Re: [Bf-committers] Stepping away from Blender development
Hi Campbell, thanks for your work for Blender and for you always have an ear for my python problems and my blender bugs. I will miss you. All the best for your projects! Have FUN. Carsten Am 01.08.2016 um 14:50 schrieb Campbell Barton: > Hi, writing this mail to say that I'll be taking time away from > Blender development, > I'm stepping down as maintainer/module owner. > > I'll be taking an extended period of time off, to work on my own > projects for a while, explore new horizons! > > It's been an honour to work on the open projects with talented artists > & developers. > All the best, > -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] New Committer: Thomas Szepe (HG1)
Am 16.02.2015 um 20:08 schrieb Campbell Barton: Thomas Szepe (aka hg1) has been working on the BGE for 2 years. Well deserved commit rights! Best regards, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55915] trunk/blender/source/blender: Attempt to fix a potential name conflict between Freestyle and the compositor .
Am 09.04.2013 15:45, schrieb Ton Roosendaal: Hi Tamito, Freestyle works for me now, thanks! For me too ;-) After some poking where to find it. I the new Render Layer Context also part of the Freestyle Merge? I caught my a bit by surprise forcing to redo some parts of my book... And where is a dokumentation for Freestyle? Cheers, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55915] trunk/blender/source/blender: Attempt to fix a potential name conflict between Freestyle and the compositor .
Am 09.04.2013 16:28, schrieb Bastien Montagne: And the render layers and passes panels were already taking quite some space in the render buttons on their own, if I may add… :) No problem, I like it this way! As for doc, see the relevant mail I’m going to send to this list! ;) Ah, ok ;°) Can I suggest one thing: Maybe it is possible to add some Quick Freestyle Operators like for Quick Fluid, Quick Smoke etc. Quick Freestyle Cartoon Quick Freestyle Pencil Quick Freestyle ... Would get you more people wanting to try it... Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] F Fill and Alt-F
Hi, will the BMesh Fill (F) also handle holes in the geometry in future like the ALT-F automatic hole detection (so called in old manual)? Greetz, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Appending objects with identical material
Am 14.03.2013 10:01, schrieb Gaia: The exact same problem also appears when models are imported. I was thinking about adding something to the Collada importer that would allow to reuse existing materials . I sometime hacked that feature into the OBJ importer. No Gui however. I think Campbell implemented it there? I am not shure, long time ago. And yes, I think this could be an nice feature also for appending. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender Development fund update
Am 18.01.2013 15:57, schrieb Ton Roosendaal: Hi all, The fund now has 208 monthly contributors, which is great recurring income to support people from! 209 at least now ;-) http://www.blender.org/blenderorg/blender-foundation/development-fund/ I find it encouraging that the monthly amount is displayed on the site! I posted a g+ article about it. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Patch for adding Remove Doubles functionality to Decimate modifier
Am 12.01.2013 19:30, schrieb Kai Kostack: Hi, I just uploaded a patch to the tracker adding Remove Doubles functionality to the Decimate modifier. It's a pretty short patch since it only calls already existing Bmesh code, so I hope one of you very busy devs can find a bit of time for a review. Great and very usefull idea! +1 Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Patch for adding Remove Doubles functionality to Decimate modifier
Am 14.01.2013 12:02, schrieb Campbell Barton: On Mon, Jan 14, 2013 at 9:19 PM, Carsten Wartmannc...@blenderbuch.de wrote: ... Why would you want this? - The example given with the patch shows Mostly for imported CAD modells, and thats (I guess) the use case Kai had in mind. Often you need to adapt the params of remove doubles for these modells quite a bit, and a non-destructive way would be great then. These CAD-modells tend to have smooth and sharp parts splitted causing massive doubles. However, removing too much or finding problems later in your project will lead to much work. Also the Edge Split not always works well in the end with these CAD files, so sometimes you want to revert a remove doubles later (reimporting will cause too much work, like splittging, materials, animation etc.). So thats for my cases, I would like to have such modifier. And I dont find it so deplaced in the decimator? Best Regards, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Gesture Recognition
Jason Wilkins jason.a.wilk...@gmail.com schrieb: My Google Fu has failed me though and there does not seem to have been much work on this yet. Am I missing something? Only that we had already gestures in blender since like ever until 2.5x ;-) There were only three for GSR so a more generic approach would be needed. I did used at least 2 of the three gestures regularly. Carsten ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Von meinem Android Tablett gesendet :-) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender File reader SDK
Am 08.06.2012 09:00, schrieb k...@polarlights.net: Dear Blender Team, ... So, I would like to know if you have a SDK that will allow me to load a .blend file to import it directly into my renderer. It will greatly improve the integration between blender and my renderer. This could be the right place. They just load .blend for the engine: http://code.google.com/p/gamekit/ Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3D Cursor and Border Select
Am 26.02.2012 01:29, schrieb Daniel Salazar - 3Developer.com: What I do is set it to double click, this makes it harder to set by mistake while being just as simple to set when needed Also this enables me to change border select behavior to be just click and drag, no need for pressing B, which is the expected behavior by everyone it seems I am someone Ton likes to call old fart blender user so I am usually quite sceptic about such changes, but this one I really like. Carsten PS: How the hell do you set Double-Click for it?! -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Cycles, Optimize Linux Build?
Hi, since some time (can't nail it down exactly) I found that my own trunk builds are much slower for Cycles on GPU than builds from graphicall.org or the official builds. I am working on (X)Ubuntu 10.04 64bit. Here are some numbers: Hardware: Geforce GTX 460SC, Intel QuadCore Q9450@2.66GHz, 4GB Ram Compiler Flags: -O3 -ffast-math -msse2 -mtune=core2 Scene: Mike Pan's BMW Benchmark for Cycles http://mikepan.com/files/BMW1M-MikePan.blend 2.62rc1: - CPU: 6:54 GPU: 1:15 own build: CPU: 5:48 (Yay!) GPU: 5:09 (CPU Meter shows that it really renders with GPU) So why is Cycles in my own build on the GPU so much slower? Where are the buttons to tune it? What I am doing wrong? EDIT: I did an experiment to copy the cycles/ folder in the addons to my build and then I get the same numbers as the rc1... So I need to ask: How do I compile this as fast as in the RC1? Thanks, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cycles, Optimize Linux Build?
Am 09.02.2012 14:15, schrieb Sergey Sharybin: Hi, I'm not sure if it's indeed the issue, but heard about slowdown when cuda toolkit 4.1 is used. Build environment is using toolkit 4.0. Uh, that rings a bell... rm -rf /usr/local/cuda, install 4.0.x Gotcha: 1:10s Great, thanks. Thats a shame, why is 4.1 so much slower, is it on NVIDIAs side or on Blenders side? BTW: Is that ...Olimit overridden, compiler may run out of memory or very slow warning normal? Best regards, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 2.62 release notes
Am 01.02.2012 13:37, schrieb Brecht Van Lommel: Hi all, Release notes for 2.62 are now in progress. For developers of features there, or other volunteers who would like to help out, we still need these to be improved to be human readable, with nice screenshots and presentation, it's still quite rough at the moment. Here is a screenshot/post about the material awareness of the boolean modifier with carve: https://plus.google.com/u/0/110212745595183837911/posts/NCg1VCwJhZR#110212745595183837911/posts/NCg1VCwJhZR Feel free to use, maybe it helps, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43739] trunk/blender/source/blender/ modifiers/intern/MOD_boolean_util.c: Fix #30000: Boolean modifier messing up multi material
Am 29.01.2012 17:00, schrieb Sergey Sharybin: Hi, It's kind of already implemented. The problem is: modifier can't add new materials to object, so if right operand (which is getting subtracted) has Can't add means the modifier has no access? Or a Blender limitation? I am not a dev, so I cant imagine why this could be ;-) Add a new slot, link a material to it is something I have done in Python many times. some materials which doesn't exist in left operand (from which object subtracts) there'll be some artifacts in texturing. The only way for now is to manually add material from right operand to left operand and then they should be nicely reused. Indeed! Thats great for my purpose. Thanks for clarify this. Needs to put somewhere in the docs. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43739] trunk/blender/source/blender/ modifiers/intern/MOD_boolean_util.c: Fix #30000: Boolean modifier messing up multi material
Am 27.01.2012 09:04, schrieb Sergey Sharybin: Revision: 43739 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=43739 Author: nazgul Date: 2012-01-27 08:04:03 + (Fri, 27 Jan 2012) Log Message: --- Fix #3: Boolean modifier messing up multi material Is it planned to have boolean support multimaterials in a way that the result (cutted faces) of a difference for example will get the material of the cutting object/faces? Thats a thing I need constantly. Best Regards, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Patch: Border select tool for outliner
Am 19.01.2012 17:21, schrieb Perry Parks: I would love to see this in trunk! It is in trunk now :) Yes. Did see the commit 20 seconds after my mail... - Shift-LMB does not work to select more than one item Try it again. It should work. My bad. I tested it accidentally with 2.59. There it is not working (same for selecting after Akey). Thanks for your patch! Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43428] trunk/blender: Carve booleans library integration
Am 17.01.2012 17:52, schrieb Sergey Sharybin: Hi, Well, if you'll provide some files where you think new booleans fails when they shouldn't it might help a lot. Me or Tobias (Carve's author) can try to improve something. It is not that carve fails, but carve fails with tweaked objects that work with boolop. So more a matter of compatibility of old scenes with carve. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43428] trunk/blender: Carve booleans library integration
Am 16.01.2012 17:46, schrieb Sergey Sharybin: Revision: 43428 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=43428 Author: nazgul Date: 2012-01-16 16:46:00 + (Mon, 16 Jan 2012) Log Message: --- Carve booleans library integration == Merging Carve library integration project into the trunk. Hey Sergey, some of my work always was only (in Production constraints) possible with booleans (so I followed the carve branch closely). Imagine a jawbone I need to cut along a plane (ok Cube) and then visualize the drilling of a hole into it with a medical drill. So I am very happy with a boolean that is more robust. Some first tests showed that there are much (if any!) artifacts. However I had to learn that my old scenes are often need to be redone, thats because I used many times tricks to get the old booleans working at all... For example I made a planar cut then in this mesh the drilling difference modifier borked and I need to separate the cutted plane and then use the difference on this. This worked with the old booleans, this kind of open objects do not work anymore. But this is in most cases ok, if not I can still use a solidify mod. So thanks for this great addition to Blender! Is it the third boolean code or the fourth? ;-) Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Longer names for objects
Am 11.01.2012 09:52, schrieb Sergey Sharybin: Hi, Longer names support for objects was just commited to svn. I've mentioned this in commit log already, but somebody might not reading that logs. great! Thank you! I just noticed that I can now (appeared somewhere between 2.59 and now) enter also german Umlauts everywhere in Blender running on Linux! Whoever fixed that: THANK YOU! Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Longer names for objects
Am 11.01.2012 12:44, schrieb Carsten Wartmann: I just noticed that I can now (appeared somewhere between 2.59 and now) enter also german Umlauts everywhere* in Blender running on Linux! *not in the Text Editor ;-( Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41758] trunk/blender: CMake/Scons: automatically use ffmpeg, boost and openimageio from the svn lib/
Am 12.11.2011 15:42, schrieb Brecht Van Lommel: Hi, CMake/Scons: automatically use ffmpeg, boost and openimageio from the svn lib/ directory if available, which should make building with ffmpeg and cycles easier. How is the search order? I think here (Ubuntu 64bit) it still used the system libs in /usr/... even I did checkout the lib/ (to above the blender/ folder as stated in the docs) I needed to manually tell cmake (via ccmake) where to find it. I committed a fix for this in revision 41762, did that solve the issue? If I understand the cmake documentation right, it should be Yes, I tested it and now a lib/ folder is used first place. Thanks, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41573] trunk/blender: As discussed on the mailing list, removing the non-functional,
Am 06.11.2011 06:46, schrieb Joshua Leung: Revision: 41573 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=41573 Author: aligorith Date: 2011-11-06 05:46:45 + (Sun, 06 Nov 2011) Log Message: --- As discussed on the mailing list, removing the non-functional, incompatible, and unmaintainable Time Offset cruft. - Slow Parenting lives another day (just), although it now carries Please don't remove it as long as there is no replacement (I guess there is no?). I use it often in BGE and so do others. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] UI changes from cycles branch
Am 24.10.2011 01:21, schrieb Brecht Van Lommel: Hi all, Here's a patch with a subset of the UI changes in the cycles branch that I'd like to merge into trunk. Are there any objections to this? I don't think they would need any documentation updates, it's just small things that wouldn't confuse anyone in screenshot: * Remove emboss on areas and regions * Remove button emboss Hm. I am not sure here. Somehow the emboss gives a optical hint that there is something new starting. * More subtle colors and gradients on buttons * Black arrows on menu button I think the arrows are much to dark. It was and is always hard to print a Blender screen but this way I think it will be nearly impossible to see the arrows anymore. Also there is not much visual hint how that this is a menu-button and not a normal one. * Panel header changed look smaller Thats nice. I think together with the removal of emboss it looks nice, but see first point. * Screen splitting widgets look Too dark too. * Toolbar/properties expand button look Yea, the original ones are a bit big. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41129] trunk/blender: initial support for unicode keyboard input for ghost blenders WM.
Am 20.10.2011 07:30, schrieb Campbell Barton: Revision: 41129 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=41129 Author: campbellbarton Date: 2011-10-20 05:30:26 + (Thu, 20 Oct 2011) Log Message: --- initial support for unicode keyboard input for ghost blenders WM. Ah, strange. I just commented that old bug reported by me this morning to see now that you are working on it... So that means Blender (Linux) will become usable for german content? Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41129] trunk/blender: initial support for unicode keyboard input for ghost blenders WM.
Am 20.10.2011 16:29, schrieb Thomas Dinges: No problem! :) I hope it works on windows too soon, so I could use German umlauts. Erm, Thomas On my windows XP it works (and has worked for long) in GUI, Textobject and Texteditor. Cheers, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41129] trunk/blender: initial support for unicode keyboard input for ghost blenders WM.
Am 20.10.2011 18:13, schrieb Thomas Dinges: Well, not for object names for example. (win 7, x64, scons, WITH_BF_INTERNATIONAL = 1 ) ü, ä, ö are clipped, so for example when I name my objectäxample after pressing enter it becomes xample. ;-) Nä, dös is net gut ;-) However I am against using anything other than ASCII in code, so I do it for object names so I am not concerned about this case. I just found another case where we cant enter non-ASCII chars: In Game properties String types... Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] improved Screencast keys addon module
Am 07.09.2011 01:57, schrieb Jass: Here is the script: http://www.pasteall.org/24659 http://www.pasteall.org/24659 I wonder is there a possibility to get the code from Pasteall without copy and paste from the Edit Code frame? Carsten, hopes that he has not overlooked some simple thing. -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [39980] trunk/blender/source/blender/ editors/space_node/node_header.c: Enabled the 'Layout' node category, currently only contain
Am 06.09.2011 19:28, schrieb Lukas Toenne: Revision: 39980 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=39980 Author: lukastoenne Date: 2011-09-06 17:28:26 + (Tue, 06 Sep 2011) Log Message: --- Enabled the 'Layout' node category, currently only containing the 'Frame' node. Both the category and the node could be renamed as needed. The frame node is largely experimental and not totally useful yet, but much asked for, so can't hurt to let people try it out. I think the connections between nodes inside a Frame are to hard to see. Maybe make the Frame more transparent? Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] improved Screencast keys addon module
Am 05.09.2011 23:31, schrieb Jass: Hi, all; I have done a little bit of work to the screencast add on so that it better fits my needs. The improved version is here: Great improvements! Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Node improvements branch ready for merge
Am 05.09.2011 23:03, schrieb Lukas Tönne: The particles-2010 branch is in trunk now. Detailed info on the wiki page [1] Hrm. Are additional steps (beside svn up, scons) needed to get the new things (e.g. I don't see the frames node). Or is it also disables for now? Maybe this commit is more for developers and End-Users don't see much? Best Regards, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Image Save Bug
Am 30.08.2011 16:18, schrieb Thomas Dinges: I want to save a PNG (that is set in the render settings) and now if I render and save the image, default there is Multilayer. Also the Save Image op gives me RGBA as default, rather than RGB as in the render settings. I found this also today. Even worse, if Relative Path is checked I cant save at all (ERROR: Can't save ... blabla). Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [39749] trunk/blender: == Sequencer ==
Am 28.08.2011 16:46, schrieb Peter Schlaile: Revision: 39749 * IMPORTANT: this patch *requires* ffmpeg 0.7 or newer, since older versions don't support the pkt_pts field, that is essential for building timecode indices. Windows and Mac libs are already updated, Linux-users have to build their own ffmpeg verions until distros keep up. Compiling ffmpeg with all needed things in is real a pita :-( Struggling with all the deps will most likely result at some point in a non ./configuring or non-making situation where component X says that component Y is not up to date or suitable even if you just svn the latest one... Then you resign and are left with a system with no ffmpeg at all. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Keymap storage management
Am 15.07.2011 10:57, schrieb Sean Olson: Is there a possibility of bringing back the 'double press' keys for different functions? (Like the old B=Box select, BB=Circle Select). I personally want to have 1 be front view, 1,1 be back view, 7 be top view 7,7 be bottom view, etc, etc. Holding Ctrl all the time is giving me a hellava bad pain in the wrists. +1 from me, would love it also. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).
Am 29.06.2011 19:17, schrieb Juan Pablo Bouza: Carsten, I didn't find compiling ffmpeg difficult, and I'm not a linux guru, Yep, seems it is not quite easy. For compiling with x264, you have to install the latest version of libx264. It compiles easily just with : Ok, this is for ENCODING, I was confused because I can read/play/use vids from my camera in Blender without special options. Thanks for your help, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).
Hi, I reported it before but still I can not use Blender on Linux/Ubuntu 64 for Videoediting: http://projects.blender.org/tracker/?group_id=9atid=498func=detailaid=21284 This bug was closed because it seemed that the problem was in the system FFMPEG. Todays tests (using a own scons build from today) seems to me that there must be a problem in Blender. Here is the result in Blender: http://www.pasteall.org/pic/14349 No matter if I use the sequencer or map the movie onto a plane. See the jagged edges (seems like some dithering). So far so good, could be still a ffmpeg bug? Same clip in ffplay: http://www.pasteall.org/pic/14350 Much better (same in VLC which is not using ffmpeg I think, and also no Problem on WinXP and Blender). So I am still not 100% sure, but ANY help not to need to boot windows to make some videowork is appreciated, especially with the procx code from Peter. Greetz, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).
Am 29.06.2011 13:28, schrieb Sergey I. Sharybin: Hi, First of all, are you using your own builds of Blender or you're using builds from graphicall/buildbot site? Which verison of ffmpeg you've been playing video when it displays right? Yes I am building my own blender with scons on Ubuntu 10.04. ffplay and blender seems to use the same libs: http://pasteall.org/22804 I think a official build will not be different because it uses the system libs on linux anyway. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).
Am 29.06.2011 13:48, schrieb Sergey I. Sharybin: Carsten Wartmann wrote: Yes I am building my own blender with scons on Ubuntu 10.04. That's not true. If you'll be using builds from Hmm. Ok, then I mixed something up. Works in a official Build. So it seems my problem is then to get ffmpeg compiled and Blender (my own builds) to use it. Still strange that ffplay seems to handle it differently... Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).
Am 29.06.2011 16:44, schrieb Juan Pablo Bouza: I also fixed the problem with my builds though. I compiled FFMPEG 0.8 (without any additional libraries, which doesn't seem to really affect the encoding or decoding capabilities) and I pointed the scons compiler to my ffmpeg build. Everything works great now, no jagged edges anymore. Yep, last time I tried (ages ago ;-) compiling ffmpeg seems to much for me. As blender didn't like the full library compilation of ffmpeg (with x264, direc, etc etc) Can you explain this a bit more? Are there som kind of targets or do I have to specify all from command line? Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [36605] trunk/blender/intern/ghost/intern: Apply patch from Ryakiotakis Antonis as posted on ML
Am 11.05.2011 01:54, schrieb Nathan Letwory: Revision: 36605 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=36605 Author: jesterking Date: 2011-05-10 23:54:15 + (Tue, 10 May 2011) Log Message: --- Apply patch from Ryakiotakis Antonis as posted on ML Should fix MingW build problems - mingw users, please test too :) Yep, bulding/running fine! Thank you guys! Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cuda and/or OpenCL
Am 09.05.2011 21:41, schrieb Jeroen Bakker: Hi, I have an IT-architecture related question. As Blender Cycles uses Cuda, and several other branches are using OpenCL, what will be the preferred target GPU-Computing platform for Blender? Cuda, OpenCL, other or developer choice. It is all here: http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles And some more in the sources (doc). Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35896] trunk/blender/release/scripts/ startup/bl_operators: Quick effects operators:
Am 30.03.2011 12:29, schrieb Janne Karhu: Revision: 35896 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35896 Author: jhk Date: 2011-03-30 10:29:32 + (Wed, 30 Mar 2011) Log Message: --- Quick effects operators: * A couple of operators to quickly create effects that would otherwise take some time to set up. * Nice to use for demoing functionality or as a starting point for more complex effects. * Make Fur - Gives every selected mesh object particle fur with a desired density and length. Some generic Material would be nice. ;-) * Make Smoke - Makes each selected object a smoke emitter and creates a new domain object around the emitters with the correct material to render the smoke. I think the domain should be rotated not following the view direction but global. * Make Fluid - Makes every selected object a fluid object (normal/inflow) and has the option to start fluid baking immediately. Could not get it to work, physics are created but baking shown nothing. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35896] trunk/blender/release/scripts/ startup/bl_operators: Quick effects operators:
Am 30.03.2011 15:35, schrieb Janne Karhu: Added a generic fur material! Great! I think the domain should be rotated not following the view direction but global. Yes if would be very nice to be able to rotate the domain, but rendering smoke with a rotated domain is not really working like it should, so for now globally aligned domains it is :) Hmm. Maybe you missunderstood me. Here the domains are generated in the view-orientation. I have checked Align to View for new Objects, so I think the operator does the right thing but not what you did expect (I think you have the global option on). So *I* have to alt-r the domain after Make Smoke... Are you sure? For me checking the start baking will start a fluid baking job just fine (this can be seen in the top header). Yes, it is calculating something, but nothing to see with Alt-A or stepping through the anim. Maybe I forgot to save my file before baking? Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Roadmap for 2.5x - 2.6x - beyond
Am 13.03.2011 15:52, schrieb Brecht Van Lommel: Hi, [...] There's this dynamic which I think we should try to break: unstable features push back release dates, then after a while, core developers in other areas get impatient and add another unstable feature, which agains pushes things back further, while branches get even bigger and harder to merge. I am not a developer, but this was my feeling the last years, thanks for pointing this out so clearly. Also for the rest I would fully agree on (especially the part with the If a feature is not stable or not documented by week 7, it gets moved to the next release). Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Official Automated Builds
Am 13.03.2011 20:19, schrieb Brecht Van Lommel: Hi all, In the meeting Ton proposed to do official automated builds, that are built and uploaded every day or every few hours. These should effectively be the same as release builds, and could even be used as official releases. This is also a very valuable thing for documenters and authors. No more self compiling for various platforms, never knowing if it works REALLY like in a offcial release. Thanks for this proposal, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal: to remove the TexFace options
Am 11.03.2011 13:16, schrieb Dalai Felinto: Hello there, the code is read, up and running here. ... Are there bugs? Likely (it's a big patch after all). But I've been chasing them over the week and believe it's all manageable. If you can help testing, please report them in the patch entry. How is it working together with GLSL? I feel that probably a even bigger change is on the way which would unify this also. For now it is working well but as soon as I switch to GLSL my Alphas are not there anymore for example. Where is the Collision flag from the Face Textures is handled? I think it can be usefull to have Collision by Face. I think you would also remove Texture Face as option from the Shading in the Property Shelf? Beside this and my doubts about the time when to incorporate this (see below) I think your work is very valuable and simplifies things. And the one million dollar question is: Can this be incorporated before Blender 2.57 release? if there is no agreement by Sunday I will see if I wake up early to discuss that in the meeting. I am still a bit sceptic and feel that it would be fit better in a 2.6 Version, especially as there are bigger changes in the materials proposed for these versions. So my opinion: Wait. And then do a system which serves all cases well: Add material options with all features you can use in rendering, then when you start the Gameengine the materials will be shown as good as the actual graphic card can handle. All automatic. Beside this I would also like to have a lazy mode with more than one texture on a object in GLSL mode. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal: to remove the TexFace options
Am 11.03.2011 13:16, schrieb Dalai Felinto: I didn't address backward compatibility, so I still would like to hear what is the best solution. I don't think an automatic conversion is a good idea (it would affect rendering, and split materials will likely get messy). So still looking for help into find the best alternative here. Just as addition: It breaks all my game engine tutorials for my book, both in look (no alpha, no Add) and in functionality, I think because of the missing collision by face. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35407] trunk/blender: Bugfix Feature fix: Only Shadow Material options
Am 08.03.2011 17:08, schrieb Ton Roosendaal: Revision: 35407 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35407 Author: ton Date: 2011-03-08 16:08:43 + (Tue, 08 Mar 2011) Log Message: --- Bugfix Feature fix: Only Shadow Material options Really great! I did run into this problem quite often in the last weeks. BTW: Will old files render different now? Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35386] trunk/blender: Drop support for python 3.1.
Am 07.03.2011 12:53, schrieb Campbell Barton: Revision: 35386 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35386 Author: campbellbarton Date: 2011-03-07 11:53:40 + (Mon, 07 Mar 2011) Log Message: --- Drop support for python 3.1. for building py3.2 on *nix see: http://wiki.blender.org/index.php?title=Dev:2.5/Doc/Building_Blender/Linux/Troubleshooting#Python Thanks for the guide! I think that SUFFIX=m is a safe guess when you compiled py32 yourself, so maybe write a sentence about this in the guide. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] New MinGW Maintainer
Am 02.03.2011 15:02, schrieb Campbell Barton: Ervin Weber (lusque) has been added to to keep MinGW supported tested since no active devs were supporting it well. Welcome Ervin! I am one of the guys who use Mingw. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35300] trunk/blender/source/blender: From the OFTL (old fart todo list)
Am 02.03.2011 15:09, schrieb Ton Roosendaal: Revision: 35300 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35300 Author: ton Date: 2011-03-02 14:09:54 + (Wed, 02 Mar 2011) Log Message: --- From the OFTL (old fart todo list) Haha! What else is on this list? I am curious. Maybe Transform with Cursor keys? Right Mouse on area edges has menu to Split or Join. Works like 2.4. Finally no more mouse stress due to seaching for little tiny corner icons :-) Caroldfartsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender Startup Time
Am 25.02.2011 14:00, schrieb Campbell Barton: Today I took some time to look at how much slower blender 2.5x is then 2.4x, and possible ways to make it faster. [...] Other suggestions for improving startup time welcome! My suggestion: Don't care about these 5 seconds ;-) How often do I start Blender a day? If I am lucky ONE time. If not the next starts are warm starts. Better take care about usability and bugs, a bug or quirk in the GUI can cost me several minutes, maybe hours of work if all is murphy an I get a crasher with no proper Auto-Save or such. my 2ct. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu
Am 20.02.2011 06:47, schrieb Dalai Felinto: Any final word on whether this will be reverted or not? Seems not. Silence in the woods as we say in Germany ;-) If the commit is here to stay I think for BGE we will need some changes. What are theese? Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Fluid particles refactoring
Am 20.02.2011 16:27, schrieb Janne Karhu: On Sat, 19 Feb 2011 00:57:39 +0200, Michael Foxmfoxd...@gmail.com wrote: ... hopefully we'll have some really usable fluid particles before the 2.6 is out! :) Erm, the next release is 2.5x I am not wrong, and Roland is not a clairvoyant ;-) So you got 1 or 2 years ;-) Carsten, hopes you meant 2.5x -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] normal maps, red/green channel inverted
Am 19.02.2011 16:22, schrieb Morten Mikkelsen: Hi all, Blender is exporting normal maps with red and green channel inverted relative to the geometry we actually export with our exporters and I would very much like to fix this. This would make blender export normal maps which are very similar to most tools out there and it would make sense to people trying to use them in their own engines. Good! It will be different from maps baked with blender previously but then that This does mean that old scenes render incorrect? Just to clarify. Or will there be some compatibility switch? Carsten Kaito has asked me to ask you guys if you are ok with it? Who's that guy hanging around there all the time? ;-) -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Fluid particles refactoring
Am 19.02.2011 19:20, schrieb ra...@info.upr.edu.cu: Hi :) Sounds great! I am just at particles chapter for my book an was not sure to include fluid particles at all, it is (was?) quite hard to get nice simulations, they tend to explode to often with no (for me) obvious reason. That explode thing is long in the past, Jahka has improved a lo the stability so now is pretty easy to get nice simulations I always use a daily build. So completely it is not past... However, I have not so much real use for them until we have a mesh tesselation for them. Suggestions welcome. Is on the way ;) Great, but I guess too late for my book. So far it is usefull for such kind of stuff: http://www.youtube.com/watch?v=U_azkgb5mXM ;-) Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] normal maps, red/green channel inverted
Am 19.02.2011 23:08, schrieb Dalai Felinto: I wonder if instead of a commandline it would be possible to do this conversion with Python. I'm not sure of the current status of bpy for image handling, but it would be neat to have an addon for that. My idea was having a Button inside the Texture Context, Image Tab (beneath the Normal Map Button) to use old Blender Normal maps. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Fluid particles refactoring
Am 18.02.2011 23:23, schrieb Janne Karhu: I've been refactoring the fluid particles recently, and before I actually start getting ready to commit this I'd like to get some feedback on my current progress and ideas. Sounds great! I am just at particles chapter for my book an was not sure to include fluid particles at all, it is (was?) quite hard to get nice simulations, they tend to explode to often with no (for me) obvious reason. However, I have not so much real use for them until we have a mesh tesselation for them. Suggestions welcome. BTW: Is there a documentation in one place for all the new particles? Even in your blog it is hard to keep track. And yes I do know that this will break old simulations, and that you book writers have to do some pages all over again, but my sincere intention is a better user experience with the particle fluids, so please forgive me. See above ;-) Beside us writers I don't think there is much use of them at the moment beside self contained demos and some effects, so I think it is acceptable to break some old simulations. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu
Am 16.02.2011 20:39, schrieb Thomas Dinges: Revision: 34914 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=34914 Author: dingto Date: 2011-02-16 19:39:45 + (Wed, 16 Feb 2011) Log Message: --- Commit patch [#25939] material panel proposal by Ervin Weber (lusque). Thanks! From the patch description: A new panel is proposed to bring togheter all the properties of a material that belong to the render pipeline level. Such properties are currently not mixable with node materials, as nodes operate on a shader level. Commiting this patch as approved in the sundy meeting. Roadmap: Beta = Final Feature Set, Ready for Documentation. Could we now stop changing things? This is not a bug or something that stops the now so adulated beginners from using Blender 2.5x. I mean I take a high risk waiting for stabilisation, which means that other authors, who may don't care about correctness, take much of the sales just putting a book on the market as soon as possible. BTW: I am not quite sure if this is all so good placed now, maybe technically correct (shouldn't be Shadeless also there?) but I think it is possibly not very good for the workflow. I would not search in a Render Pipeline Panel for Transparency at the first shot. Nor would I expect Shadow Casting (Casting Alpha, Cast XXX) options NOT in the Shadow panel. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu
Am 16.02.2011 22:45, schrieb Thomas Dinges: Hi Carsten, Am 16.02.2011 22:15, schrieb Carsten Wartmann: Roadmap: Beta = Final Feature Set, Ready for Documentation. As I already said before: I don't care about definitions of Beta or Alpha or RCs, I trust in the word (and I really have to, not beeing anymore in (or near) the core of Blender development) and this clearly says what I quoted above. Its not my words its from: http://www.blender.org/development/release-logs/blender-256-beta/ Not a blog of somebody but a highly offical website b.o. But: What If you would be a documenter for Max or Maya? You could only But I am not, and will never be. I put my heard, brain and blood into Blender for over 10 years now, so maybe I am not a neutral person for such discussions but there is a clear gap between what Blender claims to be an what Blender is nowadays. Ok but I stop now. For the Max/Maya analogies: If I would work for autodesk I would *surely* use the real Beta versions of their products an getting fired if the final Book does not match the final version... I think Zanqdo explained the reasoning well. :) Yea, surely helpfull. So could we come to a way of working where changes get documentated by the developer in a way a documentation monkey or a user can understand AND find it? I think thats a big problem with Blender today. It grows faster that the docs. I think (from my POV) a new feature should not be going to trunk unless the developer provides a documentation. I offered my help here in the past, so devs, get you a docu-monkey and an artist. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34720] trunk/blender: Texture context selector for texture panel:
Am 08.02.2011 15:29, schrieb Janne Karhu: Revision: 34720 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=34720 Author: jhk Date: 2011-02-08 14:29:48 + (Tue, 08 Feb 2011) Log Message: --- Texture context selector for texture panel: * Texture context was previously determined by going to the appropriate panel, for example world panel - texture panel to access world textures. Additionally there was a separate button to access brush textures. * Now the texture context can be selected directly through an expanded icon menu, which shows the available context options. * This context selector is now at the top of the texture panel, but this could later be perhaps integrated to the context path somehow to be more intuitive. Great, that will help to avoid many confusion. Of course I again have to change things in my tuts but well... One request: Could the old behaviour still work (for 2.5x at least)? So when changing from world context to textures it will choose world textures etc. This will keep compatibility with already written tutorials and books. Also the placement is a bit cluttered, for now I think it would fit for now where the old Brush button was. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34720] trunk/blender: Texture context selector for texture panel:
Am 08.02.2011 21:22, schrieb Janne Karhu: Carsten: The placement of the actual context menu is still under debate. I originally had the menu in the old location of the brush button, but ... I also think both behaviors (context by selecting parent first vs. explicit selection via the new selector) are useful, so this could perhaps become a user preference. I apreciate your effort and works very much, but please keep in mind that we are in a late beta phase please don't change much now, the autors of already written or just before relase books will be very thankfull. Development is a key to blenders success but also to have good documentation which a (professinal) user can rely on. In this context is is I think more acceptable to have a not optimally working but documented solution rather than a well working which is no where described or even worse which is not working like described. I.e. I wrote at several places: switch directly from the world context to the texture context, add a texture... which will now NOT work anymore, but add a material texture. Hope you get my point. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer irc meeting minutes 6 feb 2011
Am 06.02.2011 23:22, schrieb Dalai Felinto: Hi, on GameKit2: - Terry Wallwork added Blender Gamekit2 now entirely in wiki: http://wiki.blender.org/index.php/Doc:2.4/Books/GameKit_2 Those are great news. I have a question though. Is it valid to do some errata or the idea is to keep it a straight copy of the book? Some are adressed here: http://www.blender.org/gamekit/ I am not sure if all of these are already in the wiki? Terry? Esp. the bitmapfont creator. However the link was coming and going several times in the past ;-) Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33522] trunk/blender/source/gameengine/ Ketsji: BGE BugFix: [#21246] Some values for ipoactuator. frameEnd and frameStart make ip
Am 07.02.2011 22:23, schrieb Dalai Felinto: Just for the records. ... That said we have the Property playmode which most of the time has a float on it. So to have floats there wouldn't be a problem. However Yes, I used this many times where a resolution on a frame was not enough. Blender itself does not allow to change the current frame to a float. Hmm? I don't think I understand this. I can put a key on 12.42 seconds or frames or whatever, and yes it probably does not make sense in rendering to have half frames, but it does in the BGE I think. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal: to remove the TexFace options
Am 04.02.2011 14:21, schrieb Brecht Van Lommel: So I think it have to be possible to show all the textures in GLSL when following is meet: - Object has a Material, - Face Textures in Options-Panel is ON Agree with that here. Actually I consider this more to be a bug than a design. Brecht would know better. Have you consider adding this to the tracker? Personally I would love if GLSL could work without materials using TexFace, but maybe that's me being lazy to add dumb materials. No, did not track it so far. Maybe Brecht can say something about it, not that it is a wanted feature and my bug gets closed fast ;-) I'm not against this, just didn't get to implementing it. I am just transfering a tutorial from 2.4x to 2.5x Blender and experienced how complicated it is now to have an object look alike in BGE and rendering. The object is UV Mapped, 6 textures, draws perfect in Multitexture/Face Texture 3D View, renders well (Texture Face Option) but has no texture in the BGE and on GLSL Views. So I have to make 6 Materials, selecting and assigning the right materials to the right vertices AGAIN, because I already did that while UV Texturing. Pita. I also find that this is hard to explain to a new user, of course somehow also related to the two parallel material systems. So, I would love to see GLSL and Multitexture using Textface Materials in Blender 2.5x, that would help me much in my book ;-) Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal: to remove the TexFace options
Am 04.02.2011 05:59, schrieb Dalai Felinto: Hi Carsten, - ObColor: I think I used it many times for changing the Mesh color with As far as I know you can't change the Mesh color, but only the object color with this. The difference is that it can be unique per objects sharing the same mesh and material. Hmm. I am not sure if it used to work face-like in the past. However, currently it works in the 3D View AND at render time (F12). See this .blend (2.49 but works in 2.5x also). I just made a Cube with one Face Vertex Paint and the others set to ObCol, makin a smal Col-Ipo and playing it in BGE. http://www.pasteall.org/blend/5079 So why not fix it in the GE? So I think it have to be possible to show all the textures in GLSL when following is meet: - Object has a Material, - Face Textures in Options-Panel is ON Agree with that here. Actually I consider this more to be a bug than a design. Brecht would know better. Have you consider adding this to the tracker? Personally I would love if GLSL could work without materials using TexFace, but maybe that's me being lazy to add dumb materials. No, did not track it so far. Maybe Brecht can say something about it, not that it is a wanted feature and my bug gets closed fast ;-) carsten. -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal: to remove the TexFace options
Am 03.02.2011 21:56, schrieb Dalai Felinto: Dear developers and users, Tex Face is part of Blender original design 15 years ago. The functionality it brought to the Blender Game Engine is still useful nowadays. However its design hasn't changed and it lacks integration with other parts of Blender. This proposal is centered on moving the working functionalities as sub-options for the Material and remove deprecated ones. http://wiki.blender.org/index.php/User:Dfelinto/TexFace Hi, for the most I can overlook now (its late here) I am fine with it. There are two points where I have some worries (maybe because I need to think a bit more): - ObColor: I think I used it mayn times for changing the Mesh color with the ObCol Ipo, even making things transparent worked this way. However, having the Texture Face Mode become more and more obsolete it is maybe not of much use nowadays? I think in Multitexture (not sure here) and GLSL it is possible to animate the color directly without ObCol. - Maybe it is a bit more work to need materials for all faces which need a different Face Mode, since now it is easy, just select one or more faces, set Face Mode and then Copy Mode. There is also another thing I always hated for GLSL Materials: It is much more complicated to have a Mesh with multiple textures than with Texture Face. In UV Image Editor you map several textures to several faces, in Multitexture or Texture Face they are shown in the BGE. In GLSL you need to assign several Materials to the several faces to get the same result as in the other modes. So I think it have to be possible to show all the textures in GLSL when following is meet: - Object has a Material, - Face Textures in Options-Panel is ON That would be a great help. Cheers, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34535] trunk/blender/source/blender: More logical ordering of Empty draw types.
Am 02.02.2011 01:30, schrieb Daniel Salazar - 3Developer.com: OK guys, no matter what, blender will not look the same in the future. That is why you documenters always have new stuff to show right? Yes you are right. However at some point there must be a freeze, thats like you devs freeze the svn before a release and doing only bugfixes, bigger changes can break the release, same for documentation. Of course your change is a small one, but for your bad you got me on the wrong foot and at a bad time, I am constantly struggeling with bugs or undocumented changes and at some point you loose the nerves. I am sorry that I over reacted and that I offended you, you are doing a great job. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34535] trunk/blender/source/blender: More logical ordering of Empty draw types.
Am 27.01.2011 22:05, schrieb Daniel Salazar: Revision: 34535 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=34535 Author: zanqdo Date: 2011-01-27 21:05:01 + (Thu, 27 Jan 2011) Log Message: --- More logical ordering of Empty draw types. Made Plain Axes default for new empties So I have to redo all screenshots containing an Empty in my comming book? Beside the places where I describe the look of Empties or even use them for the reader as hint which axis to choose. I wish such changes would be communicated a bit (better) here. Why do you think this is a better drawtype than the mini-axis? Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Safety request for ctrl-U and File-Save User Prevs
Hi, I managed two times today to overwrite my startup.blend by accidentally clicking (in a hurry) the wrong menu entry. Also ctrl-alt-U is quite easy becomming to ctrl-u. It can take much time and effort to make a good startup.blend and I think Blender should not overwrite such a valuable file without confirmation (see ctrl-s, save as red color if file exists) What do you think? Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34133] trunk/blender/source/blender/ editors/transform/transform.c: Bug fix:
Am 06.01.2011 22:16, schrieb Martin Poirier: Is there any advantage of using an empty Mesh compared to an Empty directly? No ;-) But I was talking about a Cube (or whatever you like) Mesh which will give you much nicer feedback of the position, scale and rotation that a single axis. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34133] trunk/blender/source/blender/ editors/transform/transform.c: Bug fix:
On 01/06/2011 03:19 PM, Ton Roosendaal wrote: Revision: 34133 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=34133 Author: ton Date: 2011-01-06 15:19:46 +0100 (Thu, 06 Jan 2011) Log Message: --- Bug fix: On texture-space transform, pressing Rkey crashed. Now it refuses to enter rotation mode. :) I always wondered why we can scale and grab but not rotate the texture space? Carsten ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34133] trunk/blender/source/blender/ editors/transform/transform.c: Bug fix:
On 01/06/2011 06:17 PM, Ton Roosendaal wrote: Hi, The texture space transform now is a simple single mult + addition. Rotation is possible too of course, just a bit slower renders need for nicer draw of texspace box with axes. Maybe the lack of rotation is a reason so few (I think) people use this feature. So they use a cube, set non-renderable, switch on the axis display and use this as object input. Maybe it is not worth implementing the rotation and tell people to use a object? Carsten ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33522] trunk/blender/source/gameengine/ Ketsji: BGE BugFix: [#21246] Some values for ipoactuator. frameEnd and frameStart make ip
Am 09.12.2010 09:28, schrieb Dalai Felinto: Hi Carsten, I know floats are supported internally. The UI, however, forces you to pick an integer for the frame start and end. I don't have a strong opinion here, but shouldn't the API match the UI constraints? For maximum flexibility change the UI constraints... ;-) Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Holding Non Modifier Keys, more weird things
Hi, I am a bit concerned about the changes how to handle the keyboard. We have now two (at least) keys which need to be hold and are no modifier keys (Shift/Alt/Ctrl). This is the KKEY for the knife (K Hold and LMB) and D while drawing with the grease pencil. Why these two exceptions? It is always a hard thing to tell students NOT to hold G/S/R for example, because this makes it easy to use modifiers (like XYZ or Shift-Z) and that this is a good thing, no fiddeling with Icons or Menues etc. I really would hat to explain why K and D are exceptions here... Another one is the weird cursor key behaviour when translating. I know that it was a hack in 2.4x but I really miss this feature, makes it so hard to adjust a position just very slightly. Another thing is the missing possibility in the outliner to select with AKEY or Border Select. Ok this is a feature reurest ;-) Best Regards, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33471] trunk/blender/source/blender/ blenloader/intern/readfile.c: Bug fix #21900
Am 04.12.2010 16:45, schrieb Ton Roosendaal: Revision: 33471 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=33471 Author: ton Date: 2010-12-04 16:45:16 +0100 (Sat, 04 Dec 2010) Log Message: --- Bug fix #21900 Issue with Library linking: if you already have libraries linked in, and you attempt to link more data, using internally already linked Really strange, I stumbled yesterday over this issue, giving me some ( more) grey hairs! Why didn't you fix this earlier? ;-) Thanks, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33257] trunk/blender: Changes to the ortho grid drawing based on discussion with Ton.
Am 23.11.2010 15:14, schrieb Campbell Barton: Revision: 33257 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=33257 Author: campbellbarton Date: 2010-11-23 15:14:06 +0100 (Tue, 23 Nov 2010) Log Message: --- Changes to the ortho grid drawing based on discussion with Ton. I did compile with mingw under WinXP, as soon as I use Units and touch the Scale slider blender crashes. Linux 64bit Build is fine. Carsten ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Selective Tile Rendering
Am 12.11.2010 13:21, schrieb Campbell Barton: Do you know about border render (Shift+B) while in the camera view? This can be used for the purpose you are talking about. It would be nice if the new tile would be pasted into the former rendered image to get a overview on the whole scene. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] text Hinting patch
Am 15.11.2010 16:25, schrieb Ton Roosendaal: Hi, Revisiting topic: why is kerning different then? If we could combine the crispy hinting with the narrow 1 pixel kerning, it would be all OK? Thanks for putting my thoughts into words ;-) Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] text Hinting patch
Am 28.10.2010 08:50, schrieb Michael Fox: Hello all, i have made a little patch of what was suggested on BA and turn off text hinting. Now when i did this it made the UI far more clear and readable and the I like that clear look very much! I think this should be a user-option, esp. nice on small displays. Typographically maybe not so nice but I personally don't care, I tend to get a headache from these hinted and antialiased fonts, first thing I switch off on new Systems. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender Proceedings, proposal
Am 24.10.2010 16:35, schrieb Ton Roosendaal: Hi all, ... Blender Proceedings - Magazine style and size, full color - 80 pages, quality paper, 200 grs cover Blender Tutorials Guides are back ;-) I am in if anyhow possible. Good idea. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Sequencer movie strips frame rate - bug or missing feature?
Am 20.10.2010 18:02, schrieb Juan Pablo Bouza: I totally agree. This feature should also have the option of setting automatic interpolation between frames when the source footage doesn't match blender's frame rate. This would avoid jumpy playback. Agreed! I think that there should be an option to change Blender FPS setting on loading of the first Strip according to the loaded Strip. All other loaded strips should be scaled/interpolated to match the FPS. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [32442] trunk/blender/source/blender/ editors: bugfix [#23150] Creating Vertex with CTRL-LMB not snapping
Am 16.10.2010 11:46, schrieb Campbell Barton: For me the Ctrl+Click (while holding Ctrl) works ok, This is a glitch where sometimes it doesn't register any mouse movement, however I think this is a problem with the event system since it seems to happen randomly and undo, click again works (clicking in exactly the same place), But I double checked this wasn't todo with my changes, still needs to be fixed ofcourse. if your on windows, the holding Ctrl could be todo with recent changes to windows modifier keys Nathan made?. It was on Windows yes. I can't compile on linux today (something broken with the source in wm_init_exit.c. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [32551] trunk/blender/source: remove G.sce , use G.main-name instead.
Am 18.10.2010 08:41, schrieb Campbell Barton: Revision: 32551 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=32551 Author: campbellbarton Date: 2010-10-18 08:41:16 +0200 (Mon, 18 Oct 2010) Log Message: --- remove G.sce, use G.main-name instead. Both stored the filename of the blend file, but G.sce stored the last opened file. This will make blender act differently in some cases since a relative path to the last opened file will no longer resolve (which is correct IMHO since that file isnt open and the path might not even be valid anymore). Tested linking with durian files and rendering to relative paths when no files is loaded however we may need to have some operators give an error if they are used on the default startup.blend. Modified Paths: -- ... trunk/blender/source/blender/windowmanager/intern/wm_files.c trunk/blender/source/blender/windowmanager/intern/wm_init_exit.c I think this breaks something (Ubuntu10.04/64bit/scons): Linking library == 'libbf_ikplugin.a' Compiling == 'wm_init_exit.c' source/blender/windowmanager/intern/wm_init_exit.c:209: error: conflicting types for ‘WM_init_game’ source/blender/windowmanager/WM_api.h:66: note: previous declaration of ‘WM_init_game’ was here source/blender/windowmanager/intern/wm_init_exit.c: In function ‘WM_init_game’: source/blender/windowmanager/intern/wm_init_exit.c:270: error: implicit declaration of function ‘wm_get_screensize’ scons: *** [/home/cw/bdev/trunk/build/linux2/source/blender/windowmanager/intern/wm_init_exit.o] Error 1 scons: building terminated because of errors. c...@swordfish:~/bdev/trunk/blender$ Jesterking helped me to get rev 32557 to compile (adding a include BKE_main.h) but 32560 or so changed it again so that the error above came up. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [32442] bugfix [#23150] Creating Vertex with CTRL-LMB not snapping
Am 16.10.2010 12:26, schrieb Nathan Letwory: -BEGIN PGP SIGNED MESSAGE- Carsten, ould you please test with a build before 32503? I gues 32502 should be fine. Works again in r32564! Thanks, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [32442] trunk/blender/source/blender/ editors: bugfix [#23150] Creating Vertex with CTRL-LMB not snapping
Am 13.10.2010 09:43, schrieb Campbell Barton: Revision: 32442 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=32442 Author: campbellbarton Date: 2010-10-13 09:43:39 +0200 (Wed, 13 Oct 2010) Log Message: --- bugfix [#23150] Creating Vertex with CTRL-LMB not snapping - Added EM_project_snap_verts so other functions can re-use this, similar to old retopo_do_all(). I really can't see any snapping (same as before)? Beside that this commit breaks the working with CTRL-LMB extrude completely, you can't HOLD CTRL anymore and just click LMB over and over to generate. Now you have to release CTRL shortly to get a new section/extrude/vertex. - Changed how the normal for selected geometry is calculated, was accumulating half selected edge's into normals which was OK with even surrounding geometry but could skew too easily if the surroundings were not so even. Now use the 2D screen space selected edge vector to calculate the normals in relation to the target mouse position. - Option to rotate initial selection, gives better results in some cases. (Ctrl+Shift+Click to disable) This rocks! Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [32047] trunk/blender/source/blender/ blenkernel/intern/unit.c: patch [#23796] Full support for unit buttons: area, volume, mass,
Am 22.09.2010 15:18, schrieb Lorenzo: On 22/09/2010 12:29, Carsten Wartmann wrote: Am 22.09.2010 04:36, schrieb Campbell Barton: I wish that I could also enter 2cm/s or 30°/s into the BGE Logic Bricks. Of course the Fps setting in the World needs to be taken into account for this. Cheers, Carsten For speeds and accelerations I've implemented only a small subset of units: I thought that if the system knows 1m=100cm it would be smart enough to convert/parse it in parts? However, where can I enter a speed in Blenders GUI? But my main concern is that you cant use units in the Game Engine Logic Bricks at all! Also in the Motion LogicBrick it makes no sense to enter a speed at the moment, because now we have there a distance which the object travels in one Frame (means 1/FPS seconds) which is already a speed. However for a beginner it would be much easier to enter a speed directly, and have the motion actuator convert it to a distance per frame. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender Foundation Development team - report 35
Am 05.09.2010 04:17, schrieb Nathan Letwory: Hi all, Our team of Janne, Campbell, Diego and I have started our work on the bug tracker and other duties assigned. Hey! Great team. * Move issues to our todo on wiki if they are clear candidates for that. Please check out our current http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo of what to expect. When reporting a bug, it would be nice to check from here too. For this I've added a 'todo' resolution status to indicate this. Note that this list also functions as a means to other(, new) developers to look for tasks and create patches for those. Please don't forget the Short-term target, there is a thread and a wiki page on this: http://blenderartists.org/forum/showthread.php?t=178149 http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Status/MissingFeatures#Features_missing_in_2.5x_from_2.49 But it seems that at least the thread is not updated in the last weeks. notably the closing of bugs to move to todo, and probably a more rigorous closing policy on bugs that don't see activity from reporters. Please don't forget that making good reports is also a hard and unpaid work, sometimes even frustrating (e.g. double reports due to the chaotic bugtracker with no simple way to search (hint: use the CSV Export to search...)). So *I* think that a week to react is a bit short, especially if it is a bug which strikes when a project needs to be done, then you tend to write the first report and go on to find a workaround which will fade the focus to other things. Best Regards, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal to Remove Features
Am 08.07.2010 19:30, schrieb Brecht Van Lommel: Hi, Here's a proposal to remove a number of features before 2.6. I've been I used rendering in fields lately and can't belive that all artists will have no old TV, DV Cams and recorders, rendering for video DVD or for PAL/NTSC Broadcast at the time. Maybe it can removed in 10 years Also in HD we have interlaced formats. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [30134] trunk/blender/source/blender: New option for Scale node.
Am 08.07.2010 22:58, schrieb Diego Borghetti: Revision: 30134 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=30134 Author: bdiego Date: 2010-07-08 22:58:34 +0200 (Thu, 08 Jul 2010) Log Message: --- New option for Scale node. This is because problem reported by venomgfx on the irc. Ahhh! Thank you! I missed this long time. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] I need some tools for making tutorials.
Am 26.05.2010 21:01, schrieb Knapp: The problem is it is very hard to tell what keys were press and what mouse buttons were click where and when. Yes, I wrote a 2.49 script for it. I know that there are some out dated scripts and also some ways to make this happen with python but this is over my head. I really hope that it will be a part of Blender 2.6, we need it for good tutorials. All external apps are either only for one platform or don't work very well In any case, I hope you like the tutorial. I am open to crit but I guess off list as that is a bit off topic for this list. Requires a login, and I really dont want yet another forum login. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [28963] trunk/blender/config: Changed BF_TIFF_LIB from libtiff to tiff for MinGW
Am 24.05.2010 18:07, schrieb Sergey Sharybin: Revision: 28963 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=28963 Author: nazgul Date: 2010-05-24 18:07:17 +0200 (Mon, 24 May 2010) Log Message: --- Changed BF_TIFF_LIB from libtiff to tiff for MinGW Hi, I tried to compile Blender trunk today and I suspect your commits to be breaking my compile ;-) scons/mingw still works but scons/vc-express not as long as I compile WITH_TIFF. If I compile without tiff blender works but the thumbnail view crashes. Best Regards, Carsten PS: Sorry for the german error log, I have no idea where to switch vc-express to english -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html libpng_st.lib(pngerror.o) : warning LNK4217: Lokal definiertes Symbol __iob wurde in _png_default_error-Funktion importiert. libpng_st.lib(pngwutil.o) : warning LNK4049: Lokal definiertes Symbol __iob wurde importiert. libpng_st.lib(pngrutil.o) : warning LNK4049: Lokal definiertes Symbol __iob wurde importiert. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp__TIFFClientOpen in Funktion _imb_tiff_client_open. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp__TIFFReadRGBAImage in Funktion _imb_read_tiff_pixels_rgba. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp___TIFFfree in Funktion _imb_read_tiff_pixels. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp__TIFFReadScanline in Funktion _imb_read_tiff_pixels. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp___TIFFmalloc in Funktion _imb_read_tiff_pixels. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp__TIFFScanlineSize in Funktion _imb_read_tiff_pixels. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp__TIFFGetField in Funktion _imb_read_tiff_pixels. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp__TIFFSetDirectory in Funktion _imb_loadtiff. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp__TIFFNumberOfDirectories in Funktion _imb_loadtiff. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp__TIFFIsTiled in Funktion _imb_loadtiff. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp__TIFFClose in Funktion _imb_loadtiff. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp__TIFFReadRGBATile in Funktion _imb_loadtiletiff. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp__TIFFWriteEncodedStrip in Funktion _imb_savetiff. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp__TIFFSetField in Funktion _imb_savetiff. bf_imbuf.lib(tiff.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol __imp__TIFFOpen in Funktion _imb_savetiff. D:\bdev\build\win32-vc\bin\blender.exe : fatal error LNK1120: 15 nicht aufgelöste externe Verweise. Install file: release\scripts\io\import_anim_bvh.py as D:\bdev\install\win32-vc\.blender\scripts\io\import_anim_bvh.py Install file: release\scripts\io\import_scene_3ds.py as D:\bdev\install\win32-vc\.blender\scripts\io\import_scene_3ds.py scons: *** [D:\bdev\build\win32-vc\bin\blender.exe] Error 1120 scons: building terminated because of errors. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [28880] trunk/blender/source/blender/ editors/space_graph/graph_buttons.c: Durian Request: Panel for editing Keyframe values numer
Am 20.05.2010 13:49, schrieb Joshua Leung: Revision: 28880 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=28880 Author: aligorith Date: 2010-05-20 13:49:53 +0200 (Thu, 20 May 2010) Log Message: --- Durian Request: Panel for editing Keyframe values numerically I guess this is only usefull for some specific cases and not like the NKey Panel in 2.4x? Simple example: Setting a 360° rotation in 2.4x was just select the second key, then enter 36 in the Key Y Value. Beside that with your patch we need to use radians, it is also strange that the handles are not offset to the new value. Flatten Handles is probably not always what I need and also a second step. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Argh, the GCC segfault bug again!
Am 30.04.2010 19:07, schrieb Carsten Wartmann: Am 30.04.2010 19:01, schrieb Carsten Wartmann: Compiling == 'initrender.c' source\blender\render\intern\source\initrender.c: In function 'calc_weight': source\blender\render\intern\source\initrender.c:195: internal compiler error: Segmentation fault Since today it builds again for me! Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Argh, the GCC segfault bug again!
Some time ago I was struggeling with a compiler seqfault on WinXP, MinGW. Finally I found a combination of compilation switches and gcc version 4.4.1 (TDM-2 mingw32) which allowed me to compile on my laptop (no space for VC express or such) including ffmpeg. However since today: Linking library == 'libbf_rna.a' Compiling == 'gammaCorrectionTables.c' Compiling == 'imagetexture.c' Compiling == 'initrender.c' source\blender\render\intern\source\initrender.c: In function 'calc_weight': source\blender\render\intern\source\initrender.c:195: internal compiler error: Segmentation fault Please submit a full bug report, with preprocessed source if appropriate. See http://www.tdragon.net/recentgcc/bugs.php for instructions. scons: *** [D:\bdev\build\win32-mingw\source\blender\render\intern\source\initrender.o] Error 1 scons: building terminated because of errors. c...@manta /d/bdev/blender Thats too bad :-( Any hints for me? Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [28412] trunk/blender/source/blender: == Sequencer ==
Peter Schlaile schrieb: Revision: 28412 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=28412 Author: schlaile Date: 2010-04-25 14:53:39 +0200 (Sun, 25 Apr 2010) Log Message: --- == Sequencer == This adds MULTICAM-editing support for blender. (Well, the beginning of.) There is now a new effect track, named MULTICAM, which just selects one of the lower tracks. Doesn't sound that exciting, but if you combine this with A/B-Trim (moving split points of two directly connected tracks around, while magically resizing both strips, something to be added), you just do: Works great! However choosing a Multicam Source Channel of 1 means Strip 0. Carsten ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [27617] trunk/blender/source/gameengine/ VideoTexture/Texture.cpp: BGE: bindId property in VideoTexture.Texture ( to get the openG
Am 20.03.2010 01:11, schrieb Dalai Felinto: Log Message: --- BGE: bindId property in VideoTexture.Texture (to get the openGL id of the texture) Now if you have a VideoTexture.Texture you can use its id and draw it with bgl The Id is only going to be valid if the obj you are getting the VideoTexture.Texture from has a valid texture. In the examples you will see them as planes, that become invisible at load time, but are needed to validate the texture id. This is a simple example file: I tried both files and they worked. However I am not sure what the use of this is? Drawing GUIs in the BGE? Is it also possible to draw into textures which are mapped onto an object? (sorry no time to try). The example files are a bit dry to made artists interested ;-) BTW: I am used to (NaN times) and willing to work with all developers who need good test scenes for new features, and also willing to help while documenting new features. Just ask! Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Add Object Conventions and default behaviour
Aurel W. wrote: I also noticed some horrible new behavior when adding obects. They will be added at the world origin, rather than on the 3d cursor and won't be transformed by the current view matrix. I consider this as bug for now and assume no one really thought, that this would be a good default behavior. The fact that they appear at 0,0,0 is a bug. The view align you can set in the user preferences. Carsten ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] set F6 pop-up-panel to pop-up automatically by User Preference's selection
Jonathan Williamson wrote: I absolutely agree with this. Very seldom do you (or I at least) add a mesh object and stick to the default parameters. I nearly always adjust circles and such down to 12 vertices or so. At least the tools should remember the last setting e.g the number of verts. Carsten ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers