Re: [Bf-committers] Camera view navigation rant

2011-04-27 Thread Damir Prebeg
Actually, IMHO Blender has the best 3D view navigation on the market
and I simply love it. I realize that and I cry every time when I have
to manipulate some other 3D App views.
I don't mind to have a set of widgets that would help, but current
shortcut key based navigation is priceless.
Only thing that I would like to have is ability to manipulate with cam
(or object) view in the same way as I manipulate with every other
view.

On 27 April 2011 08:01, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 Yes Ive been thinking in something like that, I think the navigation
 is overall too hard and hotkey oriented, lots of local rotations and
 grabs without the widgets there to help. I wonder if we could design a
 set of in camera view widgets?

 Daniel Salazar
 3Developer.com



 On Tue, Apr 26, 2011 at 11:59 PM, Damir Prebeg blend.fact...@gmail.com 
 wrote:
 How bout a pin icon in one corner of camera view so when activated,
 cam view (or any object view) would act as regular view?
 And ALT could be a shortcut key that would temporary glue cam to the
 view (Alt+MMB would rotate cam, CTRL+ALT+MMB would move camera forward
 or backward and SHIFT+ALT+MMB would pan camera?)

 On 27 April 2011 07:36, Mats Holmberg mats.holmb...@2me.fi wrote:
 And if this would work for the camera, then it should also work for 
 anything else (lamps mainly). The script didn't work for me on osx - the 
 view is not locked to the camera view and trackballing around loses the 
 camera lock alltogether =)

 Cheers,
 -mats

 On 27.4.2011, at 1.39, Daniel Salazar - 3Developer.com wrote:

 @dfelinto(pto): nope, it would need to *stay* in camera view when panning
 and dollying around :)

 Daniel Salazar
 3Developer.com



 On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto dfeli...@gmail.com wrote:
 Below you can find some code for (...) Lock camera to view.
 Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which
 even takes care of non-perspective views)

 On my understanding what people are ranting is for the lack of options
 to move while inside the camera mode.

 --
 Dalai

 2011/4/26 bartius crouch bartius.cro...@gmail.com:
 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 Like Campbell said, that isn't very hard to do in python. Below you can 
 find
 some code for it.
 Copy the text below into the text-editor, Run Script (alt+P), go to 
 3d-view,
 search (spacebar) for Lock camera to view.



 import bpy
 import mathutils


 class ModalOperator(bpy.types.Operator):
    '''Move camera along with the viewport'''
    bl_idname = view3d.lock_camera
    bl_label = Lock camera to view

    @classmethod
    def poll(cls, context):
        camera = context.scene.camera
        if not camera:
            return(False)
        return(camera.name in context.scene.objects)

    def modal(self, context, event):
        camera = context.scene.camera
        rv3d = context.space_data.region_3d

        # rotation + location
        camera.matrix_world = rv3d.view_matrix.copy().inverted()

        # override location to take view_distance into account
        rotation = rv3d.view_matrix.copy().to_3x3().inverted()
        z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation
        camera.location = rv3d.view_location + (rv3d.view_distance *
 z_normal)

        # handle events
        if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']:
            context.area.header_text_set()
            return {'FINISHED'}
        elif event.type == 'ESC':
            camera.matrix_world = self.camera_matrix
            context.area.header_text_set()
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        self.camera_matrix = context.scene.camera.matrix_world.copy()
        context.space_data.region_3d.view_perspective = 'PERSP'
        context.area.header_text_set(ESC to cancel, ENTER or LMB to
 confirm)
        return {'RUNNING_MODAL'}


 def register():
    bpy.utils.register_class(ModalOperator)


 def unregister():
    bpy.utils.unregister_class(ModalOperator)


 if __name__ == __main__:
    register()
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Re: [Bf-committers] Sensor Size

2011-04-27 Thread Martin Bürbaum
Ejner Fergo ejner...@gmail.com wrote:
 I am of course hopeful to see this get some attention from the
 developers, and appreciate you guys seeing the importance of this. I
 just don't know how to proceed with this to make an inclusion in trunk
 more likely. It would be really nice to hear some opinions from those
 with authority.

I am not a blender developer (sorry, no authority here), but I think a good 
start would be to upload the latest patch to the code review tool [1].
And link that in the bug tracker. (? I don't know about the exact procedures 
here.)

Then it's pretty easy to review and comment on the patch, which in turn will 
speed up its integration into trunk, I presume.

Saludos,
Martin

[1] http://codereview.appspot.com
Example Review: http://codereview.appspot.com/4280080
Mailing List: http://lists.blender.org/pipermail/bf-codereview/
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Re: [Bf-committers] ffmpeg library update

2011-04-27 Thread Sergey I. Sharybin
  I've updated ffmpeg used for our linux buildbot. I used config #2 (but 
with disabled avfilter) from my previous letters and used version 0.6.3 
of ffmpeg.

Sound and video guru-s: please re-test linux builds from 
http://builder.blender.org/download/ and tell me if something become 
broken, something was fixed, or nothing changed and so on.

If things would be smooth with this build, i think it'll replace ffmpeg 
used for 2.5x releases earlier.

-- 
With best regards, Sergey I. Sharybin

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[Bf-committers] Missing upstream source tar ball for blender-2.57a

2011-04-27 Thread Jochen Schmitt
Hallo,

on your website your have announce the release of blender-2.57a.

Unfortunately, I can't found the upstream source tar ball on

http://download.blender.org/source/

It may nice, if you may provide an official source tar ball, because
it's required to create an official fedora package which fullfill the
packaging auidelines.

Best Regards:

Jochen Schmitt
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[Bf-committers] PATCH CVE-2009-3850 for blender-2.57

2011-04-27 Thread Jochen Schmitt
Hallo,

I was notified, that the security issue CVE-2009-3850 still exisi in
blender-2.57.

On bug #364291 on gut.gentoo.org the above patch was provided, which I want
to forward to you.

Best Regards:

Jochen Schmitt




@@ -, +, @@
 --enable-autoexec|-y|-666  (CVE-2009-3850)
 source/blender/blenkernel/intern/blender.c |3 ++-
 source/blender/makesrna/intern/rna_userdef.c   |9 ++---
 source/blender/windowmanager/intern/wm_files.c |3 ++-
 source/creator/creator.c   |   10 ++
 4 files changed, 16 insertions(+), 9 deletions(-)
--- a/source/blender/blenkernel/intern/blender.c   
+++ a/source/blender/blenkernel/intern/blender.c   
@@ -141,7 +141,8 @@ void initglobals(void)
 G.charmin = 0x;
 G.charmax = 0x;

-G.f |= G_SCRIPT_AUTOEXEC;
+G.f = ~G_SCRIPT_AUTOEXEC;
+G.f |= G_SCRIPT_OVERRIDE_PREF;  /* Disables turning
G_SCRIPT_AUTOEXEC on from user prefs */
 }
 
 /***/
--- a/source/blender/makesrna/intern/rna_userdef.c   
+++ a/source/blender/makesrna/intern/rna_userdef.c   
@@ -99,9 +99,12 @@ static void rna_userdef_show_manipulator_update(Main
*bmain, Scene *scene, Point
 
 static void rna_userdef_script_autoexec_update(Main *bmain, Scene
*scene, PointerRNA *ptr)
 {
-UserDef *userdef = (UserDef*)ptr-data;
-if (userdef-flag  USER_SCRIPT_AUTOEXEC_DISABLE)G.f =
~G_SCRIPT_AUTOEXEC;
-elseG.f |= 
G_SCRIPT_AUTOEXEC;
+if ((G.f  G_SCRIPT_OVERRIDE_PREF) == 0) {
+/* Blender run with --enable-autoexec */
+UserDef *userdef = (UserDef*)ptr-data;
+if (userdef-flag  USER_SCRIPT_AUTOEXEC_DISABLE)G.f =
~G_SCRIPT_AUTOEXEC;
+elseG.f |= 
G_SCRIPT_AUTOEXEC;
+}
 }
 
 static void rna_userdef_mipmap_update(Main *bmain, Scene *scene,
PointerRNA *ptr)
--- a/source/blender/windowmanager/intern/wm_files.c   
+++ a/source/blender/windowmanager/intern/wm_files.c   
@@ -270,7 +270,8 @@ static void wm_init_userdef(bContext *C)
 
 /* set the python auto-execute setting from user prefs */
 /* enabled by default, unless explicitly enabled in the command
line which overrides */
-if((G.f  G_SCRIPT_OVERRIDE_PREF) == 0) {
+if (! G.background  ((G.f  G_SCRIPT_OVERRIDE_PREF) == 0)) {
+/* Blender run with --enable-autoexec */
 if ((U.flag  USER_SCRIPT_AUTOEXEC_DISABLE) == 0) G.f |= 
G_SCRIPT_AUTOEXEC;
 else  G.f =
~G_SCRIPT_AUTOEXEC;
 }
--- a/source/creator/creator.c   
+++ a/source/creator/creator.c   
@@ -278,6 +278,7 @@ static int print_help(int UNUSED(argc), const char
**UNUSED(argv), void *data)
 
 printf(\n);
 
+BLI_argsPrintArgDoc(ba, -666);
 BLI_argsPrintArgDoc(ba, --enable-autoexec);
 BLI_argsPrintArgDoc(ba, --disable-autoexec);
 
@@ -359,14 +360,14 @@ static int end_arguments(int UNUSED(argc), const
char **UNUSED(argv), void *UNUS
 static int enable_python(int UNUSED(argc), const char **UNUSED(argv),
void *UNUSED(data))
 {
 G.f |= G_SCRIPT_AUTOEXEC;
-G.f |= G_SCRIPT_OVERRIDE_PREF;
+G.f = ~G_SCRIPT_OVERRIDE_PREF;  /* Enables turning
G_SCRIPT_AUTOEXEC off from user prefs */
 return 0;
 }
 
 static int disable_python(int UNUSED(argc), const char **UNUSED(argv),
void *UNUSED(data))
 {
 G.f = ~G_SCRIPT_AUTOEXEC;
-G.f |= G_SCRIPT_OVERRIDE_PREF;
+G.f |= G_SCRIPT_OVERRIDE_PREF;  /* Disables turning
G_SCRIPT_AUTOEXEC on from user prefs */
 return 0;
 }
 
@@ -1075,8 +1076,9 @@ static void setupArguments(bContext *C, bArgs *ba,
SYS_SystemHandle *syshandle)
 
 BLI_argsAdd(ba, 1, -v, --version, \n\tPrint Blender version
and exit, print_version, NULL);
 
-BLI_argsAdd(ba, 1, -y, --enable-autoexec, \n\tEnable automatic
python script execution (default), enable_python, NULL);
-BLI_argsAdd(ba, 1, -Y, --disable-autoexec, \n\tDisable
automatic python script execution (pydrivers, pyconstraints, pynodes),
disable_python, NULL);
+BLI_argsAdd(ba, 1, NULL, -666, \n\tEnable automatic python
script execution (port from CVE-2009-3850 patch to Blender 2.49b),
enable_python, NULL);
+BLI_argsAdd(ba, 1, -y, --enable-autoexec, \n\tEnable automatic
python script execution, enable_python, NULL);
+BLI_argsAdd(ba, 1, -Y, --disable-autoexec, \n\tDisable
automatic python script execution (pydrivers, pyconstraints, pynodes)
(default), disable_python, NULL);
 
 BLI_argsAdd(ba, 1, -b, --background, file\n\tLoad file in
background (often used for UI-less rendering), background_mode, NULL);
 

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[Bf-committers] UnlimitedClay patch link

2011-04-27 Thread raulf
Hi all :)

Finally I could upload it to PasteAll.org!

http://www.pasteall.org/21170/diff

I have sent another email to this list explaining more things with the
full patch but is awaiting moderatio because is big ... sorry, I fear I
cannot upload to pasteall :(

Cheers
Farsthary


- Participe en Universidad 2012, del 13 al 17 de febrero de 2012. Habana. Cuba. 
http://www.congresouniversidad.cu

- Consulte la Enciclopedia Colaborativa Cubana. http://www.ecured.cu
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[Bf-committers] Reflection Coord in Geometry Node

2011-04-27 Thread Daniel Salazar - 3Developer.com
Hi, I'm wondering why isn't there a reflection coord output in the
geometry node? any real reason or could it be just 5 min of hacking
for someone? :)

cheers

Daniel Salazar
3Developer.com
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[Bf-committers] cycle todo list

2011-04-27 Thread Tom M
Brecht - can you provide some information on the todo list on what
stuff you want to do yourself, what stuff others are invited to work
on and possibly guesstimates on how long they might take a coder (ie
day, few days, week, month).

LetterRip

Cycles Feature ToDo

Completeness

* Anisotropic BSDF tangent
* BVH build multithreading
* Background importance sampling
* CUDA multi device
* Pixels filters
* Memory usage overview report
* OSL script node

Extending

* Bokeh shapes for Depth of field
* Conductor Fresnel
* Decouple diffuse, glossy, transparent max depth
* Distant Light
* Oren-Nayar BSDF
* Schlick BSDF
* Spherical Point Light
* Spot Light
* Thin-film interference node
* Per BSDF bump mapping
* Vector Displacement

Big Features

* Ambient Occlusion
* Displacement
* Hair Curves, Shaders, Scattering
* Light Groups
* Motion Blur
* Camera
* Object
* Deformation
* OpenCL device
* Render Layers
* Render Passes
* Straight Transparent Shadows
* Subdivision
* Subsurface Scattering
* Texture Workflow
* Volume Rendering
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