-requ...@blender.org wrote: I've got successful builds of r35906 for Fedora 14 (Python 3.1) and Fedora 15 (Python 3.2), however I'm still building against opencollada r827. Using r35906 since Campbell integrated my gcc 4.6 patch. I'm trying to meet all the Fedora packaging guidelines, which are quite extensive, including package naming. So my latest is: blender-2.57-0.1.RC1.svn35906.fc14.x86_64.rpm Thanks, Richard Wonderful. Maybe its time to stop making my own builds as I run F15 beta at the moment. Which Repository are you placing the RPMs? None yet, I'm trying to get it accepted into the official Fedora repo[1] but apparently the spec file I modified from Dave's Suse package is far from compliant. I've got F15 builds as well on my F14 system using mock. Actually it just finished and looks good. If you want to try them out let me know and I'll upload them to my google docs and share them. Thanks, Richard [1] https://bugzilla.redhat.com/show_bug.cgi?id=679197 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Bf-committers Digest, Vol 81, Issue 3
On Fri, Apr 1, 2011 at 11:19 PM, bf-committers-requ...@blender.org wrote: Send Bf-committers mailing list submissions to bf-committers@blender.org To subscribe or unsubscribe via the World Wide Web, visit http://lists.blender.org/mailman/listinfo/bf-committers or, via email, send a message with subject or body 'help' to bf-committers-requ...@blender.org You can reach the person managing the list at bf-committers-ow...@blender.org When replying, please edit your Subject line so it is more specific than Re: Contents of Bf-committers digest... Today's Topics: 1. Revised GSoC proposal: Realtime motion capture input and motion recording (Yousef Hurfoush) 2. Re: Subtitles workflow in the sequencer (James Ruan) 3. Re: Blender RC1 build! (Dave Plater) 4. Re: Blender RC1 build! (Richard Shaw) 5. Unlimited Clay update (ra...@info.upr.edu.cu) 6. new contributor (Ruoruo Zhang(Lily)) 7. Re: Unlimited Clay update (Tom M) 8. Re: new contributor (Tom M) 9. Re: new contributor (Ruoruo Zhang(Lily)) 10. Re: new contributor (Tom M) -- Message: 1 Date: Fri, 1 Apr 2011 10:38:07 + From: Yousef Hurfoush ba...@msn.com Subject: [Bf-committers] Revised GSoC proposal: Realtime motion capture input and motion recording To: blender foundation committers bf-committers@blender.org Message-ID: bay152-w47de7fdb453c1a1e002b1ee0...@phx.gbl Content-Type: text/plain; charset=iso-8859-1 hi shurvo will your system work with any camera type or is it just for kinek, as it is a patent for MS, even though the some of the code is released? This will work for any device that can capture motion data in a standard format. In order to demonstrate it's activity I proposed to interface the module with Kinect, which is just as a part of the whole project. Thanks. Shuvro ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Revised GSoC proposal: Realtime motion capture input and motion recording
I have modified my proposal a lot according to the comments and advices of the developers on the mailing list. Here is link of the modified proposal. Realtime motion capture input and motion recording for Blender - Test case is using the Kinect. http://wiki.blender.org/index.php/User:Shuvro Thanks to all of you for your kind help and advice. Instead of implementing a classifier yourself, make use of readily available libs, e.g. libsvm, SNNS, or libANN Regarding k-nearest-neighbour (kNN) vs. neural network: Which one is more robust depends mostly on the distribution of you input data. As a rule of thumb: if you have several randomly distributed clusters, kNN is better. If you have connected peninsulas, neural networks such as the MLP are better suited. Without reading the paper, I would assume the authors used kNN due to its performance for this problem. I could imagine that many people put their foot down in only a few way, while there are quite a few ways to move a foot while not putting it down. Hence, you have a few clusters in the foot down class, and basically random samples for the other class(es). Before jumping to a different classifier, why not simply re-implement the paper first? A kNN with few classes is pretty hard to beat regarding speed, mostly only by a polynomial classifier. Also: Backprop is a training method for neural networks, which can be applied to a number of NNs. It is not a neural network itself as your wiki entry suggests. You might want to correct that for the application. I guess the guys at Google are well-versed regarding classification. -- Dr. Lars Krueger Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] new contributor
If your very new to blender and the simple todo's don't look so simple, I'd suggest some very basic tasks (even if they are not quite so interesting). Modifying tooltips, or making minor UI improvements are not so fun, but it helps you get used to building blender and navigating the source submitting changes. If you are looking for areas which need maintaining (and interested in python) you could look into our addons since they are mostly community maintained and it might be easier to find simple bug fixes/improvements there. I wrote a post of my own suggestions to new devs here, you may find it helpful: http://blenderartists.org/forum/showthread.php?200013-develop-and-improve-the-source-code-of-blenderp=1721623viewfull=1#post1721623 The extension saving feature should not be in simple-todo's, swapping out operators in the file selector while its open isn't all that simple and should be done by a developer who's familiar with this area and able to get it working for C Python operators so new scripts and register their extensions. On Fri, Apr 1, 2011 at 5:34 PM, Ruoruo Zhang(Lily) lily...@gmail.com wrote: Do i need to file a more detailed feature/task somewhere? Have the save extension picked based on the format in UI session is not really clear, at least it doesn't mention what formats are supported. So I am assuming all possible blender format supported. Ruoruo Zhang(Lily) Software Development Engineer Lab126, Part of the Amazon.com, Inc. group of companies Tel: 213-2715173(Mobile) On Fri, Apr 1, 2011 at 10:20 AM, Davis Sorenson davis.soren...@gmail.comwrote: Hi Ruoruo, For developing your own features I would recommend checking out the SVN repository and using git for local development, like in this tutorial: http://www.youtube.com/watch?v=CxuTxzR7w9U It's a good way to keep track of your code and create patches. Davis On Fri, Apr 1, 2011 at 8:12 PM, Ruoruo Zhang(Lily) lily...@gmail.com wrote: I am not sure if I can go for GSOC project since I must be a student to participate... To start with, I choose: - Have the save extension picked based on the format in UI session I am assuming I have read permission on the code base by default? Ruoruo Zhang(Lily) Software Development Engineer Lab126, Part of the Amazon.com, Inc. group of companies Tel: 213-2715173(Mobile) On Fri, Apr 1, 2011 at 9:56 AM, Tom M letter...@gmail.com wrote: Hi, I'd recommend something from the simple todos list http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Simple_Todos or a idea that is one of the sub ideas for gsoc http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2011/Ideas LetterRip On Fri, Apr 1, 2011 at 8:48 AM, Ruoruo Zhang(Lily) lily...@gmail.com wrote: Hi all, I want to contribute to blender project. I see a couple suggested projects for new developer: http://www.blender.org/development/current-projects/project-openings/ http://www.blender.org/development/current-projects/project-openings/ Can anyone suggest a couple ramp-up feature/bug for me to start with? Very appreciated. Lily Zhang ___ 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 -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers