recommend to look at interface.c and bpy_interface.c -
BPY_button_exec(), in principle what you suggest could work however
all parsing is done by python its not so simple to make decisions
based on input unless we write our own.
In brief it works like this:
* user inputs some number/py-code/units
Again, as I've said, CTRL+SHIFT+Z is perfect for standard US keyboard
users. For the rest of us (or at least users of QWERTZ) it's not. But
according your responses I see that we'll have to change that
individually.
P.S.
I don't think that Adobe is an example of standardisation. Although it
uses
for scons flags, check blender/build_files/scons/config/your OS-config.py
copy and paste changed ones to blender/user-config.py
for cmake you just run ccmake or cmake-gui and turn on advanced mode.
hth,
lmg
On Sat, Apr 16, 2011 at 3:27 AM, Yousef Hurfoush ba...@msn.com wrote:
hi all where
On Sun, Apr 17, 2011 at 5:37 PM, Damir Prebeg blend.fact...@gmail.com wrote:
Again, as I've said, CTRL+SHIFT+Z is perfect for standard US keyboard
users. For the rest of us (or at least users of QWERTZ) it's not. But
according your responses I see that we'll have to change that
individually.
Thanks Campbell for pointing me, I'll check those functions to see
what's there because I'm highly interested in this problem.
While it really sounds great that blender can sum 1' with 30.48 cm, I
think that that creates more problems (as this one with coma) that
it's used buy ordinary users. For
Blender is designed exclusively for US keyboard? Does that mean that
Blender will never support non English diacritic sings as ČĆŽŠĐ?
On 17 April 2011 10:32, Matt Ebb m...@mke3.net wrote:
On Sun, Apr 17, 2011 at 5:37 PM, Damir Prebeg blend.fact...@gmail.com wrote:
Again, as I've said,
I didn't say exclusively, I said as a lowest common denominator.
Like I said, no shortcut setup will work on every keyboard layout, so
you have to pick *something* to optimise for. A US keyboard is
probably most common so that's what it is. Of course there are now
customisable shortcuts so you
Thanks. Actually, my friend has already started to work on some theme
modifications so I'll suggest him that we make a bundle, theme and
QWERTZ keyboard layout.
Not related to shortcuts, but I really hope that blender will start to
support our diacritics. Better sooner than later :D
On 17 April
Oh, I've forgot one thing to mention: Key 0 that resets numeric field
to default. I think that key should also be configurable, not hard
coded to 0.
On 17 April 2011 11:53, Damir Prebeg blend.fact...@gmail.com wrote:
Thanks. Actually, my friend has already started to work on some theme
meanwhile on a german keyboard...
until this problem is resolved, which could take a while,
users of german keyboards (and other variants that have a comma for
numpad delete)
could change their layouts so KPDL is a decimal point.
in linux/gnome this is fairly simple:
-
As a tutorial maker and i have to stick with the defaults because that is
the only reliable way to go. (Forcing users to install a customized
interface
to rework the tutorials would be very wrong in my opinion) I agree that
aligning blender to other tools in the same market is a good decision.
I'm not inclined to see Maya et. al. as THE MARKET. I think
the 3D virtual reality environments are probably already a larger
market for Blender, if a currently largely invisible one.
Certainly, if Blender is to ever have a really huge user base
it will be in the Metaverse. This is the place
I can second this with some statistics from the Machinimatrix.
All our users are effectively from the Metaverse and we see that many of
them are non professional (whatever that means) end-users:
- 500 downloads/month of our customized binary blender-2.49 distribution
- 1 unique users per
To put things in perspective, I've asked Ton on IRC.
The last official numbers for downloads on blender.org are from 2008-2009, so
it should have gone significantly up by now.
It was 3.4M downloads over 12 months.
Recently, we typically get a quarter of a million in the week of a release.
Hi all
Here's a summary of topics:
1) Blender 2.57 release
- At least two show-stoppers sneaked in the release. One that messed
up partial sculpting display and a crash on entering 3d text editing.
- Meeting agrees on doing a 2.57a update release. Both Campbell and
Ton will do extensive
As I was at it, after fixing fracture_ops.py api problems, I enhanced (I
hope…) both the fracture Group tool, and the UI:
Heavily reviewed fracture group behavior:
* It now does a (very basic) optimization by roughly detecting if a
cutter could affects a given object.
* Now, it really
Sorry for previous mail, forgot to check the subject :/
As I was at it, after fixing fracture_ops.py api problems, I enhanced (I
hope…) both the fracture Group tool, and the UI:
Heavily reviewed fracture group behavior:
* It now does a (very basic) optimization by roughly detecting if a
Hi all,
I'm probably violating any marketing convention now. Nothing to hide
really! :)
Google analytics stats for past year:
http://www.blender.org/bf/stats/www.blender.org-countries.pdf
http://www.blender.org/bf/stats/www.blender.org-lang.pdf
oh? will this affect old blends and if so how?
cheers!
Daniel Salazar
3Developer.com
On Sun, Apr 17, 2011 at 4:11 PM, Matt Ebb m...@mke3.net wrote:
Revision: 36201
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=36201
Author: broken
Date:
While we are on this subject, shouldn't both CDL implementations for
color and saturation be implemented and tested against the spec?
http://en.wikipedia.org/wiki/ASC_CDL
___
Bf-committers mailing list
Bf-committers@blender.org
On Mon, Apr 18, 2011 at 8:20 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
oh? will this affect old blends and if so how?
Perhaps - probably if the Hue shifting was used, it will change
things, yes. The old behaviour was clearly wrong, my bad.
Matt
Weird that I never noticed
thx
Daniel Salazar
3Developer.com
On Sun, Apr 17, 2011 at 4:34 PM, Matt Ebb m...@mke3.net wrote:
On Mon, Apr 18, 2011 at 8:20 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
oh? will this affect old blends and if so how?
Perhaps - probably if the
- Doing even better RC testing was also discussed. The regression
files on blender.org would have revealed the issues in release...
@Ton,
As well as the 2 bugs you mention that could have been found there
were 2 others that AFAIK wouldn't have.
- Crash on rendering with decimate tangent
23 matches
Mail list logo