Re: [Bf-committers] Some ideas to improve the Add-Ons section

2011-05-23 Thread Daniel Salazar - 3Developer.com
i think adding keywords to addons would be good, Searching for a
specific addon limmited by its name sometimes isnt the best

Daniel Salazar
3Developer.com



On Sun, May 22, 2011 at 11:58 PM, Hart's Antler bhart...@yahoo.com wrote:
 The Addons system badly needs a recently added list, that should be the 
 default when going to UserPrefsAddons.

 The most common question i get from users of my addons is where do i go to 
 enable it.  Even if i put in the addon README 
 UserPrefsAddonsSomecategorymyaddon, few seem to figure that out and get 
 lost is the long list of addons presented in the Addon panel.

 -brett



 --- On Sun, 5/22/11, mindrones mindro...@gmail.com wrote:

 From: mindrones mindro...@gmail.com
 Subject: Re: [Bf-committers] Some ideas to improve the Add-Ons section
 To: bf-blender developers bf-committers@blender.org
 Date: Sunday, 22 May, 2011, 1:43 PM
 Hi!

 On 05/21/2011 12:31 AM, Doug Hammond wrote:
 
  - Ability to keep addons in sync/update with an
 online repo could work
  but am wary of this turning into a package
 manager, we would need to
  have a branch for each release so addon devs could
 work on extension
  trunk as well as the release branch so users get
 updates too.
  Since this needs buy-in from existing addon
 developers I rather leave
  this for a bit since addons are being actively
 added/written/removed
  and the addon community is still quite new.
 
 
  I though work in this direction was already under way,
 I remember discussing
  at length
  with mindrones about addon metadata, development
 branches, stable branches,
  binary module URLs etc etc...
 
  What happened to all that effort?


 It's a bit on hold due to my work on the wiki maintenance
 and real life
 small disasters (like having to relocate twice :)


 Some times ago, when we've setup the new wiki server we
 have also setup
 a virtual host for the addon dispatcher application that
 will distribute
 updates for trunk/contrib, but also for externals addons,
 like
 luxrender, yafaray, gamekit, etc...


 As Doug said, the design is already setup, see
 http://wiki.blender.org/index.php/User:Mindrones/Bf-extensions/External_addons

 All in all we have dsicussed at length, so we know well
 what to do, it's
 a matter of doing it. Sorry to be late on that :/


 As Campbell said, we will need to work on branches, so that
 if a
 developer has updates for a blender version that has
 already been
 released he will have to commit in branches, here:
 https://svn.blender.org/svnroot/bf-extensions/branches/

 If you download a certain version of blender and a
 developer makes a fix
 on branch for your revision, you would get notified and
 download the new
 version. But it's not that easy because some people develop
 scripts in
 the scripts/ dir, so just overwriting the current script
 with a new one
 might be undesirable for some people. We need to think
 about a temp/dev
 folder to store stuff when we update.


 About external scripts, there has been a long discussion
 with Ton in
 #blendercoders:
 1) if a script is developed outside of bf-extensions, like
 on github or
 so, BF will only work as mirror at
 https://svn.blender.org/svnroot/bf-extensions/extern/
 1b) no real development would be allowed on
 bf-extensions/extern/.
     - BF would allow developers to make API
 changes fixes and trivial
 fixes on bf-extensions/extern, but not more to avoid
 forking
     - externals devs should agree to port these
 fixes to their external repo
 2) of course only GPL-compatible scripts would be
 distributable via
 bf-extensions/extern/


 With all these resctrictions and complications, I agree
 that this will
 evolve into a package manager, so it's not that easy to do
 it quick and
 dirty.

 Our goal would be a system like the firefox addons site,
 but this is a
 major feature and it has has server-side maintenance
 implications, so
 it's not something you develop in blender only.


 To avoid server-side implications, you should let blender
 download stuff
 from wherever you want but according to the discussions we
 had back
 then, I doubt BF will allow this on official releases.


 Hope this has clarifies things a bit :)


 Regards,
 Luca











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Re: [Bf-committers] Some ideas to improve the Add-Ons section

2011-05-23 Thread Damir Prebeg
I would like to see one more button - Edit Addon for quicker access
to the addon code (I know, I can always navigate my self through
folders but why not quicken things).
Also, I think that Import-Export category should be divided in two
separated Import and Export categories because the fact that not all
import-export addons providing both functions and even under File menu
they are having separated sub-menus.
And one more thing but that one is more related to general design of
some pages of User Prefs: Left side with buttons should be separated
from the right side with list of addons and both should be scrollable
(same would be applicable to theme and input pages of user prefs)

Best regards,

Damir

On 23 May 2011 06:01, Daniel Salazar - 3Developer.com zan...@gmail.com wrote:
 i think adding keywords to addons would be good, Searching for a
 specific addon limmited by its name sometimes isnt the best

 Daniel Salazar
 3Developer.com



 On Sun, May 22, 2011 at 11:58 PM, Hart's Antler bhart...@yahoo.com wrote:
 The Addons system badly needs a recently added list, that should be the 
 default when going to UserPrefsAddons.

 The most common question i get from users of my addons is where do i go to 
 enable it.  Even if i put in the addon README 
 UserPrefsAddonsSomecategorymyaddon, few seem to figure that out and get 
 lost is the long list of addons presented in the Addon panel.

 -brett



 --- On Sun, 5/22/11, mindrones mindro...@gmail.com wrote:

 From: mindrones mindro...@gmail.com
 Subject: Re: [Bf-committers] Some ideas to improve the Add-Ons section
 To: bf-blender developers bf-committers@blender.org
 Date: Sunday, 22 May, 2011, 1:43 PM
 Hi!

 On 05/21/2011 12:31 AM, Doug Hammond wrote:
 
  - Ability to keep addons in sync/update with an
 online repo could work
  but am wary of this turning into a package
 manager, we would need to
  have a branch for each release so addon devs could
 work on extension
  trunk as well as the release branch so users get
 updates too.
  Since this needs buy-in from existing addon
 developers I rather leave
  this for a bit since addons are being actively
 added/written/removed
  and the addon community is still quite new.
 
 
  I though work in this direction was already under way,
 I remember discussing
  at length
  with mindrones about addon metadata, development
 branches, stable branches,
  binary module URLs etc etc...
 
  What happened to all that effort?


 It's a bit on hold due to my work on the wiki maintenance
 and real life
 small disasters (like having to relocate twice :)


 Some times ago, when we've setup the new wiki server we
 have also setup
 a virtual host for the addon dispatcher application that
 will distribute
 updates for trunk/contrib, but also for externals addons,
 like
 luxrender, yafaray, gamekit, etc...


 As Doug said, the design is already setup, see
 http://wiki.blender.org/index.php/User:Mindrones/Bf-extensions/External_addons

 All in all we have dsicussed at length, so we know well
 what to do, it's
 a matter of doing it. Sorry to be late on that :/


 As Campbell said, we will need to work on branches, so that
 if a
 developer has updates for a blender version that has
 already been
 released he will have to commit in branches, here:
 https://svn.blender.org/svnroot/bf-extensions/branches/

 If you download a certain version of blender and a
 developer makes a fix
 on branch for your revision, you would get notified and
 download the new
 version. But it's not that easy because some people develop
 scripts in
 the scripts/ dir, so just overwriting the current script
 with a new one
 might be undesirable for some people. We need to think
 about a temp/dev
 folder to store stuff when we update.


 About external scripts, there has been a long discussion
 with Ton in
 #blendercoders:
 1) if a script is developed outside of bf-extensions, like
 on github or
 so, BF will only work as mirror at
 https://svn.blender.org/svnroot/bf-extensions/extern/
 1b) no real development would be allowed on
 bf-extensions/extern/.
     - BF would allow developers to make API
 changes fixes and trivial
 fixes on bf-extensions/extern, but not more to avoid
 forking
     - externals devs should agree to port these
 fixes to their external repo
 2) of course only GPL-compatible scripts would be
 distributable via
 bf-extensions/extern/


 With all these resctrictions and complications, I agree
 that this will
 evolve into a package manager, so it's not that easy to do
 it quick and
 dirty.

 Our goal would be a system like the firefox addons site,
 but this is a
 major feature and it has has server-side maintenance
 implications, so
 it's not something you develop in blender only.


 To avoid server-side implications, you should let blender
 download stuff
 from wherever you want but according to the discussions we
 had back
 then, I doubt BF will allow this on official releases.


 Hope this has clarifies things a bit :)


 Regards,
 Luca












Re: [Bf-committers] Some ideas to improve the Add-Ons section

2011-05-23 Thread Jass
Maybe change the list to a table with 3 columns for:

| addon name | installed | last update |

And let the table be sortable by column...



 From the ongoing discussion it appears to me that you (the blender coders)
focus on those addon modules which get distributed with blender-releases.

While i was focussing on third party modules which are NOT distributed
with blender releases!  So IMHO no fancy module-management  is needed
for these addons (from blender). Maybe this are 2 separate but related
issues at the end ?

To summarize again my initial post: The most interesting features (for 
me) are:

- Add the ability to deinstall an installed (third party) module
- Add the ability to insert persistent customization data for modules.
   The customization data should persist a blender upgrade and a module
   upgrade (i have no idea if that is easy or complicated to do)

An additional nice to have would be

- add an API to query (a third party website) for new versions of an
   addon module, and possibly add a button for retrieving the addon
   directly from a (third party) download server instead of first 
downloading
   from the web, then updating. This would fit nicely into the list of
   buttons: [Wiki], [Bug Report], [Check for Update]

Cheers,
Gaia

Am 23.05.2011 07:58, schrieb Hart's Antler:
 The Addons system badly needs a recently added list, that should be the 
 default when going to UserPrefsAddons.

 The most common question i get from users of my addons is where do i go to 
 enable it.  Even if i put in the addon README 
 UserPrefsAddonsSomecategorymyaddon, few seem to figure that out and get 
 lost is the long list of addons presented in the Addon panel.

 -brett



 --- On Sun, 5/22/11, mindronesmindro...@gmail.com  wrote:

 From: mindronesmindro...@gmail.com
 Subject: Re: [Bf-committers] Some ideas to improve the Add-Ons section
 To: bf-blender developersbf-committers@blender.org
 Date: Sunday, 22 May, 2011, 1:43 PM
 Hi!

 On 05/21/2011 12:31 AM, Doug Hammond wrote:
 - Ability to keep addons in sync/update with an
 online repo could work
 but am wary of this turning into a package
 manager, we would need to
 have a branch for each release so addon devs could
 work on extension
 trunk as well as the release branch so users get
 updates too.
 Since this needs buy-in from existing addon
 developers I rather leave
 this for a bit since addons are being actively
 added/written/removed
 and the addon community is still quite new.

 I though work in this direction was already under way,
 I remember discussing
 at length
 with mindrones about addon metadata, development
 branches, stable branches,
 binary module URLs etc etc...

 What happened to all that effort?

 It's a bit on hold due to my work on the wiki maintenance
 and real life
 small disasters (like having to relocate twice :)


 Some times ago, when we've setup the new wiki server we
 have also setup
 a virtual host for the addon dispatcher application that
 will distribute
 updates for trunk/contrib, but also for externals addons,
 like
 luxrender, yafaray, gamekit, etc...


 As Doug said, the design is already setup, see
 http://wiki.blender.org/index.php/User:Mindrones/Bf-extensions/External_addons

 All in all we have dsicussed at length, so we know well
 what to do, it's
 a matter of doing it. Sorry to be late on that :/


 As Campbell said, we will need to work on branches, so that
 if a
 developer has updates for a blender version that has
 already been
 released he will have to commit in branches, here:
 https://svn.blender.org/svnroot/bf-extensions/branches/

 If you download a certain version of blender and a
 developer makes a fix
 on branch for your revision, you would get notified and
 download the new
 version. But it's not that easy because some people develop
 scripts in
 the scripts/ dir, so just overwriting the current script
 with a new one
 might be undesirable for some people. We need to think
 about a temp/dev
 folder to store stuff when we update.


 About external scripts, there has been a long discussion
 with Ton in
 #blendercoders:
 1) if a script is developed outside of bf-extensions, like
 on github or
 so, BF will only work as mirror at
 https://svn.blender.org/svnroot/bf-extensions/extern/
 1b) no real development would be allowed on
 bf-extensions/extern/.
  - BF would allow developers to make API
 changes fixes and trivial
 fixes on bf-extensions/extern, but not more to avoid
 forking
  - externals devs should agree to port these
 fixes to their external repo
 2) of course only GPL-compatible scripts would be
 distributable via
 bf-extensions/extern/


 With all these resctrictions and complications, I agree
 that this will
 evolve into a package manager, so it's not that easy to do
 it quick and
 dirty.

 Our goal would be a system like the firefox addons site,
 but this is a
 major feature and it has has server-side maintenance
 implications, so
 it's not something you develop in blender 

Re: [Bf-committers] Some ideas to improve the Add-Ons section

2011-05-23 Thread Dan Eicher
On Mon, May 23, 2011 at 1:58 AM, Jass gaia.cl...@machinimatrix.org wrote:
 --snip--
 - add an API to query (a third party website) for new versions of an
   addon module, and possibly add a button for retrieving the addon
   directly from a (third party) download server instead of first
 downloading
   from the web, then updating. This would fit nicely into the list of
   buttons: [Wiki], [Bug Report], [Check for Update]

I think I (and others) would be kind of weary of blender being able to
download and install software from random websites.

For customizable persistent settings, addon authors could use
_bpy.user_resource('CONFIG', 'plugin_name') to get a (hopefully)
writeable folder to store settings in.

As a bit of an aside, I think _bpy.user_resource() should throw an
exception instead of returning an invalid path when the folder doesn't
exist so one wouldn't have to test for a valid path after calling the
function.

Dan
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Re: [Bf-committers] Unlimited clay patch review

2011-05-23 Thread raulf
Hi there :)

Yes, the patch is more like spagetty code and for internal development, I
use all of those hacks in order to get a working system first, and only
then start reworking/redisigning into a readable form. UnlimitedClay is
about mixing two very separated functionality in Blender source code:
sculpting and mesh editing, and as a result I have to move around parts of
the code to make them visible to other parts, that's why I have broken the
encapsulation principle but I always think of that as a temporal solution,
not something worth to be taken into account.
I know everyone is busy, so do I releasing the first public beta or
LiveClay for 3DCoat, UnlimitedClay now has two betas ... well, they're
more like alphas ;)
 I don't expect too much aid in porting it to new sources rigth now, so I
think I will have to make the migration from EditMesh to BMesh on my own,
also I don't like the modifier approach but only time will tell whether
is better or not to have it as an integral feature of the sculpting
module or as a modifier.

due to the low feedback I'm getting from unlimitedClay for Blender .. are
people still interested on it? I'm still here :(
   Hi, Blender Community!

 I've reviewed unlimited clay patch yesterday. I haven't been able to
 apply patch/compile correctly, so i can't give feedback about how things
 are working, but i could give some feedback about patch itself.

 - First of all it's created against a bit outdated version of trunk --
 some files were moved, some functions renamed and so. It lead to plenty
 of rejected hunks in patchs.
 - Patch contains plenty of non-functional changes: whitespace changes,
 somewhere styling changes, somewhere changed logic -- code in
 non-unlimitedclay related code was replaced with different code whick
 makes the same things (like normals in getEditMeshDerivedMesh). This
 makes patch much more difficult to be applied against newer trunk and
 readability of this patch also lower -- can't split what is actually
 changes and what's not.
 - That including of ED_mesh.h in DerivedMesh.c and pbvh.c. It's not
 only ugly usage of absolute path. but it's also a breaking of
 archeticure -- blenkernel/ and blenlib/ shouldn't use editors/. I
 suppose editmesh is needed for easier changing mesh topology, but i also
 suppose it could be made without such hacks. For example add some
 utility functions to blenkernel/intern/mesh which would provide list of
 verts/edges/faces (similar lists as in editmesh). I think it's the most
 worth thing for which EditMesh is used atm.
 - I also not sure why it's needed to move structures (like
 EditMeshDerivedMesh, StrokeCache, PBVH, PBVHNode and so) from .c-fiels
 into headers. This structures aren't supposed to be reused outside of
 their module and they should be a blackbox for other modules.
 - Styling should be checked. I'd prefer to keep only one style inside
 one module. Check comments, brackets, spaces and so.
 - Also it looks like there's some unused code adding by patch but which
 isn't used.
 - I'm not fully like all that new fields inside EditVert. Maybe they
 could be moved inside tmp union or EditVert-data could be reused? Or as
 i mentioned, EditMesh could be replaced by something more light and
 common... Or maybe it'll be special structure for unlimited clay
 purposes and functions like {make,load}_clayMesh?
 - I'm not sure why stuff like BLI_pbvh_iter_end should be changed?

 That's all feedback i could give atm.

 We discussed a bit ways to split out unneeded changes with Tom, but not
 sure that ways would be useful. I'd prefer if manual reading of patch
 would be done -- in this case all outdated stuff would be found.

 I hope it'll help to make patch better and acceptable to be commited.

 --
 With best regards, Sergey I. Sharybin

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 Bf-committers mailing list
 Bf-committers@blender.org
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- 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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Re: [Bf-committers] Unlimited clay patch review

2011-05-23 Thread Tom M
Hi raul,

people are interested in it, but without it compiling against head,
people have difficulty playing with it (even compiling it against the
older version of blender that it uses is a bit of a pain - i think
only me and jms got it built).  Most users need features and fixes
from the most recent version of blender so unless they can apply it
against head, they won't be able to give much feedback.

LetterRip


 due to the low feedback I'm getting from unlimitedClay for Blender .. are
 people still interested on it? I'm still here :(
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Re: [Bf-committers] Unlimited clay patch review

2011-05-23 Thread Troy Sobotka
due to the low feedback I'm getting fromunlimitedClay for Blender .. are
people still interested on it? I'm still here :(

This saddens me.

I believe much of what Tom posted above is relevant.

Right now, UC is unable to get into the hands and minds of the artists that
are most capable to run with it and illustrate its brilliance.

With respect,
TJS
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[Bf-committers] Unlimited clay patch review

2011-05-23 Thread Sergey Kurdakov
Hi Raul,

some info

I thougth someone has being able to compile it and post a build online ...
didn't knew community don't have a build to test with.

a build was posted here
http://www.zoo-logique.org/3D.Blender/index.php3?zoo=com
exactly:
http://www.zoo-logique.org/3D.Blender/php/compteur.php?url=win32_unlim_clay-110428

this was downloaded 336 times

people played with it, but not much.

somehow this build is not stable compared to current Blender builds
- so people notice that when they looked at the patch.

Regards
Sergey
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Re: [Bf-committers] Unlimited clay patch review

2011-05-23 Thread Hart's Antler
Hi Raul,
Please don't give up on Unlimited Clay, every blender artist i know is excited 
about Unlimited Clay.

On a side note: it probably is better to have it as a modifier, at least thats 
my feeling.
-brett


--- On Mon, 5/23/11, ra...@info.upr.edu.cu ra...@info.upr.edu.cu wrote:

 From: ra...@info.upr.edu.cu ra...@info.upr.edu.cu
 Subject: Re: [Bf-committers] Unlimited clay patch review
 To: bf-blender developers bf-committers@blender.org
 Date: Monday, 23 May, 2011, 12:22 PM
 Hi there :)
 
 Yes, the patch is more like spagetty code and for internal
 development, I
 use all of those hacks in order to get a working system
 first, and only
 then start reworking/redisigning into a readable form.
 UnlimitedClay is
 about mixing two very separated functionality in Blender
 source code:
 sculpting and mesh editing, and as a result I have to move
 around parts of
 the code to make them visible to other parts, that's why I
 have broken the
 encapsulation principle but I always think of that as a
 temporal solution,
 not something worth to be taken into account.
 I know everyone is busy, so do I releasing the first public
 beta or
 LiveClay for 3DCoat, UnlimitedClay now has two betas ...
 well, they're
 more like alphas ;)
  I don't expect too much aid in porting it to new sources
 rigth now, so I
 think I will have to make the migration from EditMesh to
 BMesh on my own,
 also I don't like the modifier approach but only time will
 tell whether
 is better or not to have it as an integral feature of the
 sculpting
 module or as a modifier.
 
 due to the low feedback I'm getting from unlimitedClay for
 Blender .. are
 people still interested on it? I'm still here :(
    Hi, Blender Community!
 
  I've reviewed unlimited clay patch yesterday. I
 haven't been able to
  apply patch/compile correctly, so i can't give
 feedback about how things
  are working, but i could give some feedback about
 patch itself.
 
  - First of all it's created against a bit outdated
 version of trunk --
  some files were moved, some functions renamed and so.
 It lead to plenty
  of rejected hunks in patchs.
  - Patch contains plenty of non-functional changes:
 whitespace changes,
  somewhere styling changes, somewhere changed logic
 -- code in
  non-unlimitedclay related code was replaced with
 different code whick
  makes the same things (like normals in
 getEditMeshDerivedMesh). This
  makes patch much more difficult to be applied against
 newer trunk and
  readability of this patch also lower -- can't split
 what is actually
  changes and what's not.
  - That including of ED_mesh.h in DerivedMesh.c and
 pbvh.c. It's not
  only ugly usage of absolute path. but it's also a
 breaking of
  archeticure -- blenkernel/ and blenlib/ shouldn't use
 editors/. I
  suppose editmesh is needed for easier changing mesh
 topology, but i also
  suppose it could be made without such hacks. For
 example add some
  utility functions to blenkernel/intern/mesh which
 would provide list of
  verts/edges/faces (similar lists as in editmesh). I
 think it's the most
  worth thing for which EditMesh is used atm.
  - I also not sure why it's needed to move structures
 (like
  EditMeshDerivedMesh, StrokeCache, PBVH, PBVHNode and
 so) from .c-fiels
  into headers. This structures aren't supposed to be
 reused outside of
  their module and they should be a blackbox for other
 modules.
  - Styling should be checked. I'd prefer to keep only
 one style inside
  one module. Check comments, brackets, spaces and so.
  - Also it looks like there's some unused code adding
 by patch but which
  isn't used.
  - I'm not fully like all that new fields inside
 EditVert. Maybe they
  could be moved inside tmp union or EditVert-data
 could be reused? Or as
  i mentioned, EditMesh could be replaced by something
 more light and
  common... Or maybe it'll be special structure for
 unlimited clay
  purposes and functions like {make,load}_clayMesh?
  - I'm not sure why stuff like BLI_pbvh_iter_end should
 be changed?
 
  That's all feedback i could give atm.
 
  We discussed a bit ways to split out unneeded changes
 with Tom, but not
  sure that ways would be useful. I'd prefer if manual
 reading of patch
  would be done -- in this case all outdated stuff would
 be found.
 
  I hope it'll help to make patch better and acceptable
 to be commited.
 
  --
  With best regards, Sergey I. Sharybin
 
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers
 
 
 
 
 - 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
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
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Re: [Bf-committers] Unlimited clay patch review

2011-05-23 Thread Ρυακιωτάκης Αντώνης
On 23 May 2011 22:22, ra...@info.upr.edu.cu wrote:

 Hi there :)

 Yes, the patch is more like spagetty code and for internal development, I
 use all of those hacks in order to get a working system first, and only
 then start reworking/redisigning into a readable form. UnlimitedClay is
 about mixing two very separated functionality in Blender source code:
 sculpting and mesh editing, and as a result I have to move around parts of
 the code to make them visible to other parts, that's why I have broken the
 encapsulation principle but I always think of that as a temporal solution,
 not something worth to be taken into account.
 I know everyone is busy, so do I releasing the first public beta or
 LiveClay for 3DCoat, UnlimitedClay now has two betas ... well, they're
 more like alphas ;)
  I don't expect too much aid in porting it to new sources rigth now, so I
 think I will have to make the migration from EditMesh to BMesh on my own,
 also I don't like the modifier approach but only time will tell whether
 is better or not to have it as an integral feature of the sculpting
 module or as a modifier.

 due to the low feedback I'm getting from unlimitedClay for Blender .. are
 people still interested on it? I'm still here :(



:-o

You're kidding right?

This is one of the most woo-hoo hurray super-dooper
califragilisticexpialidocious feature coming soon to a blender build near
you. Please don't give up on it :) !
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Re: [Bf-committers] Unlimited clay patch review

2011-05-23 Thread Benjamin Tolputt
On 24/05/2011 6:13 AM, ra...@info.upr.edu.cu wrote:
 Thanks for the quick repply.

 I thougth someone has being able to compile it and post a build online ...
 didn't knew community don't have a build to test with.
 (a consecuence of the lack of feedback) my main communication channel is
 email, I can't barely surf the web and definatelly I cannot longer visit
 BlenderArtist forums due to the new look (which I praise a lot but has
 left me out of the game :P) so if I don't get them this way I will miss it
 :(

I can honestly say that there are quite a few people on the
BlenderArtist forums still interested in the feature. That said a few
people have mention, and I will personally here, that the patch is not
working nicely - not to mention that I have been using a more recent
version of Blender for everything else (making a return to the older
version less palatable).

Perhaps a patch against a more recent head would garner more feedback?

-- 
Regards,

Benjamin Tolputt
Analyst Programmer

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Re: [Bf-committers] Unlimited clay patch review

2011-05-23 Thread Tobias Kummer
On 5/24/11 12:55 AM, Ρυακιωτάκης Αντώνης wrote:
 On 23 May 2011 22:22,ra...@info.upr.edu.cu  wrote:

 Hi there :)

 Yes, the patch is more like spagetty code and for internal development, I
 use all of those hacks in order to get a working system first, and only
 then start reworking/redisigning into a readable form. UnlimitedClay is
 about mixing two very separated functionality in Blender source code:
 sculpting and mesh editing, and as a result I have to move around parts of
 the code to make them visible to other parts, that's why I have broken the
 encapsulation principle but I always think of that as a temporal solution,
 not something worth to be taken into account.
 I know everyone is busy, so do I releasing the first public beta or
 LiveClay for 3DCoat, UnlimitedClay now has two betas ... well, they're
 more like alphas ;)
   I don't expect too much aid in porting it to new sources rigth now, so I
 think I will have to make the migration from EditMesh to BMesh on my own,
 also I don't like the modifier approach but only time will tell whether
 is better or not to have it as an integral feature of the sculpting
 module or as a modifier.

 due to the low feedback I'm getting from unlimitedClay for Blender .. are
 people still interested on it? I'm still here :(


 :-o

 You're kidding right?

 This is one of the most woo-hoo hurray super-dooper
 califragilisticexpialidocious feature coming soon to a blender build near
 you. Please don't give up on it :) !
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+1 on that, keep it up!!
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [36806] trunk/blender/release/scripts/ startup/bl_ui/properties_object_constraint.py: Fix for [#27333] Translation constraint is b

2011-05-23 Thread Dalai Felinto
Hi Thomas,
to use ASCII arrows in the ui seems really strange to me.
Couldn't we split this in two lines with X, Y, Z in one and the three
dropboxes in the other?

Regards,
Dalai

2011/5/20 Thomas Dinges blen...@dingto.org

 No idea what happened in the log:
 Right message:
 
 When you set “X” under the Destination’s “Z”, it does not mean that the
 Z transform of the source should affect the X transform of the
 destination, but rather that the X transform of the source should affect
 the Z transform of the destination…
 

 Am 20.05.2011 20:26, schrieb Thomas Dinges:
  Revision: 36806
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=36806
  Author:   dingto
  Date: 2011-05-20 18:26:44 + (Fri, 20 May 2011)
  Log Message:
  ---
  Fix for [#27333] Translation constraint is broken.
 
  Committing here a patch by Bastien Montagne (mont29), a more
 understandable Translation Constraint UI.
  Before: http://www.pasteall.org/pic/12578
  Now http://www.pasteall.org/pic/12258
 
   From the description:
  When you set ?\226?\128?\156X?\226?\128?\157 under the
 Destination?\226?\128?\153s ?\226?\128?\156Z?\226?\128?\157, it does not
 mean that the Z transform of the source should affect the X transform of the
 destination, but rather that the X transform of the source should affect the
 Z transform of the destination?\226?\128?\166

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [36806] trunk/blender/release/scripts/ startup/bl_ui/properties_object_constraint.py: Fix for [#27333] Translation constraint is b

2011-05-23 Thread Thomas Dinges
Hi Dalai,
sure this would be also possible. We don't have such arrow icons it 
seems. (which would be best)
Will look into it end of this week.

Regards,
Thomas

Am 24.05.2011 05:42, schrieb Dalai Felinto:
 Hi Thomas,
 to use ASCII arrows in the ui seems really strange to me.
 Couldn't we split this in two lines with X, Y, Z in one and the three
 dropboxes in the other?

 Regards,
 Dalai

 2011/5/20 Thomas Dingesblen...@dingto.org

 No idea what happened in the log:
 Right message:
 
 When you set “X” under the Destination’s “Z”, it does not mean that the
 Z transform of the source should affect the X transform of the
 destination, but rather that the X transform of the source should affect
 the Z transform of the destination…
 

 Am 20.05.2011 20:26, schrieb Thomas Dinges:
 Revision: 36806

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=36806
 Author:   dingto
 Date: 2011-05-20 18:26:44 + (Fri, 20 May 2011)
 Log Message:
 ---
 Fix for [#27333] Translation constraint is broken.

 Committing here a patch by Bastien Montagne (mont29), a more
 understandable Translation Constraint UI.
 Before: http://www.pasteall.org/pic/12578
 Now http://www.pasteall.org/pic/12258

  From the description:
 When you set ?\226?\128?\156X?\226?\128?\157 under the
 Destination?\226?\128?\153s ?\226?\128?\156Z?\226?\128?\157, it does not
 mean that the Z transform of the source should affect the X transform of the
 destination, but rather that the X transform of the source should affect the
 Z transform of the destination?\226?\128?\166

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