Hi Mitchell, Many of our devs come from a physics background - math/physics double majors and math/comp sci. double majors.
The camera tracking work requires heavy interface knowledge on the Blender side, so unless you already have significant blender experience it will be a poor fit. There is a possibility of two devs for the camera tracking work (one to work purely on the libmv side) which would be heavy math/physics based but it is unclear what the feasibility of that is currently. Automatic seam creation is certainly a possibility. Nodification of game logic - you'll need to talk to Benoit regarding that (hopefully he will reply). I'll add his proposal for it to the wiki http://wiki.blender.org/index.php/Dev:Source/GameEngine/NodalLogic Personally I'd recommend all individuals new to the code base to pick a task with lots of small successes instead of a large project with a single success at the end. You might want to look at the retopology tool polishing; uv tool polishing; and skinning wieghting polishing - those are much more likely to end up with a 'success' for a new developer. 80% success on projects with lots of small milestones is easier to call a success than 80% success on a big project with a single milestone. Also you might try and do one of the items from the polishing lists and submit a patch just to see if you can successfully hack the code base and prove to us that you can. Tom M. LetterRip On Wed, Mar 23, 2011 at 5:09 AM, Mitchell Jeffrey <[email protected]> wrote: > Hi all, > > I've just been having a look at some of the project ideas on the Summer of > Code wiki page. Automatic seam creation for UV unwrapping, camera > tracking/motion capture and nodification of game logic have all caught my > attention. > > While I have little experience in any 3D modelling or animation, I've > recently become interested in the software development aspect of packages > such as Blender. I'm a 3rd year maths/physics major with a range of > languages/CS courses/software experience under my belt. I'd imagine at > least the differential geometry course I took last semester would come in > handy. While I'm all for picking up the necessary skills and competencies > along the way, I was hoping to discuss with possible mentors whether my > background is appropriate for contributing to Blender - perhaps related to > the aforementioned ideas - this (Northern) summer. > > Cheers, > Mitchell > --- > Melbourne, Australia > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
