Re: [Bf-committers] Stepping away from Blender development

2016-08-01 Thread Carsten Wartmann
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,
>

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Re: [Bf-committers] New Committer: Thomas Szepe (HG1)

2015-02-16 Thread Carsten Wartmann

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

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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 .

2013-04-09 Thread Carsten Wartmann
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

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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 .

2013-04-09 Thread Carsten Wartmann
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


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[Bf-committers] F Fill and Alt-F

2013-03-26 Thread Carsten Wartmann
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
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Re: [Bf-committers] Appending objects with identical material

2013-03-14 Thread Carsten Wartmann
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

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Re: [Bf-committers] Blender Development fund update

2013-01-19 Thread Carsten Wartmann
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
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Re: [Bf-committers] Patch for adding Remove Doubles functionality to Decimate modifier

2013-01-14 Thread Carsten Wartmann
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

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Re: [Bf-committers] Patch for adding Remove Doubles functionality to Decimate modifier

2013-01-14 Thread Carsten Wartmann
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

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Re: [Bf-committers] Gesture Recognition

2012-10-16 Thread Carsten Wartmann




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 

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Re: [Bf-committers] Blender File reader SDK

2012-06-08 Thread Carsten Wartmann
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

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Re: [Bf-committers] 3D Cursor and Border Select

2012-02-27 Thread Carsten Wartmann
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?!

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[Bf-committers] Cycles, Optimize Linux Build?

2012-02-09 Thread Carsten Wartmann
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
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Re: [Bf-committers] Cycles, Optimize Linux Build?

2012-02-09 Thread Carsten Wartmann
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
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Re: [Bf-committers] 2.62 release notes

2012-02-01 Thread Carsten Wartmann
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
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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

2012-01-30 Thread Carsten Wartmann
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
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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

2012-01-28 Thread Carsten Wartmann
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

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Re: [Bf-committers] Patch: Border select tool for outliner

2012-01-19 Thread Carsten Wartmann
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

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43428] trunk/blender: Carve booleans library integration

2012-01-18 Thread Carsten Wartmann
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

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43428] trunk/blender: Carve booleans library integration

2012-01-17 Thread Carsten Wartmann
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

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Re: [Bf-committers] Longer names for objects

2012-01-11 Thread Carsten Wartmann
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

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Re: [Bf-committers] Longer names for objects

2012-01-11 Thread Carsten Wartmann
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
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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/

2011-11-13 Thread Carsten Wartmann
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
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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,

2011-11-06 Thread Carsten Wartmann
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
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Re: [Bf-committers] UI changes from cycles branch

2011-10-24 Thread Carsten Wartmann
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
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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.

2011-10-20 Thread Carsten Wartmann
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
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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.

2011-10-20 Thread Carsten Wartmann
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
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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.

2011-10-20 Thread Carsten Wartmann
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

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Re: [Bf-committers] improved Screencast keys addon module

2011-09-07 Thread Carsten Wartmann
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.

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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

2011-09-07 Thread Carsten Wartmann
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

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Re: [Bf-committers] improved Screencast keys addon module

2011-09-06 Thread Carsten Wartmann
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
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Re: [Bf-committers] Node improvements branch ready for merge

2011-09-06 Thread Carsten Wartmann
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
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Re: [Bf-committers] Image Save Bug

2011-08-30 Thread Carsten Wartmann
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

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [39749] trunk/blender: == Sequencer ==

2011-08-29 Thread Carsten Wartmann
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
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Re: [Bf-committers] Keymap storage management

2011-07-15 Thread Carsten Wartmann
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
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Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-30 Thread Carsten Wartmann
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
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[Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Carsten Wartmann
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
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Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Carsten Wartmann
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

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Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Carsten Wartmann
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

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Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Carsten Wartmann
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
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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

2011-05-11 Thread Carsten Wartmann
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
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Re: [Bf-committers] Cuda and/or OpenCL

2011-05-09 Thread Carsten Wartmann
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
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35896] trunk/blender/release/scripts/ startup/bl_operators: Quick effects operators:

2011-03-30 Thread Carsten Wartmann
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

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35896] trunk/blender/release/scripts/ startup/bl_operators: Quick effects operators:

2011-03-30 Thread Carsten Wartmann
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

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Re: [Bf-committers] Roadmap for 2.5x - 2.6x - beyond

2011-03-14 Thread Carsten Wartmann
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
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Re: [Bf-committers] Official Automated Builds

2011-03-14 Thread Carsten Wartmann
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

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Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Carsten Wartmann
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

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Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Carsten Wartmann
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
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35407] trunk/blender: Bugfix Feature fix: Only Shadow Material options

2011-03-08 Thread Carsten Wartmann
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

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35386] trunk/blender: Drop support for python 3.1.

2011-03-07 Thread Carsten Wartmann
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

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Re: [Bf-committers] New MinGW Maintainer

2011-03-02 Thread Carsten Wartmann
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

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35300] trunk/blender/source/blender: From the OFTL (old fart todo list)

2011-03-02 Thread Carsten Wartmann
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
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Re: [Bf-committers] Blender Startup Time

2011-02-25 Thread Carsten Wartmann
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

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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

2011-02-20 Thread Carsten Wartmann
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

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Re: [Bf-committers] Fluid particles refactoring

2011-02-20 Thread Carsten Wartmann
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

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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Carsten Wartmann
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? ;-)

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Re: [Bf-committers] Fluid particles refactoring

2011-02-19 Thread Carsten Wartmann
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

;-)

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Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Carsten Wartmann
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
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Re: [Bf-committers] Fluid particles refactoring

2011-02-18 Thread Carsten Wartmann
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
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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

2011-02-16 Thread Carsten Wartmann
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
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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

2011-02-16 Thread Carsten Wartmann
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

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34720] trunk/blender: Texture context selector for texture panel:

2011-02-08 Thread Carsten Wartmann
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
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34720] trunk/blender: Texture context selector for texture panel:

2011-02-08 Thread Carsten Wartmann
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
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Re: [Bf-committers] Blender developer irc meeting minutes 6 feb 2011

2011-02-07 Thread Carsten Wartmann
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 ;-)

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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

2011-02-07 Thread Carsten Wartmann
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
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Re: [Bf-committers] Proposal: to remove the TexFace options

2011-02-07 Thread Carsten Wartmann
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

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Re: [Bf-committers] Proposal: to remove the TexFace options

2011-02-04 Thread Carsten Wartmann
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.

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Re: [Bf-committers] Proposal: to remove the TexFace options

2011-02-03 Thread Carsten Wartmann
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


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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34535] trunk/blender/source/blender: More logical ordering of Empty draw types.

2011-02-02 Thread Carsten Wartmann
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

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34535] trunk/blender/source/blender: More logical ordering of Empty draw types.

2011-01-31 Thread Carsten Wartmann
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
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[Bf-committers] Safety request for ctrl-U and File-Save User Prevs

2011-01-31 Thread Carsten Wartmann
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
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34133] trunk/blender/source/blender/ editors/transform/transform.c: Bug fix:

2011-01-07 Thread Carsten Wartmann
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
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34133] trunk/blender/source/blender/ editors/transform/transform.c: Bug fix:

2011-01-06 Thread Carsten Wartmann
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
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34133] trunk/blender/source/blender/ editors/transform/transform.c: Bug fix:

2011-01-06 Thread Carsten Wartmann
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
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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

2010-12-09 Thread Carsten Wartmann
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
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[Bf-committers] Holding Non Modifier Keys, more weird things

2010-12-09 Thread Carsten Wartmann
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
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33471] trunk/blender/source/blender/ blenloader/intern/readfile.c: Bug fix #21900

2010-12-04 Thread Carsten Wartmann
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
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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.

2010-11-24 Thread Carsten Wartmann
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
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Re: [Bf-committers] Selective Tile Rendering

2010-11-18 Thread Carsten Wartmann
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

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Re: [Bf-committers] text Hinting patch

2010-11-18 Thread Carsten Wartmann
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
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Re: [Bf-committers] text Hinting patch

2010-10-28 Thread Carsten Wartmann
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
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Re: [Bf-committers] Blender Proceedings, proposal

2010-10-25 Thread Carsten Wartmann
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
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Re: [Bf-committers] Sequencer movie strips frame rate - bug or missing feature?

2010-10-20 Thread Carsten Wartmann
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

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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

2010-10-18 Thread Carsten Wartmann
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

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [32551] trunk/blender/source: remove G.sce , use G.main-name instead.

2010-10-18 Thread Carsten Wartmann
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

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Re: [Bf-committers] [32442] bugfix [#23150] Creating Vertex with CTRL-LMB not snapping

2010-10-18 Thread Carsten Wartmann
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

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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

2010-10-16 Thread Carsten Wartmann
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

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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,

2010-09-23 Thread Carsten Wartmann
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
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Re: [Bf-committers] Blender Foundation Development team - report 35

2010-09-06 Thread Carsten Wartmann
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
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Re: [Bf-committers] Proposal to Remove Features

2010-07-09 Thread Carsten Wartmann
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

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [30134] trunk/blender/source/blender: New option for Scale node.

2010-07-09 Thread Carsten Wartmann
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
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Re: [Bf-committers] I need some tools for making tutorials.

2010-05-27 Thread Carsten Wartmann
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

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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

2010-05-25 Thread Carsten Wartmann

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


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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.


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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

2010-05-20 Thread Carsten Wartmann
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

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Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] Argh, the GCC segfault bug again!

2010-05-04 Thread Carsten Wartmann
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

-- 
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Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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[Bf-committers] Argh, the GCC segfault bug again!

2010-04-30 Thread Carsten Wartmann
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
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [28412] trunk/blender/source/blender: == Sequencer ==

2010-04-28 Thread Carsten Wartmann
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
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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

2010-03-20 Thread Carsten Wartmann
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

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Homepage: http://blenderbuch.de/
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Re: [Bf-committers] Add Object Conventions and default behaviour

2010-03-17 Thread Carsten Wartmann
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
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Re: [Bf-committers] set F6 pop-up-panel to pop-up automatically by User Preference's selection

2010-03-16 Thread Carsten Wartmann
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
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