Release went well congrats to the dev team
Planning for 2.50beta 1
1) Matt will do a 2.51 proposal
2) Brecht will merge sculpt and multires work in 2 weeksish,
3) other merges (BMesh, NURBS) need to be evaluated for feasibility yet
4) a shader update proposal will be posted in the near future to
My .01 cents is that on netbooks, the horizontal layout is actually
preferable since I can get most of the panels on screen, then full
screen to make use of my 3D view. Also I think we should make some
effort to allow users of previous versions of Blender to migrate a bit
more easily. Other
Hi all,
I'd like to propose that after the 2.6 series completes that we start
scheduling patch review and perhaps have a development focus.
My thoughts were to have a 1 or 2 month rotating cycle where we focus
on one area of Blender and try and bring that area to be the industry
leader in terms
Hi all thanks for the comments, I appear to have not communicated
clearly, since there is widespread misunderstanding of what I was
proposing.
Brecht,
Having all the developers
working on one area would be already very problematic in one company,
but distributed over the internet this just
Hi all just thought it might be interesting to get an update on the
status of some of the branches
in particular I'm interested in how the following projects are
progressing, and anticipated timeline (if any) for merging to head
Nurbana
BMesh
Lightpaint
Freestyle
any others that I'm
Hi Sergey,
I'm reading your scons patch - greatly appreciate the effort - but
something in the patch looks 'wrong' to me. In line 13 of the patch
you add gnu_gettext.dll to dllsources, and then the next line
dllsources is set to a group of files. This would seem like it would
override your
Hi all,
if you have a patch in the tracker and it is probably no longer of any
use to anyone (ie not worth porting to 2.5 etc.) could you please
close it? We have about 150 patches in the tracker right now, and at
a guess half can probably be closed as no longer relevant.
LetterRip
Hi since collada has been merged to head is there a reason to still
work in branch?
LetterRip
On Fri, Feb 5, 2010 at 8:37 AM, Arystanbek Dyussenov
arysta...@gmail.com wrote:
Revision: 26630
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=26630
congrats Daniel :)
LetterRip
On Tue, Feb 9, 2010 at 6:44 AM, Ton Roosendaal t...@blender.org wrote:
Hi all,
I've added Daniel 'Zanqdo' Salazar to the bf-blender project with
commit rights.
He will do (UI) script maintenance mostly, and works with Campbell as
code buddy.
Welcome! :)
Hi Collada is building with MingW gcc,
can you pasteall what errors you are getting starting with the first error?
LetterRip
On Tue, Feb 9, 2010 at 6:45 AM, Dave Plater dpla...@webafrica.org.za wrote:
Hi, I discovered blenderplayer was building again in svn 26696 and I
decided to explore
Hmm might be good to move the scripts that are present to a
'oldscripts' folder. So that you don't get rid of scripts permanently
that a person might want to keep around even if they don't work with
the current version.
LetterRip
On Wed, Feb 10, 2010 at 1:15 AM, Campbell Barton
If we already had an established 'user scripts folder' separate from
the install folder then wiping it out without asking would probably be
fine, but users are generally used to placing their own scripts in
there. So we need at least some sort of warning or heads up that 'any
scripts in your
On Sat, Feb 13, 2010 at 7:47 AM, Campbell Barton ideasma...@gmail.com wrote:
One of the reasons I thaught of this is Colin was asking if the durian
scripts we have would make it into blender.
We added some scripts in a shared script dir, its interesting that
mostly only 1-2 of the of the team
Simple test, export cube via collada,
delete cube from scene,
import the cube.dae you created and see if you now have cube in your scene,
LetterRip
On Mon, Feb 15, 2010 at 5:44 PM, Ken Hughes khug...@pacific.edu wrote:
Thanks to tips from Martin, looks like I'm on board.
Will include FFMPEG
On Mon, Mar 1, 2010 at 3:54 PM, Martin Poirier the...@yahoo.com wrote:
Their Py api is pretty much a port of the MEL API. It's like wrapping a shit
in christmas gift paper, it's still poo.
Have you looked at pyMel?
http://code.google.com/p/pymel/
I've heard numerous reports that pyMel is
Hi,
see the directions here for getting it to compile (add whatever was
listed as missing), python stuff needs updating
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=24480
I think we need an option to disable the python debug libary for debug
builds so
On Thu, Mar 4, 2010 at 6:16 PM, Joshua Leung aligor...@gmail.com wrote:
Also, made these non editable for now (my change), since although users might
need to get these matrices to make it easier to determine any projections
that may be needed for funky operator drawing-hacks to be done,
This paper describes a method for cyclical cloth variation (which can
be applied to other simulations such as hair and fur movement) and
also color variation methods for cloth
http://isg.cs.tcd.ie/cosulliv/Pubs/EG2006Dobbyn.pdf
This could reduce a lot of calculation for secondary characters,
On Sat, Mar 6, 2010 at 1:36 PM, Matt Ebb m...@mke3.net wrote:
-1 from me too, I agree with Brecht. Textured planes can be used
easily here, that's how its done in most other applications too. A
while ago I started writing an add primitive script 'Add Image Plane'
that when executed would open
On Sat, Mar 6, 2010 at 10:56 PM, venom...@gmail.com wrote:
+ if platform == 'win32':
+ EDITOR = C:\\Program Files\\GIMP-2.7\\bin\\gimp-2.7.exe
An absolute path (english an version exclusive (in spanish would be Archivos
de Programa instead of Program Files)) inside
ken,
whatever happened with the carve boolean work you did?
LetterRip
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On Sun, Mar 7, 2010 at 7:45 PM, Leif Andersen leif.a.ander...@gmail.com wrote:
However, looking at the current
version of blender, I don't see n-gon support anywhere. Am I missing
something, or is it just not put in there yet (only available as an external
module at the moment, or something
Ken if you could help bmesh to proceed that would be excellent,
although fixing bugs in the main branch would be nice too :)
LetterRip
On Wed, Mar 10, 2010 at 4:33 AM, Ken Hughes khug...@pacific.edu wrote:
I've started looking at the bmesh branch and seeing what it takes to add
carve to it.
%27t_follow_ITU601_specification.html
(Note that he has at least two typos in his post that make two of his
calculations wrong, presumably copy paste errors the first NTSC 16:9
should be 40:33; and in the second section it should be 32:27)
LetterRip
On Thu, Mar 11, 2010 at 1:52 PM, Tom M letter...@gmail.com wrote:
Looks like
jms,
it worked for 4 different folks on irc, one of them had to do a clean
build though.
LetterRIp
On Mon, Mar 15, 2010 at 1:17 PM, jmso...@free.fr wrote:
Selon Andrea Weikert elu...@gmx.net:
Revision: 27519
---
Compile fix for MSVC
- missing #define for finite and isnan
Does
Ton,
on a farm blender would only have access to the folder that the admin has setup.
Any computer that has python installed has the exact same security risks.
These days, pretty much every computer has python preinstalled,
especially one used for animation.
Every animation tool has the same
On Fri, Mar 19, 2010 at 6:06 AM, Ton Roosendaal t...@blender.org wrote:
Hi,
This page is now growing into a wishlist of cool features. Many of
these would not fit a student without prior Blender experience. Maybe
they have to get sorted?
Most of them could have been reorganized to 'improve
Blender has a small exposure since the vast majority of the world
doesn't use and will never use it.
There is a small danger to the core devs themselves since they do have
to download 'random' blends submitted in the bug tracker. Since devs
are the most vulnerable to attack, I think mitigating
On Wed, Mar 24, 2010 at 2:58 PM, Martin Poirier the...@yahoo.com wrote:
I think the best solution is to have something in the file
view to
enable/disable scripts for the file when loaded and have
it
checked/unchecked by the user preferences.
That's already done.
Funny I'd looked right
==Google Summer of Code==
As you likely heard we've been accepted into the program. Student
applications will start be accepted from
March 29, 2010 at 19:00:00 (UTC time) to April 9, 2010 at 19:00:00 (UTC time)
and the ideas list is located
On Sun, Mar 28, 2010 at 4:19 PM, Pacific Morrowind
pacificmorrow...@gmail.com wrote:
Hi all;
I have finally gotten around to starting on building the Blender source
code myself so that I can test changes that I want to do.
However I'm using MSVC 2010 express; for which there are no project
Konrad your proposal sounds good but as you note you will need a bit
more details on schedule.
Something to consider if it isn't in the library already is dynamic
loading and unloading of level of detail textures. That is, say the
total texture resolution of the model would consume ungodly
Hi all, I've recieved a bunch of questions recently from potential
GSoC applicants and also those interested in developing for Blender
outside of GSoC. So thought It might be of value to others looking to
do Blender development
Here ya go,
LetterRip
Q: What will most help my odds of
Hi all,
here is a list of some common new to blender developer problems
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/QuickStartDevelopers
Please update it with questions/problems you have encountered and also
problems you've ran into that you've solved but might have left you
It appears that Dr. Levy made the source code to his automatic uv
seaming paper available as a plugin to the GPL2 licensed graphite.
https://gforge.inria.fr/frs/?group_id=1465
https://gforge.inria.fr/frs/download.php/22773/autoseam-a3-src.tar.gz
(The autoseam code doesn't list a license so
On Sat, Apr 3, 2010 at 5:20 AM, (Ry)akiotakis (An)tonis
kal...@gmail.com wrote:
The hard part of the paper is the atlas generation algorithm I think...I'm
doing some reading right now and may post a proposal soon ;)
Actually everything needed is in his source code and Dr. Levy
confirmed it is
Hi all,
according to google,
Please do not delete proposals that are not spam as the allocations
algorithm is based on popularity of each org where popularity is
determined by number of proposals submitted in total.
So even if you think your odds of success are low, please do consider
applying
On Sun, Apr 4, 2010 at 7:37 AM, Ton Roosendaal t...@blender.org wrote:
- Many people are interested in simple 2.5 todos, just needs a list in
the wiki!
http://wiki.blender.org/index.php/Dev:SimpleTodos
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Hi all, on the docboard list there was an inquiry of exactly what the
final version name will be after we exit alpha and beta.
Ie will it be 2.5final, 2.6, 3.0 etc.
Given that people are working on video tutorials now, they don't want
to say the wrong version name and confuse people.
I'll lay
Students, the deadline is rapidly approaching - it is best to submit
sooner rather than later - so that we can give feedback if your
application is 'close' and thus give you the opportunity to make
changes for the better.
So please consider applying in the next day or so instead of waiting
till
Bizarre no idea how that got in there...
LetterRip
On Tue, Apr 6, 2010 at 9:48 PM, Thomas Dinges din...@gmx.de wrote:
Revision: 28062
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=28062
Author: dingto
Date: 2010-04-07 07:48:52 +0200
On Fri, Apr 9, 2010 at 7:53 AM, Ray's Blog raysb...@gmail.com wrote:
Does anyone know why this method doesn't use VBOs or Vertex Arrays?
It is just code that hasn't been switched over yet. I'm sure a patch
would be welcomed.
LetterRip
___
any openmp expert out there who might be willing to look at our sculpt.c file?
Reports in the forum suggest that we are actually getting a slow down
for many users with openmp enabled for sculpt so perhaps something is
being done wrong?
Thanks,
LetterRip
On Sat, Apr 10, 2010 at 12:01 AM, Campbell Barton ideasma...@gmail.com wrote:
Thanks Jeroen for bringing this aspect of version numbering up.
I'm not really interested in discussing this but for the record, agree
with your comments above, +1
Is the versioning number really that incredibly
What impact if any will bmesh have on the python API? Are we going to
have to have another rewrite of importers/exporters once it is merged
in head?
If the API differs will it be minor, trivial to address? Or significant?
Asside from IO will other tools be impacted?
LetterRip
=Current Projects=
Janne will review the subframe calculations by Raul
Sergey Sharybin has done a patch that restores the ability to apply
deform modifers to multires, needs review
Tom has made some sculpting tool patches
Andrea is reviewing windows related patches
=GSoC=
We have a total of
Hi Philip,
posting a pastebin link to this mailing list is fine, or asking in
irc.freenode.net #blendercoders ir asking in blenderartists.org
forums,
LetterRip
On Mon, Apr 19, 2010 at 3:43 PM, Phillip Kinsley kin...@gmail.com wrote:
I'm trying to setup a windows build environment. I'm getting
Hi all this might be of general interest to render, composite, and
paint and other tools in blender so thought I'd forward it,
LetterRip
-- Forwarded message --
From: Cyrille Berger cber...@cberger.net
Date: Tue, Apr 20, 2010 at 1:31 PM
Subject: Lookup table and float to int
Hi all, currently blender crashes when it tries to use more than 2 GB
of ram on windows 32 bit systems, if we enable
LARGEADDRESSAWARE for the linkers
http://groups.google.co.in/group/gnu.gcc.help/browse_thread/thread/b1548cd5e7c15a8b
we should be able to get 3 GB on 32 bit systems so bigger
Hi all,
google is generously sponsoring 10 students to work on Blender this summer,
here are the accepted students and proposals and their mentors. More
details over the following days.
Congratulations all around
Tom Musgrove
LetterRip
Student Project Name Mentor
My suggestion is that for those who are deeply concerned about the
security issue is to investigate how to switch to using pypy as an
option.
It is fully sandboxable etc. Those who need 'security over usability'
can have it. It looks like performance is approaching CPython for
many cases and
Jason,
there is already a sandbox version of pypy.
http://codespeak.net/pypy/dist/pypy/doc/sandbox.html
As regards web of trust and GPG, there is python GnuPG
http://code.google.com/p/python-gnupg/
LetterRip
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On Wed, May 5, 2010 at 1:41 PM, Leif Andersen leif.a.ander...@gmail.com wrote:
Okay, I'll take a look into it. The only think that I may be worried about
is the license, I'm not sure how that would work for unit testing, so I'm
not sure if the BSD license would be comparable with a GPL
Hi all,
any suggestions on how we could have sculpting work on deformed
objects? Although it is outside the scope of our SoC project it might
be worth looking into if we have more time.
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Hi all,
with the recent sculpt calculation optimizations there have been some
nice performance gains. I'm curious how much performance gain is for
really good hardware.
I'm on a
iMac 2.8 GHz Core 2 Duo, with 2 GB Ram
with the following settings
start with a moderately number of face mesh
I'm sure many of you have play with the sculptris release,
there are some really useful ideas we should adopt concerning ease of
learning and ease of use
1) When you open the program it has a help overlay quickstart guide
explaining the most important functions and shortcuts. The text is
Hi Fredrik,
thanks for the patch, but the sculpting issues are already fixed in
the sculpt branch,
https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-jwilkins/
Feel free to give some feedback on it in our sculpting feedback thread
==Current Projects==
Farsthary is making progress on his 'unlimited clay'
http://farsthary.wordpress.com/2010/05/28/details-go-where-they-are-needed/
Hopefully he can commit his work soon.
nazg-gul: is working on allowing modifiers to work with sculpt
phonybone is working on a particle buffer
Raul,
in blender/blenkernel/intern/brush.c
set
brush-detail = .25f;
see the spacing setting for an analogous situation.
LetterRip
On Mon, May 31, 2010 at 12:08 PM, Raul Fernandez Hernandez
ra...@info.upr.edu.cu wrote:
Hi :)
Thanks for the really quick repply ... yes, I think I will commit
On Tue, Jun 1, 2010 at 3:16 PM, malef...@licuadorastudio.com wrote:
Hi guys,
Since some time to this part I have been struggling with mesh visibility
in viewport.
malefico, the artists have been requesting matcaps for sculpt, this
sounds like another area it might be useful for.
LetterRip
brecht,
Workaround #20467: disabled OpenMP multithreading on subsurf/multires/sculpt
for now, it's too fine grained and so becomes a performance bottleneck on some
platforms, while only providing a modest speedup on others.
I've found that the openmp threading is always a win if multires
please don't commit changes to your config file, (also you should be
changing your user-config.py not the main config file).
LetterRip
On Wed, Jun 2, 2010 at 11:45 AM, Raul Fernandez Hernandez
farsth...@gmail.com wrote:
Revision: 29167
==current project==
Sergey Sharybin multires working with modifiers work is well recieved
Raul is still making progress on uliminted clay
==SoC==
Here are the weekly status reports from the students
Konrad Wilhelm Kleine - Paint Tools upgrade
I've been getting the following link error for awhile with the
blenderplayer on OS X
_lz01x_decompress_safe
_lzo1x_1_compress
Can someone have a look?
LetterRip
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On Sat, Jun 12, 2010 at 8:47 PM, Charles Wardlaw
cward...@marchentertainment.com wrote:
Hi Jason,
Charles, we have a sculpt thread for feedback on blenderartists.org
http://blenderartists.org/forum/showthread.php?t=186339
and a wiki page
1) Current Projects
Sergey Sharybrin is investigating problem with sculpting on shape keys
Joerg Mueller feels .blend file reading: ipo-curve conversion code
should be moved, he suggests the following patch:
http://www.pasteall.org/13752/diff
Campbell Barton wrote a modifier yesterday, similar
On Tue, Jun 15, 2010 at 9:25 PM, Mitchell Stokes moguri...@gmail.com wrote:
I will continue to use 2.76 in my working copy and test game development
with it. I'll report any complications I find. I encourage others to do the
same. I have also asked Erwin about updating, but he said he was too
On Wed, Jun 16, 2010 at 11:12 AM, Brecht Van Lommel bre...@blender.org wrote:
* Doubled Sided Lighting: just always do this, not much use in being able
to turn this off, and it works only in the viewport anyway.
Brecht - turning off double sided gives drastic viewport speedup -
probably
1) Current Projects
phonybone requested a branch for his physics work
last particle note; we intend to do a post-mortem with the artists,
to clearly document the shortcomings we felt were blocking us, and
particle issues will get attention too
jahka + phonybone could interview durian guys when
Hi,
I did some testing and the current method to set up an image texture
for painting takes 30 steps, and bunch of different tabbing switches,
and is highly prone to error. I've included my description of how I
think it could work first, and how it currently works below.
Proposal how it could
Sergey and brecht,
this seems like it would result in a large increase in the ram
requirements for high poly sculpting?
I chatted with Sergey briefly and asked what ram increase this would
have on ram.
He said it would increase ram requirements by the size of MVert (24
bytes) * the number of
Well I'm an idjit :) Miscommunication that apparently is number of
basemesh verts, not multires verts.
So the size increase is not very significant in most use cases, so
please disregard my previous email.
LetterRip
On Mon, Jun 21, 2010 at 12:40 PM, Tom M letter...@gmail.com wrote:
Sergey
On Fri, Jun 25, 2010 at 3:26 PM, Konrad Kleine kon...@konradwilhelm.de wrote:
Konrad, I think the video upload failed?
Log Message:
---
Convenience tools to quickly add different maps to the active material's
texture slots, all set up for painting.
This video shows the tools in
On Mon, Jul 5, 2010 at 12:41 PM, Jonathan Williamson
shadowdrag...@gmail.com wrote:
I know there may not be a good answer to this, but I wonder if I might
inquire into any rough timeframes if and when the GSOC projects (specifically
JWilkins sculpt) might be committed into trunk?
Hi
= GSoC =
Multires branch
http://vimeo.com/13060555
Icons for sculpt branch
http://www.joesshorts.com/Media/brushicons/iconSet2b.png
Tom will seek feedback from jendzrych our icon guru
Leif Andersen
http://lists.blender.org/pipermail/soc-2010-dev/2010-July/000118.html
Mike
=Current Projects=
After feedback from artists the proposal from brecht on dropping some
features has been tabled for now.
= Google Summer of Code =
Midterm evaluations this week - both mentors and students need to fill them out.
12th-16th
Midterm evaluations are done via Melange [1]. Starting
For sculpting I'd really like to have the Fkey related key combos
changed to some other key.
The reason for this is that even though I use Blender almost
exclusively for sculpting work - whenever I want to switch to the
flatten brush, I press the FKey.
Thus I would recommend that the brush
On Wed, Jul 14, 2010 at 4:33 PM, Joshua Leung aligor...@gmail.com wrote:
Hi,
Could you explain why you want such functionality? What is it that you're
trying to achieve, and why are any existing methods not adequate to do so?
Finding the first and second derivative of a curve modifier could
=Current Projects=
Martin's netrender is getting good testing from the 48h project, some
issues identified are a need to rework library relinking and work out
how to get dependencies for image sequences
Sergey has prepared a patch to apply current changes from nurbs25 to
latest trunk. when eman
Sculpt branch is ready for the beta release, sorry for the last minute
churnning, getting sane defaults that everyone was happy with was
harder than expected.
The icons for the texture paint, vertex paint and weight paint are
place holder icons so that blank squares aren't used for the beta.
the
On Wed, Jul 21, 2010 at 7:34 PM, Doug Ollivier d...@flipdesign.co.nz wrote:
This is a related but not identical note:
I've been teaching Blender a lot here in New Zealand, it's really picked
up in recent month. 80 or so students over the last few months.
Teaching Blender 2.5 takes about 66%
* Still I cannot debug my code because at a certain point, my complete system
hangs. I compiled my code on MacOS where it crashes but the system won't
hang. Somehow the debug traceback is full basic_string.h file warnings in
line 227 although the functions calls to the crash are: main -
I've been spending the last couple of hours compiling old versions
trying to find where the bug was introduced - after lots of compiling
i think it is one of the library updates
I'm renabling them one by one and will update further if i find the culprit.
LetterRip
if the coder who did the recent stereoscopic rendering work is on the
list - is there a patch anywhere for the work you did?
I just got an email from some individuals interested in coding on
stereoscopic related tools so figured it would reduce duplication of
effort if the patch is made
of complex technical or math related code base such as gcc,
an engineering or statisical analysis package, or the linux kernel.
Particularly evidence that a) you can understand code/papers that have
math in them and b) that you can track down and kill bugs would be
useful.
Please email me off list.
Tom
Other items are contacting studios and seeing what it will take to get
Blender as part of their pipeline to expand both job opportunities for
current users, as well as grow the funding base.
LetterRip
On Tue, Aug 10, 2010 at 4:54 AM, Tom M letter...@gmail.com wrote:
On Tue, Aug 10, 2010 at 2:26
Personally I'm fairly agnostic on merging it. Presumably it is 'more
buggy' than head. The strongest arguements I can see for it are
1) Durian was rendered with it - it seems a bit contradictory to use
Durian film shots as our screenshots if they were rendered with a
different renderer than
Quick clarification,
August 16, 19:00 UTC is 'pencils down'
So 26 hours left.
http://socghop.appspot.com/document/show/gsoc_program/google/gsoc2010/timeline
- It's pencils down today! Obviously students can keep working on
their branches, we even hope they will keep being involved! Also,
Since Blender is GPLv2 or later, and this library is GPLv3 or later it
should be possible legally speaking.
LetterRip
On Mon, Aug 16, 2010 at 2:49 AM, François T. francoistarl...@gmail.com wrote:
I was wondering if this lib, in a legal point of view, would be possible
to add to Blender ?
Just asked in IRC if we have any librarys or such that are GPLv2
without the 'or later' clause.
Looks like elbeem (fluid dynamics) were licensed without the 'or
later' clause according to Daniel Genrich.
So if you enable DWG for distribution you have to disable fluids.
LetterRip
On Mon, Aug
On Thu, Sep 9, 2010 at 10:06 AM, Paolo Ciccone phcicc...@gmail.com wrote:
Hello.
You might have seen ZBrush's GoZ, the bidirectional integration between
ZBursh and other 3D modelers like C4D, Maya and Modo. I like the way it
works, it makes the workflow much more fluid and helps the creative
It might be worth looking at how Ogre and possibly CrystalSpace handle this.
LetterRip
On Tue, Oct 5, 2010 at 9:29 AM, Ton Roosendaal t...@blender.org wrote:
Hi,
The sad truth is that the implementation of Opengl, driver versions,
bugs in drivers, all make Opengl not work as smooth as it
Brecht, Nick Bishop, and Jason Wilkins are all fairly familiar with
the structure.
LetterRip
On Thu, Oct 21, 2010 at 2:08 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote:
Hi Farsthary,
nice to hear on progress,
as for
Number 2 is currently the showstopper, I will really need the help of
Didn't matts student work on 3dconnexxion as part of GSoC?
Not sure what stage that part of his project achieved but it might be
worth looking at.
LetterRip
On Sat, Jan 1, 2011 at 8:26 AM, Rafael Ortis rsor...@gmail.com wrote:
Yes this is interesting!
I have installed this drivers but in my
On Fri, Feb 11, 2011 at 5:37 PM, Campbell Barton ideasma...@gmail.com wrote:
As for the original issue, I disagree that dead
assignments/increments for the last assigned value should be removed.
Actually if you check my email the only case was the first and I put a
comment that i felt it was
Have you looked at the game logic node proposal?
http://wiki.blender.org/index.php/Dev:Source/GameEngine/NodalLogic
Might be worth looking at, I think that some of the work was done for
it all ready.
LetterRip
On Mon, Feb 14, 2011 at 10:33 PM, j.bak...@atmind.nl j.bak...@atmind.nl wrote:
Students,
if you have submitted a gsoc proposal, part of the qualification
process is that you should also submit a patch to our patch tracker
(and a link to the patch in either your proposal or in the proposal
comments). Preferably the patch should be for the area of code that
you want to work
On Sun, Apr 8, 2012 at 5:31 PM, Jason Wilkins jason.a.wilk...@gmail.com wrote:
I was probably going to submit a couple of patches tonight anyway.
Does this mean I need to go ahead an link those into my proposal?
Heh perhaps I wasn't clear enough in this part,
Note that if you have already had
Actually just make the channels visible as the noodle approaches the node,
and then rehide after. You can also just make channels visible on mouse
over, etc.
LetterRip
On Tue, Apr 10, 2012 at 11:03 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
I'd prefer a popup menu asking
so edit poly is basically setting an undo point for edit mesh operators?
LetterRip
On Tue, Apr 10, 2012 at 1:46 PM, metalliandy
metalliandy...@googlemail.comwrote:
The Edit poly Modifier in max is really useful. One of the coolest
things about it is that you can basically add the modifier and
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