Re: [Bf-committers] Blender roadmap article on code blog

2013-07-02 Thread Vincent Akkermans
On Monday, 1 July 2013 at 20:21, David Jeske wrote:
 On Sat, Jun 29, 2013 at 7:41 AM, Ton Roosendaal t...@blender.org 
 (mailto:t...@blender.org) wrote:
  
   1) Include opt-in usage and automatic crash reporting in *every* blender
   build, and a web dashboard to live usage/crash stats to devs and the
   community.

   
   
  I always wondered what other projects/companies do with such reports. Is
  there a public example where I can see the handling of such report logging,
  with evidence for how this is being used well, the benefits? Or is it just
  for statistics?
   
  
  
 Billrey's blender blog recently posted a link to this old but excellent
 talk on Firefox UI design, from 2011. At 38 minutes, it talks about their
 Usage Statistics Heat Map, and how they used it to streamline the option
 locations when redesigning menus.
  
 http://www.youtube.com/watch?v=hMDBwa4huUY#at=302
  
 The whole talk is really worth watching.. it's both an interesting
 visualization of some common UI design principles, and Firefox's approach
 to enabling open-source innovation by establishing clear design-rules to
 empower and enable more freedom within those design rules.
  
  

There are a few other examples that I know of.  

Firstly, there are some good papers from Autodesk Research that talk in detail 
about how they use data from their Customer Involvement Program (read: usage 
data collection) to prototype and verify new features. A recent work is Patina 
[1], where they use heatmaps, like in the Firefox talk by Faaborg. However, 
they present these heatmaps to the user so that the user becomes aware of the 
features that other people (from the same community) use. This allows them to 
discover features of complex software. Another example is CommunityCommands [2] 
in which a user is profiled through their command usage and by means of a 
collaborative filtering technique new commands are recommended to the user, 
based on the type of usage. Chronicle [3] is worth mentioning as well, because 
it uses this type of data to allow the user to query and retrieve information 
from the design process of a document.  

Then there's work by Terry [4] who instrumented The Gimp to collect usage data 
with an open source ethos. The analysis of it isn't fully explored though.

There's a good overview of how to employ usage data in usability studies by 
Hilbert and Redmiles [5]. Although the paper is from quite a while ago it 
introduces many aspects one has to think about when doing this kind of 
usability work.

Another good example is from Heer and others [6] where they describe how they 
used usage data to understand user behaviour and manage to turn this into 
concrete improvements of their visualisation software.

Microsoft also collects usage data [7], but I haven't found (also haven't 
looked too hard) many details.

I personally think there is a lot of value in remotely collected usage data for 
a) users, as can be seen from the Autodesk research, and b) developers, as can 
be seen from [7].

Apologies for the barrage of references.

Cheers,

Vincent

  
[1] http://autodeskresearch.com/publications/patina
[2] http://autodeskresearch.com/publications/communitycommands
[3] http://autodeskresearch.com/publications/chronicle
[4] Terry, M., Kay, M., Van Vugt, B., Slack, B., and Park, T. Ingimp: 
introducing instrumentation to an end-user open source application.  
[5] Hilbert, D.M. and Redmiles, D.F. Extracting usability information from user 
interface events. ACM Computing Surveys (CSUR) 32, 4 (2000), 384–421.
[6] Heer, J., Mackinlay, J., Stolte, C., and Agrawala, M. Graphical Histories 
for Visualization: Supporting Analysis, Communication, and Evaluation. 
Visualization and Computer Graphics, IEEE Transactions on 14, 6 (2008), 
1189–1196.
[7] https://www.microsoft.com/products/ceip/EN-US/default.mspx
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Re: [Bf-committers] Best place to start a discussion on the direction of Blender?

2013-07-02 Thread Knapp
On Tue, Jul 2, 2013 at 6:10 PM, Gene Crucean
emailgeneonthel...@gmail.com wrote:
 Hey guys,

 Sorry for the possible noise first of all. I'm curious, where is the best
 place to start a conversation with the dev's about features and even
 Blenders overall direction? I don't want to just submit a feature request
 and have it float around in the ether for a decade Autodesk style. I want
 to help and I think I might have some valuable insight.

 Cheers



 --
 -Gene

bf-funboard is the place to go.


-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

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Re: [Bf-committers] Best place to start a discussion on the direction of Blender?

2013-07-02 Thread Gene Crucean
Perfect. Thanks Douglas.


On Tue, Jul 2, 2013 at 9:28 AM, Knapp magick.c...@gmail.com wrote:

 On Tue, Jul 2, 2013 at 6:10 PM, Gene Crucean
 emailgeneonthel...@gmail.com wrote:
  Hey guys,
 
  Sorry for the possible noise first of all. I'm curious, where is the best
  place to start a conversation with the dev's about features and even
  Blenders overall direction? I don't want to just submit a feature request
  and have it float around in the ether for a decade Autodesk style. I want
  to help and I think I might have some valuable insight.
 
  Cheers
 
 
 
  --
  -Gene

 bf-funboard is the place to go.


 --
 Douglas E Knapp

 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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-Gene
www.genecrucean.com
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Re: [Bf-committers] Best place to start a discussion on the direction of Blender?

2013-07-02 Thread Knapp
On Tue, Jul 2, 2013 at 7:07 PM, Gene Crucean
emailgeneonthel...@gmail.com wrote:
 Perfect. Thanks Douglas.


 On Tue, Jul 2, 2013 at 9:28 AM, Knapp magick.c...@gmail.com wrote:

 On Tue, Jul 2, 2013 at 6:10 PM, Gene Crucean
 emailgeneonthel...@gmail.com wrote:
  Hey guys,
 
  Sorry for the possible noise first of all. I'm curious, where is the best
  place to start a conversation with the dev's about features and even
  Blenders overall direction? I don't want to just submit a feature request
  and have it float around in the ether for a decade Autodesk style. I want
  to help and I think I might have some valuable insight.
 
  Cheers
 
 
 
  --
  -Gene

 bf-funboard is the place to go.


 --
 Douglas E Knapp

 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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 --
 -Gene

Don't overlook IRC!

-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

Open Source Sci-Fi mmoRPG Game project.
http://sf-journey-creations.wikispot.org/Front_Page
http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] Blender roadmap article on code blog

2013-07-02 Thread CoDEmanX
Am 29.06.2013 16:41, schrieb Ton Roosendaal:
 - Where Python is too slow (I/O), we can also improve the api a lot still. 
 For our UI now it's more than fast enough.

There are two areas where it's notably slow: user preferences input and 
addon UI - due to the high number of layout elements I guess. However, 
it's acceptable in this area.

Where python performance really bugs me is I/O. Due to GIL, python can't 
make use of multi-core systems (runs with max. 25% of an i5 with two 
real cores / four virtual cores). And multiprocessing isn't really 
applicable, since blender doesn't allow multiple threads accessing the 
RNA system without crashes.

Looking at the OBJ importer, the real bottleneck is the mesh splitting 
code. It takes a serious amount of time for gigabyte-sized OBJs, and a 
huge amount of memory (like 500 MB OBJ, 6 GB mem). Not sure if one could 
optimize the python code, but a C/C++ importer would always be superior 
(see Meshlab speed!). Any plans on merging assimp support from Bratwurst 
into trunk?
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Re: [Bf-committers] Blender roadmap article on code blog

2013-07-02 Thread Jürgen Herrmann
Hi,

Wouldn't it be possible to implement a c/c++ importer and expose it to the 
python api in a compatible way?

The obj file structure is quite straightforward and should be easy to 
implement. But I have no experience with blenders python interface.

/Jürgen

Am 02.07.2013 um 19:45 schrieb CoDEmanX codem...@gmx.de:

 Am 29.06.2013 16:41, schrieb Ton Roosendaal:
 - Where Python is too slow (I/O), we can also improve the api a lot still. 
 For our UI now it's more than fast enough.
 
 There are two areas where it's notably slow: user preferences input and 
 addon UI - due to the high number of layout elements I guess. However, 
 it's acceptable in this area.
 
 Where python performance really bugs me is I/O. Due to GIL, python can't 
 make use of multi-core systems (runs with max. 25% of an i5 with two 
 real cores / four virtual cores). And multiprocessing isn't really 
 applicable, since blender doesn't allow multiple threads accessing the 
 RNA system without crashes.
 
 Looking at the OBJ importer, the real bottleneck is the mesh splitting 
 code. It takes a serious amount of time for gigabyte-sized OBJs, and a 
 huge amount of memory (like 500 MB OBJ, 6 GB mem). Not sure if one could 
 optimize the python code, but a C/C++ importer would always be superior 
 (see Meshlab speed!). Any plans on merging assimp support from Bratwurst 
 into trunk?
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[Bf-committers] expectations about spline-handle type-toggle behavior...

2013-07-02 Thread David Jeske
I'm making a patch to adjust (fix!) some odd behavior related to
spine-handle toggling, which I filed in this bug..

http://projects.blender.org/tracker/?func=detailaid=35952group_id=9atid=498

The main bug I filed is that the docs (and user expectation), say that
toggling a handle to free should cause the two handles to become
disconnected from each other. However, the current code doesn't do this
when only one of the spline handles is selected, because it sets that
handle to free but leaves the other one aligned to the free one..
effectively making the spline feel like an aligned spline where one of the
handles works and the other is locked (i.e. broken).

I have a patch which fixes the above problem, and makes spline-handle
type-toggling work much more predictably from my perspective.

Can anyone tell me how the IPO_AUTO_HORIZ / HD_AUTO_ANIM spline-handle mode
is used?

Also, if anyone is a spline expert and cares about this, read the bug as I
have a bunch of other questions.
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Re: [Bf-committers] HiDPI notes for other OS'es

2013-07-02 Thread David Jeske
On Sun, Jun 30, 2013 at 4:14 AM, Ton Roosendaal t...@blender.org wrote:

 The node editor has been badly patched indeed, which is solvable, but not
 so easy. I postponed it to wait for decisions or designs how we want the
 node editor to evolve.


I think I now understand what you meant about combining 2d and the widgets
in the node editor being a challenge for the current coordinate model. You
mean because the nodes themselves have widgets drawn into their faces
right?

The bug you mention (for adding nodes) is just a python scripting issue -
 it tries to do DPI magic there, which it shouldn't.


As far as I can see, the retina node-placement bug is not caused by
Campbell's recent patch that added those DPI calculations. It existed
before he added that, and is unaffected by it. If you take out those
calculations the bug is still present and exactly the same. The bug exists
because there is a pixelsize (not DPI) compensation issue -- this is why it
happens only on retina.

If I understand what's going on the node-editor 2d camera zoom and
origin are not being scaled for pixelsize, which means mouse events must be
scaled for pixelsize before being used as coordinates to places new nodes.

I think this could be fixed in v2d.region_to_view, as you mentioned in your
other email. I've moved onto some other stuff, but if this doesn't get
fixed in a while I'll turn back to it.
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Re: [Bf-committers] expectations about spline-handle type-toggle behavior...

2013-07-02 Thread Bassam Kurdali
Personally I like this mode, but I could live without it I guess - for
me it isn't a bug, I often combine vector/aligned or free/aligned. the
former is more obviously useful, the second only marginally so ( you get
one handle that keeps the tangent, and only slides in line, and the
other handle is free to go (it's almost like one is parented to the
other)

the point I'm making, is that it doesn't feel like a bug to everybody. I
don't feel strongly about it, but if it gets in my way I'll just file a
bug in the future ;)
On Tue, 2013-07-02 at 14:32 -0700, David Jeske wrote:
 I'm making a patch to adjust (fix!) some odd behavior related to
 spine-handle toggling, which I filed in this bug..
 
 http://projects.blender.org/tracker/?func=detailaid=35952group_id=9atid=498
 
 The main bug I filed is that the docs (and user expectation), say that
 toggling a handle to free should cause the two handles to become
 disconnected from each other. However, the current code doesn't do this
 when only one of the spline handles is selected, because it sets that
 handle to free but leaves the other one aligned to the free one..
 effectively making the spline feel like an aligned spline where one of the
 handles works and the other is locked (i.e. broken).
 
 I have a patch which fixes the above problem, and makes spline-handle
 type-toggling work much more predictably from my perspective.
 
 Can anyone tell me how the IPO_AUTO_HORIZ / HD_AUTO_ANIM spline-handle mode
 is used?
 
 Also, if anyone is a spline expert and cares about this, read the bug as I
 have a bunch of other questions.
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Re: [Bf-committers] expectations about spline-handle type-toggle behavior...

2013-07-02 Thread David Jeske
...and one more quick question...

Do spline users miss the inability to do a standard mirrored spline,
where both sides of the spline keep the same length? I don't see a way to
get this behavior out of Blender's spline handles (though I could just be
missing something).
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