[Bf-committers] Rendered Display Option

2014-02-25 Thread Johnny Matthews
I had a thought about viewport rendered mode. Would it make sense to have
an option in the Display menu for rendered mode to enable/disable an
overlay of non-rendered items like Cameras, Lights, Empties and Such?

Johnny Matthews (guitargeek)
johnny.matth...@gmail.com

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Re: [Bf-committers] Rendered Display Option

2014-02-26 Thread Johnny Matthews
My apologies.
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[Bf-committers] Buildbot

2014-05-23 Thread Johnny Matthews
The Mac OSX 64bit buildbot has not updated since last sunday. Thanks.

Johnny Matthews
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Re: [Bf-committers] Buildbot

2014-05-23 Thread Johnny Matthews
haha, Well Mr Sassypants, I did grab that and have been testing it :) I
like to download the daily build as well!


On Fri, May 23, 2014 at 11:20 AM, Jens Verwiebe wrote:

> What about the little idea to check the 2.71 testbuild ? ;.)
>
> Jens
>
>
> Am 23.05.2014 um 15:20 schrieb Johnny Matthews  >:
>
> > The Mac OSX 64bit buildbot has not updated since last sunday. Thanks.
> >
> > Johnny Matthews
> > johnny.matth...@gmail.com
> > ___
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> _
>
> Jens Verwiebe
> Allerskehre 44  -  22309 Hamburg
>
> Tel.: +49 40 68 78 50
> mobil: +49 172 400 49 07
> mailto: i...@jensverwiebe.de
> web:  http://www.jensverwiebe.de
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[Bf-committers] Website Idea, Feedback Appreciated

2014-06-14 Thread Johnny Matthews
So I had an idea of a way to make sharing shader trees / materials easier.
It goes like this:

User #1
1) Sets up a cool cycles shader
2) Using an Add-on, upload it an account on Sharing Website
3) Shader Tree definition gets converted to a JSON object, transmitted to
the site and stored in a database.
4) A daemon running on another box generates a test render of the material
making it available on the website.

Other Users
1) Users on the site can browse, tag, critique, favorite materials they like
2) They can get a code from the site that they can plug into the add-on to
download the JSON, which gets parsed and reconverted back into a nodetree
in their active material in the node editor.

I've got proof of concept on the JSON conversion.

Thoughts? Is it a dumb idea?

Johnny Matthews
johnny.matth...@gmail.com
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Re: [Bf-committers] Website Idea, Feedback Appreciated

2014-06-14 Thread Johnny Matthews
On Sat, Jun 14, 2014 at 6:22 PM, Piotr Arłukowicz 
wrote:

> Online Material Library


I had not

Johnny Matthews
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Re: [Bf-committers] Website Idea, Feedback Appreciated

2014-06-15 Thread Johnny Matthews
Well the idea comes out of a smaller script that I'm working on (mainly for
myself at the moment) where I can create little "cuttings" of smaller
nodetree setups. Generally depending on the material I'm making there are
2-5 nodes connected up in the same way or similar ways every time. (like a
glossy and a diffuse going into a mix controlled with a fresnel or layer
weight or a UVMap->Image->Diffuse) and I wanted a way to quickly insert
them. I hardcoded a few tree setups like this, but created a function to
interpret a JSON object that can more easily store the structure. Anyhow,
that is where the idea came from, but OML seems to be a much better way to
share full materials.

Johnny Matthews
johnny.matth...@gmail.com


On Sun, Jun 15, 2014 at 4:37 AM, Piotr Arłukowicz 
wrote:

> Dear Johnny,
>
> take a look at this page:
>
> http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Material/Online_Material_Library
>
> This plugin is available right off the bat if you are compiling Blender on
> your own, I'm unsure if it's in a standalone 'official' build. Nevertheless
> it seems to be working pretty well, so maybe you need to contact with the
> author. Your idea is good and it seems that quite decent amount of work is
> already done. I'd love to see that OML is growing and this can be a great
> community effort. Or maybe blendswap can allow to share materials in this
> way, dunno.
>
> regards
> Piotr
>
>
>
> Piotr Arłukowicz, PhD
> University of Gdańsk, Faculty of Mathematics, Physics and Informatics
> Division of Artificial Intelligence, Wit Stwosz 57, 80-952 Gdańsk, room 121
> phone: +48585232125, University home page: http://inf.ug.edu.pl/~piotao
> Also: Polish Blender Course: http://polskikursblendera.pl/ [PL]
>
>
> 2014-06-15 1:46 GMT+02:00 Johnny Matthews :
>
> > On Sat, Jun 14, 2014 at 6:22 PM, Piotr Arłukowicz 
> > wrote:
> >
> > > Online Material Library
> >
> >
> > I had not
> >
> > Johnny Matthews
> > johnny.matth...@gmail.com
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[Bf-committers] Buildbot for Mac

2014-06-17 Thread Johnny Matthews
Mac buildbot builds stopped last Thursday. Sorry I sound like a broken
record.
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Re: [Bf-committers] Should the grease pencil tab be renamed?

2014-06-17 Thread Johnny Matthews
If we could add a grease text tool that allowed typing text then converting
it to grease, that would really round out an annotate tab. Or turn ruler
measurements into grease strokes with measurements noted in grease.
On Jun 17, 2014 12:33 PM, "Mike Erwin"  wrote:

> Maybe "annotate"? The word "utilities" could mean so many things, a bit too
> generic.
>
> Mike Erwin
> musician, naturalist, pixel pusher, hacker extraordinaire
>
>
> On Tue, Jun 17, 2014 at 3:20 AM, David McSween <3pointe...@gmail.com>
> wrote:
>
> > What a great suggestion. Would this be a more logical place for some
> addons
> > ui?
> > On 17 Jun 2014 17:06, "gandalf3"  wrote:
> >
> > > The grease pencil tool has an entire tab on the tool shelf named after
> > > itself, however this tab contains (currently one) other tool (the
> > > measure tool). I also noticed that the measure tool is in the same
> > > panel/collapsible section as the grease pencil tool, though they seem
> > > like pretty separate tools IMO.
> > > After tabs were added, it took me some time to figure out where the
> > > measure tool was.
> > >
> > > Should the grease pencil tab be renamed to something more generic, like
> > > "utilities" or something?
> > > This would allow the addition of more unrelated yet similar tools
> later.
> > >
> > > --
> > > -gandalf3
> > >
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Re: [Bf-committers] [Bf-blender-cvs] [5286734] master: Disable cubins for OSX buildbot

2014-06-17 Thread Johnny Matthews
Thanks!

Johnny Matthews
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Re: [Bf-committers] [c4eeda2] master: OSX: Jpeg2000 was formely handled by quicktime, after QT removal it was forgotten to move it to openjpeg, doing this now Note: In releases this was missing since

2014-07-04 Thread Johnny Matthews
I built after this update, but still don't see jpeg2000 in my output
options. I just got building again in the last couple weeks so I'm a bit
out of the loop, and yes I am building with scons.

MacOS X 64bit - Hash: 61e5f81



Johnny Matthews
guitargeek


On Fri, Jul 4, 2014 at 10:43 AM, Sergey Sharybin 
wrote:

> Not sure it should be 'a' release. I don't see crucial regressions
> code-wise. Why not just update OSX build on ftp? :)
>
>
> On Fri, Jul 4, 2014 at 7:02 PM, Jens Verwiebe 
> wrote:
>
> > Commit: c4eeda267315731c4cf446c3ed030d4f8c158b52
> > Author: Jens Verwiebe
> > Date:   Fri Jul 4 15:01:56 2014 +0200
> > https://developer.blender.org/rBc4eeda267315731c4cf446c3ed030d4f8c158b52
> >
> > OSX: Jpeg2000 was formely handled by quicktime, after QT removal it was
> > forgotten to move it to openjpeg, doing this now
> > Note: In releases this was missing since 2.69, so we may want an ‘a’
> > release for 2.71
> >
> > ===
> >
> > M   build_files/scons/config/darwin-config.py
> >
> > ===
> >
> > diff --git a/build_files/scons/config/darwin-config.py
> > b/build_files/scons/config/darwin-config.py
> > index aac7ed4..6f49960 100644
> > --- a/build_files/scons/config/darwin-config.py
> > +++ b/build_files/scons/config/darwin-config.py
> > @@ -88,6 +88,12 @@ BF_JPEG_INC = '${BF_JPEG}/include'
> >  BF_JPEG_LIB = 'jpeg'
> >  BF_JPEG_LIBPATH = '${BF_JPEG}/lib'
> >
> > +WITH_BF_OPENJPEG = True
> > +BF_OPENJPEG = '#extern/libopenjpeg'
> > +BF_OPENJPEG_LIB = ''
> > +BF_OPENJPEG_INC = '${BF_OPENJPEG}'
> > +BF_OPENJPEG_LIBPATH='${BF_OPENJPEG}/lib'
> > +
> >  WITH_BF_PNG = True
> >  BF_PNG = LIBDIR + '/png'
> >  BF_PNG_INC = '${BF_PNG}/include'
> >
> > ___
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> > http://lists.blender.org/mailman/listinfo/bf-blender-cvs
> >
>
>
>
> --
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Re: [Bf-committers] [c4eeda2] master: OSX: Jpeg2000 was formely handled by quicktime, after QT removal it was forgotten to move it to openjpeg, doing this now Note: In releases this was missing since

2014-07-04 Thread Johnny Matthews
Hmm, this is a fresh checkout and I have not created a local scons config
file. I did a scons clean and rebuilt, but still it does not show up.

Johnny


On Fri, Jul 4, 2014 at 1:17 PM, Jens Verwiebe  wrote:

> I checked it and jpeg200 is showing in output format as well as reading
> imageformat now.
> Check if you made some muddle with your config.
> Sure you don't use the old and dropped full config copy ?
>
> Jens
>
>
>
> Am 04.07.2014 um 17:59 schrieb Johnny Matthews  >:
>
> > I built after this update, but still don't see jpeg2000 in my output
> > options. I just got building again in the last couple weeks so I'm a bit
> > out of the loop, and yes I am building with scons.
> >
> > MacOS X 64bit - Hash: 61e5f81
> >
> >
> >
> > Johnny Matthews
> > guitargeek
> >
> >
> > On Fri, Jul 4, 2014 at 10:43 AM, Sergey Sharybin 
> > wrote:
> >
> >> Not sure it should be 'a' release. I don't see crucial regressions
> >> code-wise. Why not just update OSX build on ftp? :)
> >>
> >>
> >> On Fri, Jul 4, 2014 at 7:02 PM, Jens Verwiebe 
> >> wrote:
> >>
> >>> Commit: c4eeda267315731c4cf446c3ed030d4f8c158b52
> >>> Author: Jens Verwiebe
> >>> Date:   Fri Jul 4 15:01:56 2014 +0200
> >>>
> https://developer.blender.org/rBc4eeda267315731c4cf446c3ed030d4f8c158b52
> >>>
> >>> OSX: Jpeg2000 was formely handled by quicktime, after QT removal it was
> >>> forgotten to move it to openjpeg, doing this now
> >>> Note: In releases this was missing since 2.69, so we may want an ‘a’
> >>> release for 2.71
> >>>
> >>> ===
> >>>
> >>> M   build_files/scons/config/darwin-config.py
> >>>
> >>> ===
> >>>
> >>> diff --git a/build_files/scons/config/darwin-config.py
> >>> b/build_files/scons/config/darwin-config.py
> >>> index aac7ed4..6f49960 100644
> >>> --- a/build_files/scons/config/darwin-config.py
> >>> +++ b/build_files/scons/config/darwin-config.py
> >>> @@ -88,6 +88,12 @@ BF_JPEG_INC = '${BF_JPEG}/include'
> >>> BF_JPEG_LIB = 'jpeg'
> >>> BF_JPEG_LIBPATH = '${BF_JPEG}/lib'
> >>>
> >>> +WITH_BF_OPENJPEG = True
> >>> +BF_OPENJPEG = '#extern/libopenjpeg'
> >>> +BF_OPENJPEG_LIB = ''
> >>> +BF_OPENJPEG_INC = '${BF_OPENJPEG}'
> >>> +BF_OPENJPEG_LIBPATH='${BF_OPENJPEG}/lib'
> >>> +
> >>> WITH_BF_PNG = True
> >>> BF_PNG = LIBDIR + '/png'
> >>> BF_PNG_INC = '${BF_PNG}/include'
> >>>
> >>> ___
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> >>> bf-blender-...@blender.org
> >>> http://lists.blender.org/mailman/listinfo/bf-blender-cvs
> >>>
> >>
> >>
> >>
> >> --
> >> With best regards, Sergey Sharybin
> >> ___
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> >>
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>
> Tel.: +49 40 68 78 50
> mobil: +49 172 400 49 07
> mailto: i...@jensverwiebe.de
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Re: [Bf-committers] [Bf-blender-cvs] [6c4bab2] pie-menus: add ui_radial_dir_to_num lookup to avoid long switch ()

2014-07-30 Thread Johnny Matthews
This is a question not a complaint, because I LOVE the new pie menus. I am
no UI expert, so this was just my initial impression of the numbering. When
you have a number pad, the numbering makes complete sense and I think it
works well, but when you do not (like on a laptop) the numbering doesn’t
translate as well it seems. Perhaps a user pref for the numbers 1 -> 8
clockwise or Radial. Just a thought and it might be a terrible idea :)

Johnny Matthews
johnny.matth...@gmail.com


On Wed, Jul 30, 2014 at 7:41 AM, Campbell Barton 
wrote:

> Commit: 6c4bab22db32e86d52be7c2b00210237ffd6b8fb
> Author: Campbell Barton
> Date:   Wed Jul 30 22:40:36 2014 +1000
> Branches: pie-menus
> https://developer.blender.org/rB6c4bab22db32e86d52be7c2b00210237ffd6b8fb
>
> add ui_radial_dir_to_num lookup to avoid long switch ()
>
> ===
>
> M   source/blender/editors/interface/interface.c
> M   source/blender/editors/interface/interface_intern.h
>
> ===
>
> diff --git a/source/blender/editors/interface/interface.c
> b/source/blender/editors/interface/interface.c
> index 726aef1..1e68de0 100644
> --- a/source/blender/editors/interface/interface.c
> +++ b/source/blender/editors/interface/interface.c
> @@ -1076,34 +1076,12 @@ static bool
> ui_but_event_property_operator_string(const bContext *C, uiBut *but,
> return found;
>  }
>
> +const char ui_radial_dir_to_num[8] = {8, 9, 6, 3, 2, 1, 4, 7};
> +
>  static void ui_pie_direction_string(uiBut *but, char *buf, int size)
>  {
> -   switch(but->pie_dir) {
> -   case UI_RADIAL_N:
> -   BLI_strncpy(buf, "8", size);
> -   break;
> -   case UI_RADIAL_NE:
> -   BLI_strncpy(buf, "9", size);
> -   break;
> -   case UI_RADIAL_E:
> -   BLI_strncpy(buf, "6", size);
> -   break;
> -   case UI_RADIAL_SE:
> -   BLI_strncpy(buf, "3", size);
> -   break;
> -   case UI_RADIAL_S:
> -   BLI_strncpy(buf, "2", size);
> -   break;
> -   case UI_RADIAL_SW:
> -   BLI_strncpy(buf, "1", size);
> -   break;
> -   case UI_RADIAL_W:
> -   BLI_strncpy(buf, "4", size);
> -   break;
> -   case UI_RADIAL_NW:
> -   BLI_strncpy(buf, "7", size);
> -   break;
> -   }
> +   BLI_assert((unsigned int)(but->pie_dir - 1) <
> ARRAY_SIZE(ui_radial_dir_to_num));
> +   BLI_snprintf(buf, size, "%d", ui_radial_dir_to_num[but->pie_dir -
> 1]);
>  }
>
>  static void ui_menu_block_set_keymaps(const bContext *C, uiBlock *block)
> diff --git a/source/blender/editors/interface/interface_intern.h
> b/source/blender/editors/interface/interface_intern.h
> index f6c2e60..4197589 100644
> --- a/source/blender/editors/interface/interface_intern.h
> +++ b/source/blender/editors/interface/interface_intern.h
> @@ -135,6 +135,8 @@ typedef enum RadialDirection {
> UI_RADIAL_NW = 8
>  } RadialDirection;
>
> +extern const char ui_radial_dir_to_pad[8];
> +
>  /* internal panel drawing defines */
>  #define PNL_GRID(UI_UNIT_Y / 5) /* 4 default */
>  #define PNL_HEADER  (UI_UNIT_Y + 4) /* 24 default */
>
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Re: [Bf-committers] Default inset tool behavior

2014-09-06 Thread Johnny Matthews
+1

Johnny Matthews
johnny.matth...@gmail.com


On Sat, Sep 6, 2014 at 7:06 PM, patrick boelens  wrote:

> Right! ;) +1 from me for changing the default here. =)
>
> -Patrick
>
> > Date: Sun, 7 Sep 2014 01:18:10 +0200
> > From: kal...@gmail.com
> > To: joelgo...@ymail.com; bf-committers@blender.org
> > Subject: Re: [Bf-committers] Default inset tool behavior
> >
> > ...And then git push and we're done!
> >
> > Right? right?
> >
> >
> > On 7 September 2014 01:01, Joel Godin  wrote:
> >
> > > Another option you can try is build blender your self, find the file
> > > editmesh_inset.c
> > >
> > > Change the line that says:
> > >
> > > RNA_def_boolean(ot->srna, "use_select_inset", true, "Select Outer",
> > > "Select the new inset faces");
> > >
> > >
> > > and change to:
> > >
> > > RNA_def_boolean(ot->srna, "use_select_inset", false, "Select Outer",
> > > "Select the new inset faces");
> > >
> > >
> > > And then build it.
> > >
> > >
> > > On Saturday, September 6, 2014 6:33 PM, Joel Godin <
> joelgo...@ymail.com>
> > > wrote:
> > >
> > >
> > >
> > > Not sure if you know, but you deselect it one time and from then on it
> is
> > > unselected by default as long as that scene is open.
> > >
> > >
> > > On Saturday, September 6, 2014 6:26 PM, metalliandy <
> > > metalliandy...@googlemail.com> wrote:
> > >
> > >
> > >
> > > Yea, I almost always want to adjust the inset vs the border of the
> > > inset. A change in the defaults here would be fine imho.
> > >
> > > -Andy
> > >
> > > On 06/09/2014 23:14, Isaac Weaver wrote:
> > > > To be honest, I don't think that I've ever had a use for that option.
> > > >
> > > > ~ Isaac
> > > >
> > > >
> > > > On Sat, Sep 6, 2014 at 5:07 PM, Antony Riakiotakis  >
> > > wrote:
> > > >
> > > >> I would agree on that.
> > > >>
> > > >>
> > > >> On 6 September 2014 23:52, gandalf3  wrote:
> > > >>
> > > >>> Almost every time I use the inset tool I find myself disabling the
> > > >>> "select border" option in the redo panel.
> > > >>>
> > > >>> Am I the only one? If there are others who also feel like this is
> the
> > > >>> case, should this option be disabled by default? Or perhaps a
> keyboard
> > > >>> shortcut added to change this option?
> > > >>>
> > > >>> --
> > > >>> -gandalf3
> > > >>>
> > > >>> ___
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> > >
> > >
> > > >>>
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[Bf-committers] Texture and Texture Mask from Image Load

2014-10-06 Thread Johnny Matthews
Campbell and Antony (and any other interested dev)

Not sure if you two are interested in this little script I created, that
adds a button to the Brush Texture and Texture Mask panels that opens a
file browse window, takes a selected image file, creates a new texture node
tree using the image and assigns it to the appropriate brush setting.

demo: https://www.youtube.com/watch?v=vM4539XqiQc

If you want, let me know and I'd be happy to send you what I have and you
can chop the idea up and use it if you like.


Johnny Matthews
johnny.matth...@gmail.com
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Re: [Bf-committers] Texture and Texture Mask from Image Load

2014-10-08 Thread Johnny Matthews
Yeah, well I guess that's why I punted the idea over to you. The UX of a
one click setup I think is beneficial. Of course if there is a better way
to do the setup, I would be all for it. This is just something I hacked
together.

Here is the code if you are interested in seeing what I did. Like I said,
feel free to rip it off or throw it away. It's worth exactly what you are
paying for it ;)

http://www.pasteall.org/54441/python

By the way Antony, Wiggly-widgets looks really cool. I love that they draw
even in rendered mode. Are you planning on doing any bone/driver type
widgets?


Johnny Matthews
johnny.matth...@gmail.com

On Wed, Oct 8, 2014 at 5:25 AM, Antony Riakiotakis  wrote:

> Hi,
>
> A UI that allows users to tweak texture values directly would not be bad (I
> was almost thinking about using a separate texture tab with more options
> even). I would never expose texture nodes as -the- way to do texturing
> though. They are too buggy atm (with threaded issues, conflicts with
> rendering etc not being uncommon at all) and we just do our best to sort-of
> keep them working. You should really use at your own risk.
>
> On 8 October 2014 11:44, Ronan Ducluzeau  wrote:
>
> > It is surprising that a similar quick setup was not added in GSOC Paint.
> >
> > Of course, a "Create texture from image file" button could be used
> > everywhere there is a "add new" button for textures.
> > Maybe, it could made by a shift click on "add new" button in relevant
> > cases.
> >
> > It reminds me that Texture node input for BI or BGE does not have a
> simple
> > "add new" button.
> >
> > 2014-10-07 1:39 GMT+02:00 Johnny Matthews :
> >
> > > Campbell and Antony (and any other interested dev)
> > >
> > > Not sure if you two are interested in this little script I created,
> that
> > > adds a button to the Brush Texture and Texture Mask panels that opens a
> > > file browse window, takes a selected image file, creates a new texture
> > node
> > > tree using the image and assigns it to the appropriate brush setting.
> > >
> > > demo: https://www.youtube.com/watch?v=vM4539XqiQc
> > >
> > > If you want, let me know and I'd be happy to send you what I have and
> you
> > > can chop the idea up and use it if you like.
> > >
> > >
> > > Johnny Matthews
> > > johnny.matth...@gmail.com
> > > ___
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> > > http://lists.blender.org/mailman/listinfo/bf-committers
> > >
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Re: [Bf-committers] [Bf-blender-cvs] [e15819d] wiggly-widgets: Green widget handles y translation properly.

2014-10-08 Thread Johnny Matthews
I've been building wiggly on OSX with scons and am getting this error now.

Undefined symbols for architecture x86_64:

  "__WIDGET_indices_arrow", referenced from:

  _widget_draw_intern in
libbf_editors_interface.a(interface_generic_widgets.o)

  "__WIDGET_nfaces_arrow", referenced from:

  _widget_draw_intern in
libbf_editors_interface.a(interface_generic_widgets.o)

  "__WIDGET_normals_arrow", referenced from:

  _widget_draw_intern in
libbf_editors_interface.a(interface_generic_widgets.o)

  "__WIDGET_nverts_arrow", referenced from:

  _widget_draw_intern in
libbf_editors_interface.a(interface_generic_widgets.o)

  "__WIDGET_verts_arrow", referenced from:

  _widget_draw_intern in
libbf_editors_interface.a(interface_generic_widgets.o)

Johnny Matthews
johnny.matth...@gmail.com

>
>
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Re: [Bf-committers] [Bf-blender-cvs] [f94c969] GPencil_EditStrokes: GPencil Toolshelf Panels - Split into two panels

2014-10-12 Thread Johnny Matthews
Joshua,

I'm not sure if this fits in your project, but I started working on a
script that would allow for creating grease based text. In python, I
created a text object and set its text to whatever the user entered, then
used the curves in the text object to define the curve points.  Its is
pretty rudimentary, but it worked. Would be better if it was native code.

Johnny Matthews
johnny.matth...@gmail.com
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Re: [Bf-committers] [Bf-blender-cvs] [b12dbdd] master: Minor tweaks to quick palettes to avoid conflicts

2014-11-30 Thread Johnny Matthews
It looks like the issue of Stroke Edit Mode vs Other Edit mode needs to be
addressed. If you are in Stroke Edit mode and enter edit mode on a mesh,
the mesh edit mode is stuck until you get out of grease edit mode.

Johnny Matthews
johnny.matth...@gmail.com

On Sun, Nov 30, 2014 at 7:52 AM, Joshua Leung 
wrote:

> Commit: b12dbdd93bff32a26a6b265d46b626491bf4926f
> Author: Joshua Leung
> Date:   Mon Dec 1 02:48:45 2014 +1300
> Branches: master
> https://developer.blender.org/rBb12dbdd93bff32a26a6b265d46b626491bf4926f
>
> Minor tweaks to quick palettes to avoid conflicts
>
> For now, let's move the GPencil pies to avoid conflicts with dyntopo and
> other things
> * DQ = Main pie (previously Ctrl-D; DD was too unpredictable)
> * DW = Settings pie
>
> ===
>
> M   source/blender/editors/gpencil/gpencil_ops.c
>
> ===
>
> diff --git a/source/blender/editors/gpencil/gpencil_ops.c
> b/source/blender/editors/gpencil/gpencil_ops.c
> index 77fc0d4..3e6d996 100644
> --- a/source/blender/editors/gpencil/gpencil_ops.c
> +++ b/source/blender/editors/gpencil/gpencil_ops.c
> @@ -90,8 +90,8 @@ static void ed_keymap_gpencil_general(wmKeyConfig
> *keyconf)
> RNA_string_set(kmi->ptr, "data_path",
> "gpencil_data.use_stroke_edit_mode");
>
> /* Pie Menu - For standard tools */
> -   WM_keymap_add_menu_pie(keymap, "GPENCIL_PIE_tool_palette", DKEY,
> KM_PRESS, KM_CTRL, 0);
> -   WM_keymap_add_menu_pie(keymap, "GPENCIL_PIE_settings_palette",
> QKEY, KM_PRESS, 0, DKEY);
> +   WM_keymap_add_menu_pie(keymap, "GPENCIL_PIE_tool_palette", QKEY,
> KM_PRESS, 0, DKEY);
> +   WM_keymap_add_menu_pie(keymap, "GPENCIL_PIE_settings_palette",
> WKEY, KM_PRESS, 0, DKEY);
>  }
>
>  /*  */
>
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Re: [Bf-committers] Fwd: [Blender Foundation] Your organization application has been rejected.

2015-03-02 Thread Johnny Matthews
Has the blender foundation considered funding a similar project for itself?

On Mon, Mar 2, 2015, 1:05 PM Ton Roosendaal  wrote:

> Hi all,
>
> Quite a surprise, we've been 10 years in the program with a good track
> record I thought.
> Will ask for the feedback.
>
> -Ton-
>
> 
> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>
>
>
> Begin forwarded message:
>
> > From: no-re...@google-melange.appspotmail.com
> > Subject: [Blender Foundation] Your organization application has been
> rejected.
> > Date: 2 March, 2015 19:54:40 CET
> > To: t...@blender.org
> >
> > Thank you for submitting Blender Foundation's application to Google
> Summer of Code 2015. Unfortunately, we were unable to accept your
> organization's application at this time. Every year we receive many more
> applications than we are able to accommodate, and we would encourage you to
> reapply for future instances of the program.
> >
> > If you would like some general feedback on why your organization was not
> accepted, please consider attending the IRC meeting in #gsoc on Freenode on
> Friday, 6 March, 2015 at 16:00 UTC. Please note that the feedback meeting
> will be limited to the first 50 organizations to queue up (queuing in the
> channel will begin at 15:30 UTC). You are also more than welcome to just
> email the OSPO team at ospot...@gmail.com directly for email feedback
> about your application as well.
> >
> > Best regards,
> >
> >
>
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Re: [Bf-committers] Fwd: [Blender Foundation] Your organization application has been rejected.

2015-03-02 Thread Johnny Matthews
:) yeah, just a passing thought. After all these years I'm surprised at the
rejection.

Johnny (guitargeek)

On Mon, Mar 2, 2015, 1:27 PM Ton Roosendaal  wrote:

> Hi,
>
> We have the Blender Development Fund, and of course our open movie project.
> However, ten students is like a budget of 60k dollars - and that we can't
> whip up easily.
>
> The Development Fund does quite good though, there's room for several new
> projects this year.
> Didn't have time to work on that yet... will do soon.
>
> -Ton-
>
> 
> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>
>
>
> On 2 Mar, 2015, at 20:22, Johnny Matthews wrote:
>
> > Has the blender foundation considered funding a similar project for
> itself?
> >
> > On Mon, Mar 2, 2015, 1:05 PM Ton Roosendaal  wrote:
> >
> >> Hi all,
> >>
> >> Quite a surprise, we've been 10 years in the program with a good track
> >> record I thought.
> >> Will ask for the feedback.
> >>
> >> -Ton-
> >>
> >> 
> >> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> >> Chairman Blender Foundation - Producer Blender Institute
> >> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
> >>
> >>
> >>
> >> Begin forwarded message:
> >>
> >>> From: no-re...@google-melange.appspotmail.com
> >>> Subject: [Blender Foundation] Your organization application has been
> >> rejected.
> >>> Date: 2 March, 2015 19:54:40 CET
> >>> To: t...@blender.org
> >>>
> >>> Thank you for submitting Blender Foundation's application to Google
> >> Summer of Code 2015. Unfortunately, we were unable to accept your
> >> organization's application at this time. Every year we receive many more
> >> applications than we are able to accommodate, and we would encourage
> you to
> >> reapply for future instances of the program.
> >>>
> >>> If you would like some general feedback on why your organization was
> not
> >> accepted, please consider attending the IRC meeting in #gsoc on
> Freenode on
> >> Friday, 6 March, 2015 at 16:00 UTC. Please note that the feedback
> meeting
> >> will be limited to the first 50 organizations to queue up (queuing in
> the
> >> channel will begin at 15:30 UTC). You are also more than welcome to just
> >> email the OSPO team at ospot...@gmail.com directly for email feedback
> >> about your application as well.
> >>>
> >>> Best regards,
> >>>
> >>>
> >>
> >> ___
> >> Bf-committers mailing list
> >> Bf-committers@blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >>
> > ___
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Re: [Bf-committers] Vignette node for Blender's Compositor

2015-03-05 Thread Johnny Matthews
David, I'm not sure your tone here is helpful.

Also to take a stab at "where would the devs stop?" Take a look at
http://www.redgiant.com/products/magic-bullet-looks/


On Thu, Mar 5, 2015 at 6:14 AM David McSween <3pointe...@gmail.com> wrote:

> Really its not that hard to make with 2 or three nodes. If that takes to
> long then save it as a node group to append in later. Otherwise where would
> the devs stop, making a node for every function you think up?
>
> Cheers,
> David Mcsween
> On 5 Mar 2015 22:10, "Akash Hamirwasia" 
> wrote:
>
> > Hello!
> >
> > I have found out that creating vignettes in Blender's compositor can take
> > time and other people agree with it. Also if there is a Vignette node, it
> > will make people be focused on compositing rather than spending their
> time
> > in creating a Vignette.
> >
> > Also I had created a video on it which you can watch here:
> > https://www.youtube.com/watch?v=XT3MnW8lV-s&list=
> UUr1WiR4fh3LcI7bODbMuaYA
> >
> > Also here are the survey results:
> >
> >
> > https://docs.google.com/file/d/0B8mlx20fd5_-
> aTJLT2Z3bzBweUlkbU00T3FUTHhoaGgwWTdr/edit?usp=docslist_api
> >
> >
> > https://docs.google.com/file/d/0B8mlx20fd5_-
> bmE4QlI2WWdueHJZZkhvek1nX2NKSXFHNER3/edit?usp=docslist_api
> >
> > ​Hope you accept and reply to my request..
> >
> > Thanks,
> > Akash Hamirwasia
> > blenderskool.webs.com
> > ___
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Re: [Bf-committers] Vignette node for Blender's Compositor

2015-03-05 Thread Johnny Matthews
True, but is it out of the question that some of the node groups could have
efficiencies added by coding them more atomically?

On Thu, Mar 5, 2015 at 7:07 AM Kévin Dietrich 
wrote:

>
>
> Le 2015-03-05 14:00, Johnny Matthews a écrit :
>
> > David, I'm not sure your tone here is helpful.
> >
> > Also to take a stab at "where would the devs stop?" Take a look at
> > http://www.redgiant.com/products/magic-bullet-looks/ [1]
>
> That would be the equivalent to having a node groups library, which a
> vignette effect can be part of. This is something that a lot of users
> have been doing for a long time.
>
>
> Links:
> --
> [1] http://www.redgiant.com/products/magic-bullet-looks/
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Re: [Bf-committers] Vignette node for Blender's Compositor

2015-03-05 Thread Johnny Matthews
Oh you burned me so bad there.

On Thu, Mar 5, 2015, 7:47 AM Troy Sobotka  wrote:

> Multiplication isn't exactly complex.
>
> With respect,
> TJS
>
> On Thu, Mar 5, 2015, 5:25 AM Johnny Matthews 
> wrote:
>
> > True, but is it out of the question that some of the node groups could
> have
> > efficiencies added by coding them more atomically?
> >
> > On Thu, Mar 5, 2015 at 7:07 AM Kévin Dietrich  >
> > wrote:
> >
> > >
> > >
> > > Le 2015-03-05 14:00, Johnny Matthews a écrit :
> > >
> > > > David, I'm not sure your tone here is helpful.
> > > >
> > > > Also to take a stab at "where would the devs stop?" Take a look at
> > > > http://www.redgiant.com/products/magic-bullet-looks/ [1]
> > >
> > > That would be the equivalent to having a node groups library, which a
> > > vignette effect can be part of. This is something that a lot of users
> > > have been doing for a long time.
> > >
> > >
> > > Links:
> > > --
> > > [1] http://www.redgiant.com/products/magic-bullet-looks/
> > > ___
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> > >
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Re: [Bf-committers] Vignette node for Blender's Compositor

2015-03-05 Thread Johnny Matthews
Sure in a basic take a blurry mask and multiply it against an image, there
is not really efficiency to be gained, I was thinking on a more generic
sense of some node groups may benefit from compiler level optimization.

I think your breakdown of a possible vignette node to end all vignette
nodes, sounds great. Would we say then "Ok end users, instead of providing
you with a vignette node, we provided you with a dozen basic nodes that you
will have to build your own with, good luck!"? or would we provide them
with both?

I know the procedure of linking in libraries has already been floated in
this discussion, but the workflow is dodgy. You either have to break your
workflow to go find and append the node you want, or dump them all into
your default blend where they show up in one popup menu under add->group.

I would see a 2 part solution:

Part 1) Better organizational abilities for node groups so that they feel
more like regular nodes. Like an option of which "Node Add Menu" submenu to
put them in rather than straight into the group category.

Part 2) A set of common functions (like vignette) shipped with blender even
if they are just node groups that are put in a different submenu.

Thoughts?


On Thu, Mar 5, 2015 at 8:12 AM Johnny Matthews 
wrote:

> Oh you burned me so bad there.
>
> On Thu, Mar 5, 2015, 7:47 AM Troy Sobotka  wrote:
>
>> Multiplication isn't exactly complex.
>>
>> With respect,
>> TJS
>>
>> On Thu, Mar 5, 2015, 5:25 AM Johnny Matthews 
>> wrote:
>>
>> > True, but is it out of the question that some of the node groups could
>> have
>> > efficiencies added by coding them more atomically?
>> >
>> > On Thu, Mar 5, 2015 at 7:07 AM Kévin Dietrich <
>> kevin.dietr...@mailoo.org>
>> > wrote:
>> >
>> > >
>> > >
>> > > Le 2015-03-05 14:00, Johnny Matthews a écrit :
>> > >
>> > > > David, I'm not sure your tone here is helpful.
>> > > >
>> > > > Also to take a stab at "where would the devs stop?" Take a look at
>> > > > http://www.redgiant.com/products/magic-bullet-looks/ [1]
>> > >
>> > > That would be the equivalent to having a node groups library, which a
>> > > vignette effect can be part of. This is something that a lot of users
>> > > have been doing for a long time.
>> > >
>> > >
>> > > Links:
>> > > --
>> > > [1] http://www.redgiant.com/products/magic-bullet-looks/
>> > > ___
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>> > > Bf-committers@blender.org
>> > > http://lists.blender.org/mailman/listinfo/bf-committers
>> > >
>> > ___
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Re: [Bf-committers] OpenSubdiv status

2015-08-04 Thread Johnny Matthews
I think David sums it up well. Sergey, once again great work.

And to all the developers who have been busting their tails on Blender
these last few years, you have gone so far beyond anyone's expectations.
Thank you all!

Johnny Matthews
johnny.matth...@gmail.com

On Tue, Aug 4, 2015 at 7:50 AM David Fenner  wrote:

> Sergey... you rock. Simple as that.
>
> How is it that you can work on such difficult projects at the same time and
> get them done?? (Cycles, kernel split, depsgraph refractor, opensubdiv...)
>
> Congratulations for being such an awesome, smart and hardworking brain.
>
> 2015-08-04 8:18 GMT-04:00 Sergey Sharybin :
>
> > Hey everyone,
> >
> > Just wanted to give a quick update on OpenSubdiv project.
> >
> > It is becoming quite close to the point when we can enable it for the
> > buildbot builds. Mainly only technical TODOs are remained:
> >
> > * Update OpenSubdiv library on the platforms (some crucial for us fixes
> > were merged to upstream, meaning we can now switch from my branch to
> > official OpenSubdiv repo).
> > * Make sure Blender is still compilable with OpenSubdiv enabled with
> CMake
> > and SCons.
> > * Enable OpenSubdiv and enjoy.
> >
> > Surely there are some known limitations which we can't easily solve from
> > our side, but OpenSubdiv team is helping us a lot  making the stoppers
> > solved for us. Since OpenSubdiv became a modifier option now it should be
> > pretty safe (in terms, there should be no regressions for existing files
> > for until OpenSubdiv is explicitly enabled for some objects).
> >
> > So in the next couple of days i'll be solving this last stoppers and will
> > enable OpenSubdiv around Thursday.
> >
> > I also started to update documentation which i started working on like an
> > year ago or so [1]. Still some work is needed on that page, but think
> > majority of the information is in there.
> >
> > [1] http://wiki.blender.org/index.php/User:Nazg-gul/OpenSubdiv
> >
> > --
> > With best regards, Sergey Sharybin
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Re: [Bf-committers] Att: Blender Developers

2015-11-13 Thread Johnny Matthews
Blender is already quite compatible with Unity3d. Just drop your blend file
in your resources folder and it should automatically import your objects,
armatures, animations, etc.

Johnny Matthews
johnny.matth...@gmail.com

On Fri, Nov 13, 2015 at 12:57 AM Mary-Kyri  wrote:

> Hello,
>
> I was wondering if any Blender developers can tell me if blender can be
> integrated with Unity3d?
>
> If not do you know of any software that can rig objects and be integrated
> with UNITY3D?
>
> Thank you, I look forward to hearing from you soon.
>
> Kind Regards
>
> Mary-Kyri
> CEO
> MARY-KYRI PTY LTD
> P: +61 422 388 898
> i...@mary-kyri.com
> www.mary-kyri.com
>
> NOTICE - Private and Confidential. This communication is intended only for
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[Bf-committers] Mac Trackpad

2013-01-02 Thread Johnny Matthews
I just got a chance to try the new Mac trackpad changes, and I have to say,
sculpting with one hand on the wacom and the other on the magic trackpad is
awesome!!! One suggestion since 2 finger scroll is rotation, is it possible
to make 3 finger scroll affect translation?

Johnny Matthews (guitargeek)
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[Bf-committers] Dynamic Topo Mode

2013-01-06 Thread Johnny Matthews
A quick idea, it seems that the enable dynamic is down in the default menus
a bit, so I have taken to using the hotkey. But then when I switch to
certain brushes it is on or off and I have to scroll down to see. Is
dynamic mode important enough to add an indicator to the brush icon?

Something like this:

http://www.pasteall.org/pic/43161

Just a thought.

Johnny Matthews
guitargeek
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Re: [Bf-committers] Dynamic Topo Mode

2013-01-17 Thread Johnny Matthews
In the default T menu, the 'enable dynamic' is several sections down, so if
you have multiple open,  the enable dynamic is off the screen. Maybe I'm
missing something else?

On Wednesday, January 16, 2013, Nicholas Bishop wrote:

> Hi,
>
> I don't follow why scrolling down tells you anything. Although some
> brushes do not update topology[1], brushes do not actually exit
> dynamic-topology mode. While we could add an indicator to the icon
> that reminds of that, I don't currently see a need.
>
> -Nicholas
>
> [1]
> http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting#Brush_Behavior
>
> On Sun, Jan 6, 2013 at 5:55 PM, Johnny Matthews
> > wrote:
> > A quick idea, it seems that the enable dynamic is down in the default
> menus
> > a bit, so I have taken to using the hotkey. But then when I switch to
> > certain brushes it is on or off and I have to scroll down to see. Is
> > dynamic mode important enough to add an indicator to the brush icon?
> >
> > Something like this:
> >
> > http://www.pasteall.org/pic/43161
> >
> > Just a thought.
> >
> > Johnny Matthews
> > guitargeek
> > ___
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Re: [Bf-committers] Dynamic Topo Mode

2013-01-17 Thread Johnny Matthews
Right, so when you jump between brushes, it might be nice to have a visual
cue to indicate if you are going to be adding topology or not. I may just
be me, and it's certainly not like I'm any kind of expert. :)

Thanks so much for these tools, guys, they are quite awesome!

On Thursday, January 17, 2013, Antony Riakiotakis wrote:

> It is several sections down but this panel does not change
> colour/state when a specific tool/stroke combination does not support
> dynamic topology.
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Re: [Bf-committers] Windows x32 issues

2013-01-25 Thread Johnny Matthews
I have an older machine (not sure if it is P3 old) that I sometimes run
blender on, but can only run official builds on, anything from buildbot or
graphicall crashes on startup.

Johnny Matthews
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On Fri, Jan 25, 2013 at 12:39 PM, Thomas Dinges  wrote:

> Hi,
> we have two reports in tracker with fatal crash on startup, which make
> me wonder what happened.
>
>
> http://projects.blender.org/tracker/index.php?func=detail&aid=33996&group_id=9&atid=498
>
> http://projects.blender.org/tracker/index.php?func=detail&aid=33993&group_id=9&atid=498
>
> Both use old hardware (Pentium 3 / old Intel chipsets) but both claim
> that it worked for them in SVN 53922 / 53924.
>
> Normally I would just reject those (Non-SSE2 CPU / old Intel GPU) but
> the similar time frame and revision which still works, indicates a
> possible issue in our code base.
>
> Regards,
> Thomas
>
> --
> Thomas Dinges
> Blender Developer, Artist and Musician
>
> www.dingto.org
>
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[Bf-committers] Buildbot Mac

2013-04-29 Thread Johnny Matthews
Hi, The buildbot mac compile stopped over a week ago. I'm not currently
compiling from source, so I've been using this one. Anyone able to get it
going again?

Johnny Matthews (guitargeek)
johnny.matth...@gmail.com
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[Bf-committers] Mac 64bit Buildbot

2014-01-23 Thread Johnny Matthews
Is the 64 bit Mac buildbot version broken or just not running?

Johnny Matthews
johnny.matth...@gmail.com

2014 Hammer Nutrition Sponsored Athlete <http://bit.ly/JM1s4U>
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Re: [Bf-committers] Mac 64bit Buildbot

2014-01-26 Thread Johnny Matthews
Ton, thanks for all you do!
On Jan 26, 2014 6:20 AM, "Ton Roosendaal"  wrote:

> Hi,
>
> I rebooted mac for a software update on thursday, forgot to put the
> buildbot back on :)
> Compiling now...
>
> -Ton-
>
> 
> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>
>
>
> On 23 Jan, 2014, at 18:21, Sergey Sharybin wrote:
>
> > It is up and running.It's just compilation being broken after recent
> cycles
> > optimizations. See
> >
> http://builder.blender.org/builders/mac_x86_64_10_6_scons/builds/409/steps/compile/logs/stdiofor
> > the build logs.
> >
> >
> > On Thu, Jan 23, 2014 at 8:21 PM, Johnny Matthews
> > wrote:
> >
> >> Is the 64 bit Mac buildbot version broken or just not running?
> >>
> >> Johnny Matthews
> >> johnny.matth...@gmail.com
> >>
> >> 2014 Hammer Nutrition Sponsored Athlete <http://bit.ly/JM1s4U>
> >> ___
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> >>
> >
> >
> >
> > --
> > With best regards, Sergey Sharybin
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46422] trunk/blender/source/blender: optimize ngon angle calculation in solidify modifier (was doing prev/ next vector subtract a

2012-05-08 Thread Johnny Matthews
This has very little to do with this commit, but it made me think of it,  I
wonder if those smarter than me think that a way to select all 'non flat'
ngons would be useful.

Johnny Matthews (guitargeek)
johnny.matth...@gmail.com
http://pedalboardplanner.com


On Tue, May 8, 2012 at 9:58 AM, Campbell Barton wrote:

> Revision: 46422
>
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=46422
> Author:   campbellbarton
> Date: 2012-05-08 14:58:38 + (Tue, 08 May 2012)
> Log Message:
> ---
> optimize ngon angle calculation in solidify modifier (was doing prev/next
> vector subtract and normalize for every vertex). now store the previous
> normalized vector for re-use.
>
> also add BKE_mesh_poly_calc_angles() which is mostly a reference for now.
>
> Modified Paths:
> --
>trunk/blender/source/blender/blenkernel/BKE_mesh.h
>trunk/blender/source/blender/blenkernel/intern/mesh.c
>trunk/blender/source/blender/modifiers/intern/MOD_solidify.c
>
> Modified: trunk/blender/source/blender/blenkernel/BKE_mesh.h
> ===
> --- trunk/blender/source/blender/blenkernel/BKE_mesh.h  2012-05-08
> 13:01:16 UTC (rev 46421)
> +++ trunk/blender/source/blender/blenkernel/BKE_mesh.h  2012-05-08
> 14:58:38 UTC (rev 46422)
> @@ -304,6 +304,9 @@
>  const int polyindex, const int mf_len,
>  const int numTex, const int numCol,
> const int hasPCol, const int hasOrigSpace);
>
> +void BKE_mesh_poly_calc_angles(struct MVert *mvert, struct MLoop *mloop,
> +   struct MPoly *mp, float angles[]);
> +
>  #ifdef __cplusplus
>  }
>  #endif
>
> Modified: trunk/blender/source/blender/blenkernel/intern/mesh.c
> ===
> --- trunk/blender/source/blender/blenkernel/intern/mesh.c   2012-05-08
> 13:01:16 UTC (rev 46421)
> +++ trunk/blender/source/blender/blenkernel/intern/mesh.c   2012-05-08
> 14:58:38 UTC (rev 46422)
> @@ -3103,3 +3103,51 @@
>  {
>mesh_tessface_clear_intern(mesh, TRUE);
>  }
> +
> +#if 0 /* slow version of the function below */
> +void BKE_mesh_poly_calc_angles(MVert *mvert, MLoop *mloop,
> + MPoly *mp, float angles[])
> +{
> +   MLoop *ml;
> +
> +   int j;
> +   for (j = 0, ml = mloop + mp->loopstart; j < mp->totloop; j++,
> ml++) {
> +   MLoop *ml_prev = ME_POLY_LOOP_PREV(mloop, mp, j);
> +   MLoop *ml_next = ME_POLY_LOOP_NEXT(mloop, mp, j);
> +
> +   float e1[3], e2[3];
> +
> +   sub_v3_v3v3(e1, mvert[ml_next->v].co, mvert[ml->v].co);
> +   sub_v3_v3v3(e2, mvert[ml_prev->v].co, mvert[ml->v].co);
> +
> +   angles[j] = (float)M_PI - angle_v3v3(e1, e2);
> +   }
> +}
> +
> +#else /* equivalent the function above but avoid multiple subtractions +
> normalize */
> +
> +void BKE_mesh_poly_calc_angles(MVert *mvert, MLoop *mloop,
> + MPoly *mp, float angles[])
> +{
> +   MLoop *ml = mloop + mp->loopstart;
> +   float nor_prev[3];
> +   float nor_next[3];
> +
> +   int i_this = mp->totloop - 1;
> +   int i_next = 0;
> +
> +   sub_v3_v3v3(nor_prev, mvert[ml[i_this - 1].v].co,
> mvert[ml[i_this].v].co);
> +   normalize_v3(nor_prev);
> +
> +   while (i_next < mp->totloop) {
> +   sub_v3_v3v3(nor_next, mvert[ml[i_this].v].co,
> mvert[ml[i_next].v].co);
> +   normalize_v3(nor_next);
> +   angles[i_this] = angle_normalized_v3v3(nor_prev, nor_next);
> +
> +   /* step */
> +   copy_v3_v3(nor_prev, nor_next);
> +   i_this = i_next;
> +   i_next++;
> +   }
> +}
> +#endif
>
> Modified: trunk/blender/source/blender/modifiers/intern/MOD_solidify.c
> ===
> --- trunk/blender/source/blender/modifiers/intern/MOD_solidify.c
>  2012-05-08 13:01:16 UTC (rev 46421)
> +++ trunk/blender/source/blender/modifiers/intern/MOD_solidify.c
>  2012-05-08 14:58:38 UTC (rev 46422)
> @@ -451,7 +451,7 @@
>/* same as EM_solidify() in editmesh_lib.c */
>float *vert_angles = MEM_callocN(sizeof(float) * numVerts *
> 2, "mod_solid_pair"); /* 2 in 1 */
>float *vert_accum = vert_angles + numVerts;
> -   int j, vidx;
> +   int vidx;
>
>face_nors = CustomData_get_layer(

[Bf-committers] Texture Paint Question / Suggestion

2012-06-29 Thread Johnny Matthews
Maybe there is already a way to do this or perhaps it would be a helpful
target for Bratwurst. When you have an object with 2 uvmaps/image textures
is there a quick way to switch which image you are painting to? Right now
it seems you are stuck on the first texture. Is this correct or have I
missed something obvious?

Johnny Matthews (guitargeek)
johnny.matth...@gmail.com
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[Bf-committers] Import Texture Brush Script

2018-03-06 Thread Johnny Matthews
I'm not sure if this is already a thing, but here is a script I started to
speed up texture painting. It lets you import an image as a brush with the
image set as the texture and the brush icon a also set as the image. I'm
sure someone else could write it better, but I think the idea is solid.
Sorry if this is the wrong place to mention it or if it already exists and
I just missed it.

https://github.com/johnnygizmo/blender-texture-brush-import
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[Bf-committers] MacOS compile issue

2018-09-14 Thread Johnny Matthews
In the last couple days, my local 2.8 compile has begun failing on my
Macbook. This is a vanilla copy of the source with no code edits. I'm
getting

[ 91%] Built target buildinfoobj

*/Users/jmatthews/blender-build/blender/extern/audaspace/bindings/python/PySound.cpp:69:10:
**fatal error: *

*  'numpy/ndarrayobject.h' file not found*

#include 

* ^~~*


I do a

git checkout blender2.8
make update
make
to perform my build. Any ideas what I'm doing wrong?
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Re: [Bf-committers] MacOS compile issue

2018-09-14 Thread Johnny Matthews
hmm, deleted my ./blender-build/lib folder and did an make update. It
re-downloaded the libs folder and still get the same error.

On Fri, Sep 14, 2018 at 9:40 AM Arto Kitula  wrote:

> Hi!
>
> Get new updated libs from SVN and do fresh build.
> That should do it.
>
> Cheers,
> —
> Arto
>
> > On 14 Sep 2018, at 17.33, Johnny Matthews 
> wrote:
> >
> > In the last couple days, my local 2.8 compile has begun failing on my
> > Macbook. This is a vanilla copy of the source with no code edits. I'm
> > getting
> >
> > [ 91%] Built target buildinfoobj
> >
> >
> */Users/jmatthews/blender-build/blender/extern/audaspace/bindings/python/PySound.cpp:69:10:
> > **fatal error: *
> >
> > *  'numpy/ndarrayobject.h' file not found*
> >
> > #include 
> >
> > * ^~~*
> >
> >
> > I do a
> >
> > git checkout blender2.8
> > make update
> > make
> > to perform my build. Any ideas what I'm doing wrong?
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Re: [Bf-committers] [Bf-blender-cvs] [a27d97d1b73] blender2.8: Addons: reactivate 'STL format' addon

2018-09-26 Thread Johnny Matthews
Ok, I must be dense, should I see this as an option now? I still see STL
as  "upgrade to 2.8 required".

Johnny Matthews
johnny.matth...@gmail.com
Digital Portfolio <http://johnnygizmo.carbonmade.com/>


On Wed, Sep 26, 2018 at 10:33 AM Jacques Lucke 
wrote:

> Commit: a27d97d1b737037e7c09d3052ba5c644588024ec
> Author: Jacques Lucke
> Date:   Wed Sep 26 17:32:46 2018 +0200
> Branches: blender2.8
> https://developer.blender.org/rBa27d97d1b737037e7c09d3052ba5c644588024ec
>
> Addons: reactivate 'STL format' addon
>
> Reviewers: brecht
>
> Differential Revision: https://developer.blender.org/D3735
>
> ===
>
> M   release/scripts/modules/addon_utils.py
>
> ===
>
> diff --git a/release/scripts/modules/addon_utils.py
> b/release/scripts/modules/addon_utils.py
> index 5bb2b31b523..ee2962b3087 100644
> --- a/release/scripts/modules/addon_utils.py
> +++ b/release/scripts/modules/addon_utils.py
> @@ -369,7 +369,6 @@ def enable(module_name, *, default_set=False,
> persistent=False, handle_error=Non
>  if module_name in {
>  "io_anim_bvh",
>  "io_mesh_ply",
> -"io_mesh_stl",
>  "io_scene_3ds",
>  "io_scene_x3d",
>  }:
>
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Re: [Bf-committers] where to put a new modifier

2021-12-05 Thread Johnny Matthews via Bf-committers
Bjornmose,

So good to see I'm not the only dev coming back after some time :) Come by
https://blender.chat/ on the #blender-coders channel since that's where
people hang (as opposed to those long hours on IRC)

Johnny Matthews (guitargeek)
johnny.matth...@gmail.com


On Sat, Dec 4, 2021 at 8:24 PM bjornmose via Bf-committers <
bf-committers@blender.org> wrote:

> Hi all,
>
> Some years have passed since I coded something for blender. However.
>
> I'd like to refactor the soft body module. AFAIK it is preferred to do
> new things in C++. So I'd like to do so.
>
> After checking out the code and building on Lunix - system  a brief
> inspection of the code showed:
>
> There is no C++ prototype template for plugging in a new modifier.
>
> So I would kindly ask for a hint where to start with a new modifier.
>
> bjornmose
>
>
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