Re: [Bf-committers] External effects for VSE and or compositor nodes
Hi Gaspar, the code shown by diff does not look too scary, I understand nearly everything I can see there. The only hard point for me is HOW to get to know all the organization, all those constants, etc. How you did get to know how VSE works? This is the most hard part for me, not the programming itself at all, but the UNDERSTANDING. :) Unfortunately, I did not found anything more than the git source, and reverse-engineering and code-reading is not efficient way at all. Can you shed some light how was your path to writing such a code? How you did all necessary components and dependencies? regards pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2017-03-15 2:32 GMT+01:00 Gaspar Fernández <blake...@totaki.com>: > Hi! > > Again posting about this topic. I know some of you don't find this > interesting but I do. So I have made a tiny demo. The code is not so > clean right now, but it works. And I may optimize it a little bit more. > > I know the effects in the video are so silly, and some of them can be > done in a 3D view or the compositor, or working with Curves. it was just > a demo to integrate MLT effects into Blender. With this I could embed > some more Just an experiment: https://youtu.be/sJKkSDvwDbE with this I > could link some more effects. > > > Saludos > > > Gaspar Fernández > > *Web*: *http://totaki.com/poesiabinaria* > > *Teléfono*: (Móv) *+34 661 14 04 55* > > *Skype*: *gaspy2.0 * > > Facebook de Gaspar Fernández <https://www.facebook.com/gaspy> Twitter > de Gaspar Fernández <https://twitter.com/gaspar_fm> LinkedIn de Gaspar > Fernández <https://www.linkedin.com/profile/view?id=49150267> Youtube > de Gaspar Fernández <https://www.youtube.com/user/yutubero184/feed> > Google+ de Gaspar Fernández > <https://plus.google.com/u/0/+GasparFern%C3%A1ndez/posts> > > > > > El 13/03/17 a las 05:00, Gaspar Fernández escribió: > > Hi all! > > > > There are only a few effects in Blender for VSE or compositor. I've been > > thinking about that for years. Even I found, in the past Blender used a > > C api to allow external effect plugins > > (https://wiki.blender.org/index.php/Doc:2.4/Manual/ > Sequencer/Effects/Plugins). > > And don't know why this feature isn't supported now. > > > > Looking for a solution I tried to make my Blender build run image > > filters via Python API but it's very slow (2 frames/sec for a very very > > easy effect, inverting red and blue channels and alpha to 50%), also I > > did not tested using a Python lib so Python will be just calling my C > > lib which does the effect. But I think it may be better making them > > directly in C or C++, I've tested doing the same simple effect in C and > > it's realtime. > > > > I also thought about using a pluggable library for doing this (just > > effects on images or videos), like MLT, where we can add a lot of > > effects and image generators (another very very interesting feature for > > me). It's really difficult to render a strip, apply one effect with > > another program and import the new footage with effect, and sometimes > > animating effect properties or doing little changes is awful repeating > > the whole process again. > > > > What do you think about that? > > > > I've been playing with MLT source, if you think this is interesting I > > think I could make a POC integrating one effect into VSE to see how it > > behaves. > > > > Best regards, > > > > > > Gaspar Fernández > > > > Facebook de Gaspar Fernández <https://www.facebook.com/gaspy> > Twitter > > de Gaspar Fernández <https://twitter.com/gaspar_fm> LinkedIn de Gaspar > > Fernández <https://www.linkedin.com/profile/view?id=49150267> > Youtube > > de Gaspar Fernández <https://www.youtube.com/user/yutubero184/feed> > > Google+ de Gaspar Fernández > > <https://plus.google.com/u/0/+GasparFern%C3%A1ndez/posts> > > > > > > > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] External effects for VSE and or compositor nodes
Hi Gaspar, can you possibly share some knowledge how you did your patches or how were you able to create even the simplest effect? I'm looking for an entry point to VSE logic code but I'm still walking in the fog... cheers pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2017-03-13 5:00 GMT+01:00 Gaspar Fernández <blake...@totaki.com>: > Hi all! > > There are only a few effects in Blender for VSE or compositor. I've been > thinking about that for years. Even I found, in the past Blender used a > C api to allow external effect plugins > (https://wiki.blender.org/index.php/Doc:2.4/Manual/ > Sequencer/Effects/Plugins). > And don't know why this feature isn't supported now. > > Looking for a solution I tried to make my Blender build run image > filters via Python API but it's very slow (2 frames/sec for a very very > easy effect, inverting red and blue channels and alpha to 50%), also I > did not tested using a Python lib so Python will be just calling my C > lib which does the effect. But I think it may be better making them > directly in C or C++, I've tested doing the same simple effect in C and > it's realtime. > > I also thought about using a pluggable library for doing this (just > effects on images or videos), like MLT, where we can add a lot of > effects and image generators (another very very interesting feature for > me). It's really difficult to render a strip, apply one effect with > another program and import the new footage with effect, and sometimes > animating effect properties or doing little changes is awful repeating > the whole process again. > > What do you think about that? > > I've been playing with MLT source, if you think this is interesting I > think I could make a POC integrating one effect into VSE to see how it > behaves. > > Best regards, > > > Gaspar Fernández > > Facebook de Gaspar Fernández <https://www.facebook.com/gaspy> Twitter > de Gaspar Fernández <https://twitter.com/gaspar_fm> LinkedIn de Gaspar > Fernández <https://www.linkedin.com/profile/view?id=49150267> Youtube > de Gaspar Fernández <https://www.youtube.com/user/yutubero184/feed> > Google+ de Gaspar Fernández > <https://plus.google.com/u/0/+GasparFern%C3%A1ndez/posts> > > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Fwd: VSE devs
I second this. VSE is to valuable to letting it go. What can we do, where to start? Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl -- Forwarded message -- From: Gaspar Fernández <blake...@totaki.com> Date: 2017-03-11 4:43 GMT+01:00 Subject: [Bf-committers] VSE devs To: bf-committers@blender.org Hi all, Sorry for starting a new thread, I have just registered the list and I did because of VSE. I'm a VSE user with lots of ideas and I really would like to help developing this great project, debugging or testing. How can we start the most organized and less task repeating way? Regards, Gaspar Fernández Facebook de Gaspar Fernández <https://www.facebook.com/gaspy> Twitter de Gaspar Fernández <https://twitter.com/gaspar_fm> LinkedIn de Gaspar Fernández <https://www.linkedin.com/profile/view?id=49150267> Youtube de Gaspar Fernández <https://www.youtube.com/user/yutubero184/feed> Google+ de Gaspar Fernández <https://plus.google.com/u/0/+GasparFern%C3%A1ndez/posts> ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] VSE devs?
Dear Coders, and lovely Ton, I'm a long-term, dedicated VSE user. I often beg you in the past to fed more love to VSE at developers meetings at the Bcons. I do my movie productions only with VSE, and I can't imagine it will be eventually removed as a development stopper in the future! But I remember what you have said Ton: "if you take something out, you should give something better instead". I appreciate this, these words are bringing hope for all of us, and if VSE will get some attention, hopefully we can still have it and we will have it better... I really would like to participate in development etc, but unfortunately this is a really long way and quite a high jump to make. Indeed, if I'm on to help, the VSE is way to go for me. I will need some support though. I know of course git, c-programming, c++-programming and I'm working on optical-flow algorithms in my scientific job at the university, the only problem is limited time and finite resources to support you even more. So, if somebody could help me to help you, that will maybe work... I tried to code something in Blender with a great help of Julian (and with some warm words of wisdom from Sergey) but this was not enough to start become a daily coder. So VSE is a good option, maybe the only option, because I do really need it and I'm working with it since years. It's a model you seemingly share: if somebody need something so dramatically, one could even become a developer to code or improve it :) Where to start then? Please do not remove VSE yet! :) And let us all have some fun with this adventure! :) best regards pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2017-03-02 18:58 GMT+01:00 Ton Roosendaal <t...@blender.org>: > Hi Olly, > > The VSE is sort-of orphaned. Several people worked on it in the past > years, but nobody took ownership of it. I guess you know our module team > project system? > > https://wiki.blender.org/index.php/Dev:Doc/Process/Module_Owners > > In that sense your interest is very welcome! We have a bottleneck > though... and that is that in order to add you to the VSE team, someone > should review or check your patches. > > For the next 2.79 release we will only allow release-compatible patches. > For really new features (or recodes) you should do this in the 2.8 branch. > > We currently have all our energy focused on the 2.8 project. So I hope you > don't mind if detailed feedback takes a bit bit of time. I'll be reminding > people of it a couple of times in the coming weeks. We also get a lot of > students in the coming month, which takes time and energy from the core > team as well. > > A good way to get involved is to reach out to the other developers in the > irc.freenode.net irc channel. Also make sure you get a test binary out > there and reach out to users of the Sequencer! > > Laters, > > -Ton- > > > Ton Roosendaal - t...@blender.org - www.blender.org > Chairman Blender Foundation, Director Blender Institute > Entrepotdok 57A, 1018 AD, Amsterdam, the Netherlands > > > > > On 01 Mar 2017, at 10:38, blender, blender <blen...@funkster.org> wrote: > > > > Hallo good people of bf-committers! > > > >I thought it was about time to say hello on here, and to ask about > > the status of VSE development. I totally understand that it's not (seen > > as) the core of what Blender is about, but I find it very useful and > > think it's worth spending some time on. > > > >I've got a few bug fixes waiting for review on developer.blender.org > > and was wondering if I'm getting the process right? I haven't been > > tagging reviewers myself 'cos I don't want to step on anyone's toes, but > > I think these fixes would benefit all users with very low risk of > > breaking anything in the more core bits of Blender. > > > > https://developer.blender.org/T50618 > > https://developer.blender.org/T49658 > > https://developer.blender.org/T49862 > > https://developer.blender.org/D2381 > > > > > >Also I wanted to ask about the future of VSE development... is there > > a grand upgrade being worked on behind the scenes? I have some ideas for > > new features rather than bugfixes, but again I understand if this is in > > conflict with the dev team's plans. > > > > https://developer.blender.org/D2506 > > https://rightclickselect.com/p/sequencer/Ppbbbc/vse- > playback-rate-control > > > > > > Right, that's all for
Re: [Bf-committers] Blender 101 / workflow project
hi! :) Blender-101!!! WOW! is that one connected to @moniquedewanchand? pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2017-02-23 19:17 GMT+01:00 Jacob Merrill <blueprintrand...@gmail.com>: > Welcome Back Campbell! > > On Thu, Feb 23, 2017 at 10:15 AM, tristan panzer < > republicthunderbo...@gmail.com> wrote: > > > Welcome back ! > > > > Tristan. > > > > 2017-02-23 18:05 GMT+00:00 Ton Roosendaal <t...@blender.org>: > > > > > Hi, > > > > > > Big grin :) Welcome back! > > > > > > -Ton- > > > > > > > > > Ton Roosendaal - t...@blender.org - www.blender.org > > > Chairman Blender Foundation, Director Blender Institute > > > Entrepotdok 57A, 1018 AD, Amsterdam, the Netherlands > > > > > > > > > > > > > On 23 Feb 2017, at 14:59, Campbell Barton <ideasma...@gmail.com> > > wrote: > > > > > > > > Hi, after a 7 months away I'm happy to announce I'll be working for > > > > the Blender-Foundation again! > > > > It's work from home, on a per-project basis. > > > > > > > > I'll be focusing on the Blender-101 and work-flow improvements > starting > > > March. > > > > Also some time on code-review and fixing bugs in UI/workflow related > > > > areas so as not to put too much pressure on existing maintainers. > > > > > > > > Noticed new developers getting involved and 2.8x progress is great to > > > see :) > > > > > > > > Regards, > > > > - Campbell > > > > ___ > > > > Bf-committers mailing list > > > > Bf-committers@blender.org > > > > https://lists.blender.org/mailman/listinfo/bf-committers > > > > > > ___ > > > Bf-committers mailing list > > > Bf-committers@blender.org > > > https://lists.blender.org/mailman/listinfo/bf-committers > > > > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] New bf-blender member: Aaron Carlisle
Welcome! And good luck! pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-12-28 18:07 GMT+01:00 Ton Roosendaal <t...@blender.org>: > Hi, > > Aaron is the main contributor to the manual project. In that role he often > finds issues with the UI scripts. > He will be working on non-disputable fixes in the scripts. > > If in doubt, he'll consult with the owners of the module(s) before > committing. > > Welcome Aaron! > > Thanks, > > -Ton- > > > Ton Roosendaal - t...@blender.org - www.blender.org > Chairman Blender Foundation, Director Blender Institute > Entrepotdok 57A, 1018 AD, Amsterdam, the Netherlands > > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Feature suggestion
Thank you for this address, I didn't know it! :) Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-11-11 15:28 GMT+01:00 Mike Erwin <significant@gmail.com>: > rightclickselect.com is the best place to make feature requests. You'll > get > good feedback from other users. > > Mike Erwin > musician, naturalist, pixel pusher, hacker extraordinaire > > On Wed, Nov 9, 2016 at 1:33 PM, Henrique Balduino Gonzaga < > henriqueb...@gmail.com> wrote: > > > Hi. i am not sure if this is the right place to request a new feature, > but > > the thing is that Blender could get a way to Snap intersecting "lines" > just > > like Sketchup does. > > > > I´ll attach 3 images to clarify > > > > This is so easy to do on Sketchup, and i can´t find an easy way to do it > in > > blender > > > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] not able to build environment
Hey, Nishant, just a quick note: if you want some help, be so nice and provice more information, at least what computer you have, what windows, describe step by step your actions and at least provide the XML error you've got. This way you help us to help you. And there is also a page for bugreports, which are RECOMMENDED way of submittings bugs like this. Bug can be reported here: https://developer.blender.org/ best regards Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-11-05 6:59 GMT+01:00 Nishant Varshney <nishant26varsh...@gmail.com>: > i am not able to build the environment in my windows pc help please > > when i install tortoise and do svn check out it fails with an error of xml > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Current state of Blender's user experience (Ton Roosendaal)
We all know that Ton is the unbelievable extraordinary and polite man, and I think I sometimes should learn from him, how to talk with those 'strangers' who do not appreciate Open Source etc. Best example of this super-nice reaction was sent few emails before. But I'm going to say something about different thing: Your comment Ichthyo is just nailing the situation I think. I share your imagination in that matter and it perfectly match everything I observe. I liked it so much, that I will forward it to my best students. I really love the picture you've portrayed. So funny and nice! Thank you, and as always, LONG LIVE BLENDER!!! pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-04-26 20:03 GMT-04:00 Ichthyostega <p...@ichthyostega.de>: > > Hi, > > actually, this discussion and topic is much about people talking > past each other and not getting the rsp. other side's point. Last week, > we had a somewhat related discussion at LAC Berlin. > > The "other folks" in the "outside world" have been trained to perceive > matters in a certain structure: There is a "product". This is made by > some "official" entity, which has status and reputation. This producer > creates a "production pipeline" to feed this product to "me" the > "customer". > I pay for it, thus the producer has an natural interest to "care" for my > demands. The producer might even create "channels" where I can push my > "feed back" towards the producer or buy additional services, like training. > > I have not the slightest inclination to judge or value this perception > in any way, like being right or wrong or better or worse. > > However, OpenSource world is just not structured that way. It is more > like a village: It is a friendly, slightly chaotic yet hospitably village, > everyone is welcome, you may settle down there, chop some wood and build > your > own house, and then do your stuff while also participate and exchange and > sometimes even cooperate with the other inhabitants. > And when something doesn't work for us, we'll fix it. > > Needless to say, when the inhabitants of those two sister worlds meet, > they glare at each other's "strange habits" with bewilderment. > > > -- Ichthyo > > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.8 and OpenGL version
It is not necessarily connected to openGL, but having an unique random ID stored in each Blend file upon creation/first-save will be also beneficial and very welcomed. It could be even a date since epoch - anything - which could help distinguish files copied and changed from files created from scratch. pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-04-17 12:10 GMT-04:00 Blendergit <blender...@gmail.com>: > Hi Mike, > > Thanks for the answers > > If we remove things like a simple draw_line and need VBO and shaders, any > simple add-on gets complex. Maybe a library with primitives (line, polygon, > set color,...) could help a lot and create a standard API. > > And about matrix, are we going to use GLM? > > PS: Something really useful for Python (not related to OpenGL) is to have > a IMMUTABLE object identifier. > > Add an identifier would be as simple as add 1 to any arbitrary number. > It's not necessary keep a sequence...the problem is if you link files...you > can get conflicts, so the best idea could be use something like GUIDs. > > In database design, the unique identifier must keep equal all the time, > and in Blender you must get objects by name, and this name can change, so a > lot of functions would be possible if we add a simple integer immutable > value for each object. > > Maybe, now you have already this, but I have never seen this identifier. > > Antonio > > From: Mike Erwin > Sent: Sunday, April 17, 2016 5:56 PM > To: bf-blender developers > Subject: Re: [Bf-committers] Blender 2.8 and OpenGL version > > Hi Antonio, > Yes to 1) and 2) for sure. 3) I have not thought of deeply, but it seems to > follow from 1 and 2. The underlying context will be GL 3.2 core. > > Because we'll be targeting OpenGL 3.2 core profile, lots of older but > convenient functions / techniques will not be available. Matrix stack, > batch rendering, etc. So we'll be replacing those as needed, coming up with > some (hopefully) nice abstractions that fit exactly what we need. What > would be helpful from a Python GL point of view? > > Mike Erwin > musician, naturalist, pixel pusher, hacker extraordinaire > > On Sun, Apr 17, 2016 at 11:30 AM, Blendergit <blender...@gmail.com> wrote: > > > Hi, > > > > Only to be sure about Blender 2.8 and OpenGL version. > > > > 1) Blender 2.8 will be >= OpenGL 3.2. > > 2) All Blender code using old OpenGL version must be migrated (if the > > module is not removed or recoded). > > 3) All add-ons using OpenGL must be updated to >= OpenGL 3.2. > > > > I need to be sure about that because I have several popular add-ons using > > OpenGL and some ideas to improve grease pencil, so OpenGL 3.2provides a > > wide new range of tools. > > > > Thanks, > > Antonio Vazquez > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Google Summer Of Code: UV - Tools
Another very important feature which is already present and is not so good is the packing of islands. It changes the surface of islands in a very unpredictable manner, making similar islands to be scaled very differently. This makes packing islands nearly unusable. And another one, which is very missed - is the ability of creating a groups of island, which will then act as a single island. This would help manual unwrapping and packing the map A LOT easier! Pinning here does not help much and other tricks still don't make this work-flow fluent enough. pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-03-21 14:00 GMT-04:00 Joe Eagar <joe...@gmail.com>: > I had an embarrassing moment last year when trying to help a coworker > find a feature in Blender's UV editor. It. . .no longer existed. We > definitely need some work done here. One thing that absolutely drove > her insane was the inability to hide UV islands without altering the > mesh selection state. That was a big deal for her. > > It might be worth concentrating on improving the UI workflow and not > spend too much time on new unwrapping features. > > Best, > Joe > > On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch <p...@saphirestudio.at> > wrote: > > Hey again! > > > > I just submitted/shared my proposal via the GSOC form and would love to > get some feedback from possible mentors, seasoned devs and Ton of course. > As usual I'm also available via IRC. > > > > I'd especially be interested in what specific improvements to the Unwrap > algorithm ("Improved automatic UV Layout") the mentors had in mind when > writing the ideas page as well as general feedback regarding the proposal. > > > > Thanks in advance and best wishes, > > Phil > > > > > > > > Am 13.03.2016 um 12:49 schrieb Phil Gosch: > >> Hey everybody! > >> > >> My name is Phil Gosch, I'm from Graz University of Technology and I'm > >> interested in the "UV Editing Tools" GSOC project. > >> I'd be very happy to realize this project and wanted to get some > >> help/tipps or hints beforehand, that's why I'm writing this mail. > >> > >> About me: I'm a long time Blender user and active member of the Blender > >> community. Besides university I'm working as a 3D/Technical Artist > >> freelancer, where I'm mostly doing illustrations, visualizations > >> including custom tool development and gameart/gamedev. You can have a > >> look at my portfolio at my homepage [0] or at my Blender Network profile > >> [1]. > >> > >> As someone who uses Blender as his main tool on a daily basis I know the > >> UV Editor (and its shortcomings) and because of that fact I not only > >> think I'm fitting for this project but I also have a great personal > >> interest in improving these tools. I'm no complete stranger to Blender > >> core coding, I already had some of my patches applied to trunk a few > >> years ago. Of course the codebase is changing all the time, that's why > >> I'm already getting familiar with the codebase again. I already compiled > >> the newest Blender version and I'm spending my free time reading > >> uvedit_*.c files. ;) > >> > >> I think the outline presented at the ideas page [2] makes sense, however > >> while writing my proposal I found that I liked the idea of trying to > >> convert some of the useful UV python scripts I'm using to C code (I'm > >> sure people have lots of scripts they use which I don't even know > >> about). So if you use a python addon for the UV tools and would like me > >> to consider it for inclusion into my proposal, please let me know by > >> answering to this mail. :) > >> > >> If any of the potential mentors (Bastien, Campbell, Howard) have some > >> useful input I'd be very thankful! Also if anyone could have a look at > >> my proposal before submitting that would be great! It's not finished > >> yet, but you can poke me anytime on IRC/blendercoders, I'm always > >> lurking there. My IRC nick is "saphires". > >> > >> Best wishes, > >> Phil > >> > >> [0] http://www.saphirestudio.at/ > >> [1] https://www.blendernetwork.org/phil-gosch > >> [2] > http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas > >> > >> PS:
Re: [Bf-committers] "A humble thank you"
Congratulations Ton, and THANK YOU AGAIN, this is very deserved and unspeakable, HOW many good you already did to the world. Here, in USA I'm showing Blender all days at the University, carrying Blender Cap, giving workshops, talking and applying Blender to science and misc problems, and I become somehow a self-made "Blender Evangelist". People opens their eyes with awe, they are surprized and just speechless when they see HOW NICE and GOOD Blender is, and if I tell them that this is a program for free, for them, for making an awesomeness, they are crazy! They barely trust me! Some of them have never heard about Open Source... Imagine, how Blender is making them happy! They suddenly can see the hole in their jail! I'm pretty serious, and I would like to second this acknowledge, because I KNOW that Blender is nice, I KNOW you are nice, and I want you to know, that people are changing their life and the way they're thinking about the world because of Bledner! So my real mission here, in USA is to bring Blender to them (instead of doing science), and I did it already to several people, who are astonished and amazed, and will use that program in their research and scientific projects. Thank you Ton, this changed my life too. I'm more open, more happy, more generous person, just because of the good example YOU showed us all. Don't be shy and admit, that you are changing the world! The WHOLE WORLD! :) Good luck with everything you are doing! pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-02-24 3:39 GMT-05:00 Ton Roosendaal <t...@blender.org>: > Hi, > > I shouldn't forget to share a mail from the foundation inbox once in a > while! :) > > " > Just felt compelled to thank you all as an organization, and as > individuals, for providing such an amazing free service. I'm a seriously > poor artist, and having this program available for free has made a world of > difference to me, so thank you from the bottom of my painted heart. > > Best regards, > Ian C. > " > > -Ton- > > > Ton Roosendaal - t...@blender.org - www.blender.org > Chairman Blender Foundation - Producer Blender Institute > Entrepotdok 57A - 1018AD Amsterdam - The Netherlands > > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Some Guidance
Hey, I looked for this for ages! Thank you! :) pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-02-18 11:28 GMT-05:00 Kévin Dietrich <kevin.dietr...@mailoo.org>: > Le 2016-02-18 16:54, Piotr Arlukowicz a écrit : > > Thanks John > I've read this carefully and it's a good start. However, suddenly, when you > see sources, you get lost. So somewhere there should be a tutorial > explaining for what are those all directories, and what's the difference > between blenkernel and intern, for example. And what they are for, in terms > of Blender functionality. > > > > There is a page on the wiki to explain this a bit > http://wiki.blender.org/index.php/Dev:Doc/Blender_Source/Files_Structure > > Maybe it could be linked to in the "New Developer Advice" page. > > > > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Some Guidance
Thanks John I've read this carefully and it's a good start. However, suddenly, when you see sources, you get lost. So somewhere there should be a tutorial explaining for what are those all directories, and what's the difference between blenkernel and intern, for example. And what they are for, in terms of Blender functionality. Here I get just lost and without any guide it is a simple "Use the Force, read the source" approach, we don't have a lot of time for. pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-02-18 10:51 GMT-05:00 John James <kiso...@gmail.com>: > Probably look at a recent thread > > [Bf-committers] General advice for new developers (wiki page, feedback > welcome) > > where Campbell mentioned > > http://wiki.blender.org/index.php/Dev:Doc/New_Developer_Advice > > 2016-02-18 17:36 GMT+02:00 Piotr Arlukowicz <pio...@polskikursblendera.pl > >: > > I second this. There is a really high entry point to start even with > > something rather small. A typical 'workflow' document showing each step > > would be great, and also, even more important - how the internal stucture > > of Blender code is organized and what is for what... > > Thank you devs for all your hard work! We'd like to help and we don't > know > > where and how. > > > > best regards > > pio > > > > Piotr > > Arlukowicz, BFCT > > > > *YT: /user/piotao?feature=guide* > > *FB:* */polskikursblendera* *TW:* > > */piotao* > > *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz > > <https://www.blendernetwork.org/piotr-arlukowicz>* > > *Polski Kurs Blendera:* http://polskikursblendera.pl > > > > > > > > > > 2016-02-18 9:57 GMT-05:00 Bailey Pumfleet <pumfle...@hassenbrook.org.uk > >: > > > >> Hello All, > >> > >> I really hate to sound like an idiot that does not know what he is > doing, > >> but I would appreciate, as I am new to the Blender development thing, > some > >> guidance of how to get started with becoming a fully fledged Blender > >> developer. > >> I have read the wiki and I'm afraid it doesn't really explain about the > >> process of things. > >> I am active on Phabricator and have signed up, which I assume is an > >> important part. > >> > >> I would really appreciate guidance of how to contribute to Blender, and > >> how, once I have coded a patch, to submit it. > >> > >> Thanks for any help you can give, > >> > >> -Bailey Pumfleet :) > >> > >> ___ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Some Guidance
I second this. There is a really high entry point to start even with something rather small. A typical 'workflow' document showing each step would be great, and also, even more important - how the internal stucture of Blender code is organized and what is for what... Thank you devs for all your hard work! We'd like to help and we don't know where and how. best regards pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-02-18 9:57 GMT-05:00 Bailey Pumfleet <pumfle...@hassenbrook.org.uk>: > Hello All, > > I really hate to sound like an idiot that does not know what he is doing, > but I would appreciate, as I am new to the Blender development thing, some > guidance of how to get started with becoming a fully fledged Blender > developer. > I have read the wiki and I'm afraid it doesn't really explain about the > process of things. > I am active on Phabricator and have signed up, which I assume is an > important part. > > I would really appreciate guidance of how to contribute to Blender, and > how, once I have coded a patch, to submit it. > > Thanks for any help you can give, > > -Bailey Pumfleet :) > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Bring multiple objects to edit mode
"Editing of multiple objects" It's not that simple and imho it's not necessary. Of course we have a little bit more clicking, but who cares in Blender. But think about shapekeys, UVmaps, vertex data, groups, materials, and a lot of different stuff! Object separation and edit mode are very good design decisions, which actually are keeping things SIMPLE. For the price of few more clicks a lot of hassle is simply avoided! In fact, you can even link object data and then voila - you can edit multiple objects AT ONCE. That's the right way I think. that's my five cents. pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-02-18 0:27 GMT-05:00 Daniel Salazar - patazstudio.com <zan...@gmail.com >: > Editing of multiple objects would has obvious advantages. You don't > want to join and split meshes with various data layers like vcols, > vgroups, UVs. Not counting modifiers, parenting.. > > Daniel Salazar > patazstudio.com > > > On Wed, Feb 17, 2016 at 9:24 PM, Chris Lee <infin8...@gmail.com> wrote: > > It is actually something that is better in Blender, to only be editing > one > > object at a time, as it can cause errors in other programs where multiple > > objects are selected. In Blender when an object is edited you can only > use > > other objects for snapping etc, but if you really want to edit more than > > one object at the same time you can just join them together but pressing > > Ctrl J. You can always separate them later by selecting the entire mesh > (L) > > and pressing P. > > > > Kind Regards, > > Chris "*Chips*" Lee > > Mobile: 0410155111 > > > > Infin8eye <http://infin8eye.carbonmade.com/> > > Knight of the DLF > > IGDA Sydney founding member > > > > On 18 February 2016 at 07:38, Doeke Wartena <doeke.wart...@gmail.com> > wrote: > > > >> hi dear developers, > >> > >> after have tried Blender in the past and not being positive about it, I > >> started with Blender again about 2 months ago. And I love it! The > progress > >> blender has made is awesome! Congrats to all developers. > >> > >> There is a thing I wonder and really dislike about blender, why can't > you > >> select multiple objects and bring them to edit mode together? > >> > >> Is this due how the foundation for Blender is programmed and is it to > hard > >> to change after all those years? > >> > >> I know there is a add-on MultiEdit but I think the way it operates is > >> dirty, it's to much a workaround to the problem. > >> > >> best Doeke > >> ___ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Development fund grant for Lukas Toenne - 'everything nodes'
That's awesome!!! Lucas is so good and this was a natural choice, he is native for blender code and nodes! :) If we know where to put more discussion and some feature requests, I think it may be nice to say there about the ability to load TEXT numeric data by some 'load' node. Those data could be just numbers from one or two columns, whatever. This will KICK Blender into an awesome tool for scientific visualization then (but things will require adding even more nodes to deal with those data). Good Luck Lucas!!! Long live Blender! pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-02-15 16:14 GMT-05:00 Nahuel Belich <casillapfo...@yahoo.com.ar>: > Awesome news, just have a question, shouldn't be the dependency graph > finished first? or its going to be develop together with the node system? > > El Lunes, 15 de febrero, 2016 18:04:37, Diego Gangl < > dnico...@gmail.com> escribió: > > > Best news ever! This will take Blender to a whole new level. Best of luck > guys, looking forward to the discussion. > > > > 2016-02-15 17:35 GMT-03:00 Knapp <magick.c...@gmail.com>: > > > On Mon, Feb 15, 2016 at 9:06 PM, Doeke Wartena <doeke.wart...@gmail.com> > > wrote: > > > > > A blender but no ice, that's a bummer. > > > > > > :) > > > > > > But soon we will have ICE and then who is going to make the tequila? > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > -- > -- > Diego Gangl - sinestesia.co > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Next dev meeting in about 13h from now
Works like a charm. Any configuration options? A l11n maybe? here it is: http://polskikursblendera.pl/ Thank you! pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-02-09 12:22 GMT-05:00 Francesco Siddi <francesco.si...@gmail.com>: > Hi, > the website is back online and should be working fine > https://blendercoders.xyz/ > > Regards, > Francesco > > On 26 January 2016 at 18:02:41, Aaron Carlisle (carlisle.aaro...@gmail.com) > wrote: > > Correct I mentioned it to Francesco and he took the website down until he > fixed it. > > On Tue, Jan 26, 2016 at 11:57 AM, Mike Erwin <significant@gmail.com> > wrote: > > > Thanks, Aaron! But that clock says the meeting is 6 PM 27th Jan Wednesday > > when it's actually 6pm today the 26th. (EST time zone). Unless I'm crazy, > > which I could possibly be. > > > > Mike Erwin > > musician, naturalist, pixel pusher, hacker extraordinaire > > > > On Tue, Jan 26, 2016 at 10:56 AM, Aaron Carlisle < > > carlisle.aaro...@gmail.com > > > wrote: > > > > > The easiest way to see what time the meeting, > > > is by going to https://blendercoders.xyz/ > > > > > > On Tue, Jan 26, 2016 at 4:44 AM, Ton Roosendaal <t...@blender.org> > wrote: > > > > > > > Hi all, > > > > > > > > Check your clocks! In roughly 13 hours it is 10 AM in Sydney, and > 27th > > of > > > > January. > > > > That means afternoon for the Americans on the 26th of January. > > > > > > > > Just ask google (if logged in) "What time is 10 AM Sydney here" > > > > > > > > Thanks, > > > > > > > > -Ton- > > > > > > > > > > > > Ton Roosendaal - t...@blender.org - www.blender.org > > > > Chairman Blender Foundation - Producer Blender Institute > > > > Entrepotdok 57A - 1018AD Amsterdam - The Netherlands > > > > > > > > > > > > > > > > ___ > > > > Bf-committers mailing list > > > > Bf-committers@blender.org > > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > > ___ > > > Bf-committers mailing list > > > Bf-committers@blender.org > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Some Ideas for a Blender Plugin System
What about thinking about Blender as about a system composed in the idea of different API joined together? It has been said during Bcon15 that an asset system needs its own api. This is drawing an idea to have Blender internally divided to different parts (bmesh, assets, depsgraph, etc) joined thru APIs which are a bit similar to modules mentioned here as 'plugins'. The whole Blender as a C-plugins conglomerate is a bit scary and graphic, but we have already some kind of that separation (I'm not very aware of Blender internals yet). Things done in a proper way could give us a nicer separation between different parts of the code, eliminate some spaghetti and old code and allow us to work on some parts without the fear of breaking things here and there. So I would opt for moving towards multicomponent system composed of smaller blackboxes instead of current partially monolithic system if we are going to 2.8 and speaking about C plugins will be easier when we will have nice Blender multicomponent design. cheers pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2015-11-03 15:29 GMT+01:00 Gaia Clary <gaia.cl...@machinimatrix.org>: > One of the benefits of a Blender PLugin System (bps) that i can think of > is: > The Collada module could be extracted into a separate plugin. > > But this can only work well if the bps does not force us to rebuild a > plugin for each blender release. Otherwise maintenance would become a > nightmare, especially because plugins need to be built for multiple > platforms. > > cheers, > Gaia > > On 03.11.2015 14:14, Dalai Felinto wrote: > > Hi, > > > > I'm missing the main point here which would be, what is the advantage > > of a C/C++ plugin system over the current Python addon interface? > > > > I'm currently developing an addon which relies on an external C++ SDK. > > I got things working with ctypes and C API. It works pretty fine. > > > > Cheers, > > Dalai > > -- > > blendernetwork.org/dalai-felinto > > www.dalaifelinto.com > > > > > > 2015-11-03 10:59 GMT-02:00 Martin Felke <martin.fe...@t-online.de>: > >> Hi, today i wrote down a couple of more thoughts regarding a plugin > >> system. As said earlier, those serve only as discussion starting points > >> and are not meant yet as design principles made out of cement. :) > >> > >> Fat VS Slim Core > >> > >> - currently we have a fat core which contains all functionality > >>as monolith > >> - hard to extend and to maintain because it might be everything depends > >>on everything else > >> - idea: a slim, "bootloader like" core, which handles modules and > >>plugins registration and deregistration and serves as API Hub (of > >>existing modules) > >> - modules are not standalone, they communicate via a central core API > >>Hub so they need the core as well > >> - this way the core can track module APIs and provide a fallback (as > >>in exception handler) for missing code / functions (if module or > >>plugin is not present) > >> > >> Modules VS Plugins > >> -- > >> - need to distinguish between logical code separation (module) and > >>"physical" separation (plugin, as in shared library or dll) > >> - group existing core functionality to modules (like, an editor could > >>be a module, or even a modifier) > >> - base modules can be provided by "base" plugins, and extension modules > >>by external plugins > >> - plugins can provide parts of modules, entire modules or multiple > >>modules (like nodes maybe, modifiers, new editors, or extensions to > >>editors) > >> > >> Dependencies > >> > >> - do we want to have inter-plugin dependencies ? For a slim core > >>approach this might be necessary, if plugin A provides a module or > >>part where plugin B 's code depends on > >> - else base modules should be moved / kept in the core, so everyone has > >>a minimum set of functionality without needing to use plugins > >> - but in general, should plugin code only use Core API (the Hub ?) > >>would be better than "directly" accessing other plugins code, because > >>the core might provide the error fallback in case a plugin isnt > >>prese
Re: [Bf-committers] Blender and Oculus - Food for Thought
ITs CRAZY! cheers! pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2015-09-29 20:55 GMT+02:00 Dalai Felinto <dfeli...@gmail.com>: > Hi, > I finished all the required changes in Blender (not in the BGE) for > viewport offscreen rendering: > https://developer.blender.org/D1533 > > I will share a video of this working once I plug it with a HMD, but > for a quick preview, this is what is now possible: > http://dalaifelinto.com/ftp/tmp/fbo.jpg > > (via Python I'm rendering two new views, with custom opengl matrices > into two FBOs, and visualizing them back on top of the viewport). > > I hope this can get reviewed and make its way into Blender 2.77. > > Cheers, > Dalai > -- > blendernetwork.org/dalai-felinto > www.dalaifelinto.com > > > 2015-09-18 15:52 GMT-03:00 Dalai Felinto <dfeli...@gmail.com>: > > Hi Jacob, > > > >> offscreen rendering is esential for fast 2d effects as well? > > > > Speed aside, offscreen rendering allows for quality you won't get > > otherwise. If you are counting relying on warping the acquired data, > > offscreen allows you to work with an original higher resolution buffer > > (e.g., similar to what the BGE does in the fulldome mode with warp > > meshes). So speed is not even the point here. > > > > Apart from that, using FBO allows you to hand out the buffer to the > > SDK, without having to worry about implementing distortion shaders > > yourself. > > > >> also, how do we get screen space AO and screen space reflections? > something similar? > > > > Such off-screen rendering routine should support any of the fancy > > viewport effects Blender now has. In fact as part of the function > > arguments we should probably be able to set specific viewport settings > > (render only, ao, ...). > > > > Cheers, > > Dalai > > -- > > blendernetwork.org/dalai-felinto > > www.dalaifelinto.com > > > > > > 2015-09-18 15:09 GMT-03:00 Jacob Merrill <blueprintrand...@gmail.com>: > >> offscreen rendering is esential for fast 2d effects as well? > >> > >> also, how do we get screen space AO and screen space refelctions? > >> something similar ? > >> On Sep 18, 2015 10:05 AM, "Dalai Felinto" <dfeli...@gmail.com> wrote: > >> > >>> Hi there, > >>> > >>> I've been pondering on how to get proper Oculus support in Blender > >>> "viewport", and it came down to the ideas presented here: > >>> http://www.dalaifelinto.com/?p=1108 > >>> > >>> Basically, I propose we expand our Blender/Game Engine API with the > >>> following: > >>> > >>> * Allow off-screen rendering straight to a FBO bind id with custom > >>> OpenGL matrices > >>> * BGL extended to support glBindFramebuffer amount other required GL > >>> functions > >>> * BGE Video Texture ImageRender to support FBO rendering and custom > >>> OpenGL matrices > >>> > >>> That should allow for not only oculus but any shader-based HMD (Head > >>> Mounted Display) to use Blender (or rather, to have an addon written > >>> to support it). > >>> > >>> Any thoughts on that? Can anyone come up with a different design to > >>> address that? > >>> > >>> (in the link above I explain why I think a Python approach is > >>> preferable over a deeper C integration between Blender and the Oculus > >>> SDK). > >>> > >>> Thanks, > >>> Dalai > >>> -- > >>> blendernetwork.org/dalai-felinto > >>> www.dalaifelinto.com > >>> ___ > >>> Bf-committers mailing list > >>> Bf-committers@blender.org > >>> http://lists.blender.org/mailman/listinfo/bf-committers > >>> > >> ___ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> http://lists.blender.org/mailman/listinfo/bf-committers > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] [idea] how to glue VSE and NE
Hi, I dunno whether this was already discussed but here's the idea: What about to make a sequencer strip called Node Strip? It could be edited with TAB similarly to metastrip, and after tab pressed it should open NodeEditor looking like as it is inside NodeGroup. This NodeGroup should have exactly one input and exactly one output (which corresponds with strip in/out). Then, we should be allowed to put some node magick inside, and all should be processed internally as a single strip for each frame. Was this idea discussed before or are there another better designs? Just asking! :) regards pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Where is the test build?
Isn't the daily build just a 'test build of yesterdays development' ? cheers! pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2015-09-10 13:43 GMT+02:00 Knapp <magick.c...@gmail.com>: > When I go to blender.org and look for the test build it is quite hard to > find. In fact I have not yet found it. > > I found a nice clear link to the daily build but that does not seem to be > the test build. > > I think the website needs some reworking to make it easy to find and test > the test build. > > Thanks! > > -- > Douglas E Knapp, MSAOM, LAc. > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] unable to link blender due to unknown error
I just commited a fix (6a80c2c) it should work now. Thanks for reporting! It works, big KUDOS, thanks! :) (Proof: scons: done building targets.) pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz https://www.blendernetwork.org/piotr-arlukowicz* *Polski Kurs Blendera:* http://polskikursblendera.pl 2015-08-29 22:46 GMT+02:00 Jörg Müller nex...@gmail.com: Hello, I just commited a fix (6a80c2c) it should work now. Thanks for reporting! Regards Konsole output On 2015-08-27 10:19 Sergey Sharybin wrote: That's not unkown issue, that's multiple definitions of AUD_* functions. From quick glance they are indeed defined in both AUD_Set.cpp and AUD_C-API.cpp. Not sure how it's expected to work, hopefully Joerg will see the thread and clarify the issue. On Thu, Aug 27, 2015 at 10:09 AM, Piotr Arlukowicz pio...@polskikursblendera.pl wrote: Hello, after struggling for several hours I'm still unable to compile blender again, and, which is worse, I'm unable to understand why. I suspect that there are problems with ILM libs - in my system is 6, blender has version 12 but only warning is shown. So I have no better clues what the error is. A complete compilation log is here: http://wklej.org/id/1784415/?hl=make It is a fresh, new install. Is anybody so nice to look there and advice? System: CPU~Hexa core Intel Core i7-4930K CPU (-HT-MCP-) clocked at Min:1200.000Mhz Max:3401.000Mhz Kernel~3.13.0-24-generic x86_64 Up~28 days Mem~7090.0/64352.0MB HDD~16259.2GB(48.9% used) Procs~287 Client~Shell inxi~1.9.17 System is up-to-date, with repos: System:Host: hebron Kernel: 3.13.0-24-generic x86_64 (64 bit, gcc: 4.8.2) Desktop: MATE 1.8.1 (Gtk 3.10.8) dm: mdm Distro: Linux Mint 17 Qiana Repos: Active apt sources in file: /etc/apt/sources.list.d/official-package-repositories.list deb http://ftp.icm.edu.pl/pub/Linux/dist/linuxmint/packages qiana main upstream import deb http://extra.linuxmint.com qiana main deb http://ubuntu.task.gda.pl/ubuntu trusty main restricted universe multiverse deb http://ubuntu.task.gda.pl/ubuntu trusty-updates main restricted universe multiverse deb http://security.ubuntu.com/ubuntu/ trusty-security main restricted universe multiverse deb http://archive.canonical.com/ubuntu/ trusty partner Active apt sources in file: /etc/apt/sources.list.d/official-source-repositories.list deb-src http://ftp.icm.edu.pl/pub/Linux/dist/linuxmint/packages qiana main upstream import deb-src http://extra.linuxmint.com qiana main deb-src http://ubuntu.task.gda.pl/ubuntu trusty main restricted universe multiverse deb-src http://ubuntu.task.gda.pl/ubuntu trusty-updates main restricted universe multiverse deb-src http://security.ubuntu.com/ubuntu/ trusty-security main restricted universe multiverse deb-src http://archive.canonical.com/ubuntu/ trusty partner thanks in advance! pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz https://www.blendernetwork.org/piotr-arlukowicz* *Polski Kurs Blendera:* http://polskikursblendera.pl ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] unable to link blender due to unknown error
Hello, after struggling for several hours I'm still unable to compile blender again, and, which is worse, I'm unable to understand why. I suspect that there are problems with ILM libs - in my system is 6, blender has version 12 but only warning is shown. So I have no better clues what the error is. A complete compilation log is here: http://wklej.org/id/1784415/?hl=make It is a fresh, new install. Is anybody so nice to look there and advice? System: CPU~Hexa core Intel Core i7-4930K CPU (-HT-MCP-) clocked at Min:1200.000Mhz Max:3401.000Mhz Kernel~3.13.0-24-generic x86_64 Up~28 days Mem~7090.0/64352.0MB HDD~16259.2GB(48.9% used) Procs~287 Client~Shell inxi~1.9.17 System is up-to-date, with repos: System:Host: hebron Kernel: 3.13.0-24-generic x86_64 (64 bit, gcc: 4.8.2) Desktop: MATE 1.8.1 (Gtk 3.10.8) dm: mdm Distro: Linux Mint 17 Qiana Repos: Active apt sources in file: /etc/apt/sources.list.d/official-package-repositories.list deb http://ftp.icm.edu.pl/pub/Linux/dist/linuxmint/packages qiana main upstream import deb http://extra.linuxmint.com qiana main deb http://ubuntu.task.gda.pl/ubuntu trusty main restricted universe multiverse deb http://ubuntu.task.gda.pl/ubuntu trusty-updates main restricted universe multiverse deb http://security.ubuntu.com/ubuntu/ trusty-security main restricted universe multiverse deb http://archive.canonical.com/ubuntu/ trusty partner Active apt sources in file: /etc/apt/sources.list.d/official-source-repositories.list deb-src http://ftp.icm.edu.pl/pub/Linux/dist/linuxmint/packages qiana main upstream import deb-src http://extra.linuxmint.com qiana main deb-src http://ubuntu.task.gda.pl/ubuntu trusty main restricted universe multiverse deb-src http://ubuntu.task.gda.pl/ubuntu trusty-updates main restricted universe multiverse deb-src http://security.ubuntu.com/ubuntu/ trusty-security main restricted universe multiverse deb-src http://archive.canonical.com/ubuntu/ trusty partner thanks in advance! pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz https://www.blendernetwork.org/piotr-arlukowicz* *Polski Kurs Blendera:* http://polskikursblendera.pl ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Keymap for graph editor
Please, lets avoid Alt+mouse buttons combinations, because those shortcuts are used by Linux X-Window system in many Linux distros. And this collision forces me to redefine Blender keystrokes quite a number of times everywhere: on a laptop, at work, at home, when I'm in my family, for students lab, just everywhere I use Blender. The way I'm struggling with Blender is a fact of a little importance, but keep in mind that you are talking about default window manager keystrokes and this should not be taken easily. There is not only windows in the world :) The most often used shortcuts in linux are: Alt+LMB = move window, Alt+RMB = resize window, and few different combinations. Imo, enabling this shortcuts as defaults is a rather bad idea from my point of view. peace and regards! piotr Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz https://www.blendernetwork.org/piotr-arlukowicz* *Polski Kurs Blendera:* http://polskikursblendera.pl 2015-04-08 16:11 GMT+02:00 Hadrien Brissaud hadris...@gmail.com: Hello, I rebound a few keys, namely anim.frame_change to alt+lmb - it works on all animation editors except graph editor, and adding the hotkey there doesn't seem to have any effect. The hotkey looks to be hardcoded ? Does someone have insight on this ? Thanks, Hadrien ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Keymap for graph editor
I think it could be worth to try it. One setting on each system can give me more than one useful combo key in blender (say in compositor and all other places where alt+mouse is used). So, good ideas, thanks! cheers piotr Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz https://www.blendernetwork.org/piotr-arlukowicz* *Polski Kurs Blendera:* http://polskikursblendera.pl 2015-04-08 18:32 GMT+02:00 gandalf3 zzyx...@gmail.com: I've had the same problem.. I found it much easier to rebind the wm's shortcuts to Super+LMB. It took a little getting used to, but now I quite like it (I guess it makes some sense to use the windows key for manipulating windows.. :P). On 04/08/15 08:12, Piotr Arlukowicz wrote: Please, lets avoid Alt+mouse buttons combinations, because those shortcuts are used by Linux X-Window system in many Linux distros. And this collision forces me to redefine Blender keystrokes quite a number of times everywhere: on a laptop, at work, at home, when I'm in my family, for students lab, just everywhere I use Blender. The way I'm struggling with Blender is a fact of a little importance, but keep in mind that you are talking about default window manager keystrokes and this should not be taken easily. There is not only windows in the world :) The most often used shortcuts in linux are: Alt+LMB = move window, Alt+RMB = resize window, and few different combinations. Imo, enabling this shortcuts as defaults is a rather bad idea from my point of view. peace and regards! piotr Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz https://www.blendernetwork.org/piotr-arlukowicz* *Polski Kurs Blendera:* http://polskikursblendera.pl 2015-04-08 16:11 GMT+02:00 Hadrien Brissaud hadris...@gmail.com: Hello, I rebound a few keys, namely anim.frame_change to alt+lmb - it works on all animation editors except graph editor, and adding the hotkey there doesn't seem to have any effect. The hotkey looks to be hardcoded ? Does someone have insight on this ? Thanks, Hadrien ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- -gandalf3 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Multi-View (Stereo 3D) is in Master \o/
BIG KUDOS to you Dalai and to all of you guys, that was a really huge commit! cheers! pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz https://www.blendernetwork.org/piotr-arlukowicz* *Polski Kurs Blendera:* http://polskikursblendera.pl 2015-04-06 16:42 GMT+02:00 Dalai Felinto dfeli...@gmail.com: Hm something I forgot to mention on the release log: Quadbuffer support is pending until a developer with a quadbuffer-friendly graphic board and some understanding of OpenGL steps in to help debugging this. At the moment the page-flip mode is commented in the RNA. (rna_scene.c, look for S3D_DISPLAY_PAGEFLIP) The cards that support QUADBUFFER are the ones listed as Professional, flicker free, stereo through the on board stereo connector: http://www.nvidia.com/object/quadro_pro_graphics_boards.html Basically we use the same method for the BGE Quadbuffer stereo. So if your card can display active stereo from a BGE file it should be eligible for this. This should just be working, but it's really hard to debug without the hardware at hand. (and thanks Jonathan ;) ) Cheers, Dalai ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] ffmpeg options
Hello, is there any possibility or future plans to allow Blender to encode movies with all ffmpeg options? Things we have already in Output panel for movie production are very limited and troublesome for ppl who are trying to work with color spaces conversions. Recently I received a question about coding movies right in YUV420p colorspace. Using a typical workflow with rendering from this colorspace to PNG/RGB frames in RGB and then converting them again to YUV420 in final pass is a pain. Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz https://www.blendernetwork.org/piotr-arlukowicz* *Polski Kurs Blendera:* http://polskikursblendera.pl ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Alembic support in Blender
WOW, that's a long awaited news! Thank you Lucas!!! what about scons integration? Can I check this out? regards Pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz https://www.blendernetwork.org/piotr-arlukowicz* *Polski Kurs Blendera:* http://polskikursblendera.pl 2015-03-02 19:24 GMT+01:00 Lukas Tönne lukas.toe...@gmail.com: It's about to get real! The Gooseberry team would like to start using the new caching system with Alembic ASAP. This means that we should make sure Alembic dependencies and the library itself can be properly built and linked by Blender. First goal is Linux (since we use it in the Blender Institute), but of course it should work on all platforms. To avoid confusion i will specify exactly which versions we need to use. The plan is to first merge the Alembic branch into our gooseberry branch for testing and refinement. However, setting up Alembic build systems on the official buildbot and release build systems would help avoid future problems and smooth out the procedure of merging with master later on. As a template for working around build system quirks the usual install_deps.sh script is available. This builds the Alembic library on a standard Ubuntu 14.10 installation. In addition, it tweaks a couple of build files in the Alembic sources in order to disable certain parts that have badly defined build scripts (examples, tests) - there may be more proper ways of treating these build file issues. First a couple of links: Official Alembic site: http://alembic.io/ The branch on phabricator: https://developer.blender.org/diffusion/B/repository/alembic_pointcache/ Can be checked out using: git clone git://git.blender.org/blender.git -b alembic_pointcache The main Alembic section of the install_deps.sh script (see XXX parts ...): https://developer.blender.org/diffusion/B/browse/alembic_pointcache/build_files/build_environment/install_deps.sh;1a9c74a3a8fcd4dda3ec2ca09b3fd00e85cb0627$1733 The Alembic version we use is 1.5.5 (official release), which can be checked out using mercurial/hg like so: hg clone -u 1_05_05 https://code.google.com/p/alembic/ target dir The README.txt file in the Alembic source directory mentions the principle build procedure and dependencies. https://code.google.com/p/alembic/source/browse/README.txt?name=1_05_05 All of the mandatory dependencies are already part of the standard Blender dependencies in their required versions, so no major additions other than Alembic itself should be needed. For reference, here are the required dependencies of Alembic with their minimum versions (as stated in their README) and the current versions installed by Blender's install_deps.sh script: Alembic minimum Blender Ubuntu 14.10 Boost 1.44.0 1.51.0 IlmBase 1.0.3 2.2.0 HDF51.8.9 - 1.8.12 OpenEXR 1.7.1 2.2.0 zlib(unspecified) (unspecified) 1.2.8 HDF5 is entirely optional and can be installed to enable this container format for file storage. The branch now uses the Ogawa format by default, which seems to have become the new standard backend (and does not need additional libraries). The default system version of HDF5 on ubuntu also seems to work fine ('libhdf5-7' package). Blender itself has 2 new build options: WITH_ALEMBIC : Build with Alembic caching support. Currently this is needed for the branch to work, otherwise there is no available implementation of the cache interface and a number of functions would probably crash trying to access a NULL pointer. WITH_HDF5 : Optional linking with HDF5. This backend is not used atm, so the build option should not be needed. New cmake modules FindAlembic.cmake and FindHDF5.cmake have been added to simplify setting up library and include paths for Blender builds. I would very much appreciate help in ironing out remaining issues and getting libraries for OSX and Windows set up. Thank you! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] blender stop compiling
Hello, Could you please advice if something nasty was changed in the sources which prevents compiling blender? I'm usually compile it once a day, and for few days it throws erros. Should I set up everything from scratch (or investigage my system upgrades), or was there some changes which I'm not aware of? I'm not intending to make a bugreport yet, maybe you have just some clue about this. If not then there will be time for stronger actions: http://www.pasteall.org/55258 regards! Piotr Piotr Polski Kurs Blendera: http://polskikursblendera.pl, YT: /user/piotao?feature=guide FB: /polskikursblendera TW: /piotao ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Error in compile with scons (Linking program == 'makesdna')
Yes, I've sent this very same error just a second ago to that list. I thought that this was my bad and system updates, but no. The same is mine: http://www.pasteall.org/55258 regards Piotr Piotr Polski Kurs Blendera: http://polskikursblendera.pl, YT: /user/piotao?feature=guide FB: /polskikursblendera TW: /piotao 2014-11-19 18:06 GMT+01:00 Jefferson Rausseo jeffersonraus...@gmail.com: Ubuntu 14.04 with scons Version blender: commit cd54f07a3c71ba146542e41c7b3407b287b52b4c Error in screen: Linking program == 'makesdna' /usr/bin/ld: anonymous version tag cannot be combined with other version tags collect2: error: ld returned 1 exit status scons: *** [/home/dani/Programas/blender-git/build/makesdna] Error 1 scons: building terminated because of errors. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)
Let me protest a bit about that idea. I love to compile full-blown blender right off the bat, having all it's options enabled, with all deps and plugins. This is something very desirable, to have FULL version of everything (and not thinking maybe I missed something). So, I understand the need of shortening compilation process by devs, as it is saving time. But why not to reverse this proposal then? Let's do this instead: - lets define a new limited target for make, say 'make barebone' or 'make-light' or whatever. It is already doable by hand, by -D definitions and, as Sergey said, most devs already scripted it. So what's the problem? Let devs use this way of barebone compilation, not the end-users. As as an end user (and as a wannabe-dev) I would love to have all features enabled and accessible by default, without any hassle and without the need of additional configuration steps. Even make-something is non-standard and should be avoided for casual users. Devs can use all sort of make-o-magick commands, leaving users undisturbed and letting them compiling all things by default. Just my two cents, peace! regards Pio Piotr Polski Kurs Blendera: http://polskikursblendera.pl, YT: /user/piotao?feature=guide FB: /polskikursblendera TW: /piotao 2014-11-13 17:25 GMT+01:00 Campbell Barton ideasma...@gmail.com: On Thu, Nov 13, 2014 at 5:20 PM, Thomas Dinges blen...@dingto.org wrote: You'd simply have to type in another command, e.g. make-full instead of make. Come on guys. ;) Initial proposal suggests we have a `make release` ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Addressing Vertical Tab Concerns
Thanks, I'm heading there right now! :) pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2014/1/15 Jonathan Williamson jonat...@cgcookie.com Hey Piotr, I have replied on the wiki :) Jonathan Williamson http://cgcookie.com On Wed, Jan 15, 2014 at 2:34 PM, Piotr Arlukowicz pio...@gmail.com wrote: Great! I've added my first question to the discussion subpage on the wiki. Jonathan, do you remember your idea to detach some panels and have them floating on the screen? Is that idea still alive and under consideration? That's is my question, put there already. By the way, new tabs are great! pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2014/1/15 Jonathan Williamson jonat...@cgcookie.com Hi everyone! There's been some concerns raised on the new vertical tabs, particularly pertaining to how they coordinate with other areas of Blender. Some have also wondered if the feature was really all that well thought out. As the main lead on the tabs I wanted to try and address most of these concerns in one place. Discussions are happening in many different places and so it's easy to lose track (what with Phab, BA, IRC, etc). I have updated my original wiki proposal with a section on *Addressing Tab Concerns: * http://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/Tab-Interface#UI_Proposal:_Tabbed_Interface_for_Screen_Layouts_and_Toolbar If you have any other concerns I'll be happy to do my best to answer them and add them to the wiki. Jonathan Williamson http://cgcookie.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Twenty years ago!
Every journey has the first step! Thank you Ton, you never stopped this, and HUGE thanks you've made it Open and Free! KUDOS! pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/12/27 Ton Roosendaal t...@blender.org Hi all, I’ve managed to find the oldest backup of Blender, a snapshot of the first code I wrote to start a new project to replace the in-house tool “Traces”. Check the code blog for more info, including the code itself. :) http://code.blender.org/index.php/2013/12/how-blender-started-twenty-years-ago/ -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] What is a UV Texture ? (definition wanted)
I'm not really sure that this is not a relict, but for sure it is a slang, a shortcut and it works even today and remains somehow usable. Full but short version is UV Mapped Texture, which means the same as you've pointed out in the definition. By the way what would be another short term to replace UV Texture? pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/12/15 Gaia gaia.cl...@machinimatrix.org Hi; I am trying to rework the documentation for UV Maps in the blender wiki. I found a lot of references to the term UV Texture but i could not find any definition what a UV Texture is. From the context i guess this is true: /A UV Texture is a (image- or procedural-) texture that is mapped // //to the surface of a 3D object by use of a UV Map/ Can someone please approve/improve/correct this definition ? Or ... maybe the term UV Texture is just a relict from the ancients and should be avoided nowadays ? Thanks, Gaia ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] What is a UV Texture ? (definition wanted)
WOW! :) (Sorry, I had to.) pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/12/15 Bastien Montagne montagn...@wanadoo.fr Hmmm… I think UVTexture is a given image that is attached to a given face for a given UVMap, in Blender (the one you see in Texture view, the one you also have below your map in the UV/Image Editor, etc.). It is not related to material. Code-wise, you have two CD layers, CD_MLOOPUV which represent an UVMap (i.e. 2D coordinates per vertex per face), and CD_MTEXPOLY, which links each polygon to a given image. Blender will use images from an MTEXPOLY of a given name together with coordinates from an MLOOPUV of the same name, which forms an UVTexture. At least, that’s how I see things… ;) On 15/12/2013 13:52, Gaia wrote: Hi; I am trying to rework the documentation for UV Maps in the blender wiki. I found a lot of references to the term UV Texture but i could not find any definition what a UV Texture is. From the context i guess this is true: /A UV Texture is a (image- or procedural-) texture that is mapped // //to the surface of a 3D object by use of a UV Map/ Can someone please approve/improve/correct this definition ? Or ... maybe the term UV Texture is just a relict from the ancients and should be avoided nowadays ? Thanks, Gaia ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] blender do not updates from git
Sorry for that, but still not good, even with --all-static. I've run with static, then without it, and now libHalf.a was found, but the process failed here: Compiling == 'buildinfo.c' scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Source `/home/piotao/blender-git/deps/openexr/lib/libIlmImf-2_1.a' not found, needed by target `/home/piotao/blender-git/build/linux/bin/blender'. scons: building terminated because of errors. Here's the list of files in openexr: -rw-r--r-- 1 piotao users 1820686 gru 11 11:55 libIlmImf-2_1.so.21.0.0 lrwxrwxrwx 1 piotao users 23 gru 11 11:55 libIlmImf-2_1.so.21 - libIlmImf-2_1.so.21.0.0 lrwxrwxrwx 1 piotao users 19 gru 11 11:55 libIlmImf-2_1.so - libIlmImf-2_1.so.21 drwxr-xr-x 2 piotao users4096 gru 11 11:55 pkgconfig/ -rw-r--r-- 1 piotao users 843 gru 11 11:55 libImath-2_1.la -rw-r--r-- 1 piotao users 124394 gru 11 11:55 libImath-2_1.a -rw-r--r-- 1 piotao users 863 gru 11 11:55 libIlmThread-2_1.la -rw-r--r-- 1 piotao users 46938 gru 11 11:55 libIlmThread-2_1.a -rw-r--r-- 1 piotao users 853 gru 11 11:55 libIexMath-2_1.la -rw-r--r-- 1 piotao users 22328 gru 11 11:55 libIexMath-2_1.a -rw-r--r-- 1 piotao users 833 gru 11 11:55 libIex-2_1.la -rw-r--r-- 1 piotao users 346080 gru 11 11:55 libIex-2_1.a -rw-r--r-- 1 piotao users 818 gru 11 11:55 libHalf.la -rw-r--r-- 1 piotao users 268492 gru 11 11:55 libHalf.a regards piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] State of VS2012 support...
Hi Jürgen, I'm struggling with compiling Blender using scons, could you please show your user-config.py file? Maybe I have something wrong. regards piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] State of VS2012 support...
For me it does not work, I'm compiling under Linux Mint 16. piotr -- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] State of VS2012 support...
Hi Sergey, Thank you for your patience. OK, here's the link: http://www.pasteall.org/47958 At the start I put my user-config.py file, and provide a command with install-deps.sh script. All done on fresh git pull according to WIKI for general linux system. My system is Mate Mint 16 x64, upgraded. Compilation fails at the same place: Compiling == 'creator.c' Compiling == 'buildinfo.c' scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Source `/home/piotao/blender-git/deps/openexr/lib/libHalf.a' not found, needed by target `/home/piotao/blender-git/build/linux/bin/blender'. scons: building terminated because of errors. The whole content of deps directory: http://www.pasteall.org/47959 pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] State of VS2012 support...
Piotr, please stop polluting this thread, which is about windows builds, esp. as you already have one! I'm very sorry! Good luck with bug hunting and thanks for your hard work! pz piotr ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] blender do not updates from git
Dear Bastien, yes, I did fresh start-over, pulling all from git from scratch, and installing and compiling dependencies. It seems that now it is working, but unfortunately there was splash.png.c cut by half. I copied blender/release/datafiles/splash.png from an older svn repo. Although the size of the files were the same, restarting compilation worked well. The error with image is here. Compiling == 'bfont.ttf.c' Compiling == 'bmonofont.ttf.c' Compiling == 'splash.png.c' /home/piotao/blender-git/build/linux/data_sources/splash.png.c:3527:2: error: expected expression at end of input 53,143,223, 83,242,197, 23,154, 92,221,114,252, 55, 63, 80,144, 37,134, 79,253,219,140,213,150,175,212,173,173,111,196, ^ scons: *** [/home/piotao/blender-git/build/linux/data_sources/splash.png.o] Error 1 scons: building terminated because of errors. After that if failed again with: Linking program == 'blender' /usr/bin/ld: cannot find -lyaml-cpp /usr/bin/ld: cannot find -ltinyxml collect2: error: ld returned 1 exit status scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Error 1 scons: building terminated because of errors. This is probably due to the lack of some libs which are not installed in my system. I'll look into this tomorrow :) Thank you for help and for all repairs. pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/12/11 Bastien Montagne montagn...@wanadoo.fr Hi Piotr, Could you test with the latest master? Both scons and CMake should work now (crossing fingers…). Please *do not* use anymore --all-static, this is broken now (and not sure I will find a way to make it work again). On 11/12/2013 14:07, Piotr Arlukowicz wrote: Sorry for that, but still not good, even with --all-static. I've run with static, then without it, and now libHalf.a was found, but the process failed here: Compiling == 'buildinfo.c' scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Source `/home/piotao/blender-git/deps/openexr/lib/libIlmImf-2_1.a' not found, needed by target `/home/piotao/blender-git/build/linux/bin/blender'. scons: building terminated because of errors. Here's the list of files in openexr: -rw-r--r-- 1 piotao users 1820686 gru 11 11:55 libIlmImf-2_1.so.21.0.0 lrwxrwxrwx 1 piotao users 23 gru 11 11:55 libIlmImf-2_1.so.21 - libIlmImf-2_1.so.21.0.0 lrwxrwxrwx 1 piotao users 19 gru 11 11:55 libIlmImf-2_1.so - libIlmImf-2_1.so.21 drwxr-xr-x 2 piotao users4096 gru 11 11:55 pkgconfig/ -rw-r--r-- 1 piotao users 843 gru 11 11:55 libImath-2_1.la -rw-r--r-- 1 piotao users 124394 gru 11 11:55 libImath-2_1.a -rw-r--r-- 1 piotao users 863 gru 11 11:55 libIlmThread-2_1.la -rw-r--r-- 1 piotao users 46938 gru 11 11:55 libIlmThread-2_1.a -rw-r--r-- 1 piotao users 853 gru 11 11:55 libIexMath-2_1.la -rw-r--r-- 1 piotao users 22328 gru 11 11:55 libIexMath-2_1.a -rw-r--r-- 1 piotao users 833 gru 11 11:55 libIex-2_1.la -rw-r--r-- 1 piotao users 346080 gru 11 11:55 libIex-2_1.a -rw-r--r-- 1 piotao users 818 gru 11 11:55 libHalf.la -rw-r--r-- 1 piotao users 268492 gru 11 11:55 libHalf.a regards piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] blender do not updates from git
YEAH, after installing necessary libs, the compilation was finished successfull!!! Thank you a lot!!! :) pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/12/12 Piotr Arlukowicz pio...@gmail.com Dear Bastien, yes, I did fresh start-over, pulling all from git from scratch, and installing and compiling dependencies. It seems that now it is working, but unfortunately there was splash.png.c cut by half. I copied blender/release/datafiles/splash.png from an older svn repo. Although the size of the files were the same, restarting compilation worked well. The error with image is here. Compiling == 'bfont.ttf.c' Compiling == 'bmonofont.ttf.c' Compiling == 'splash.png.c' /home/piotao/blender-git/build/linux/data_sources/splash.png.c:3527:2: error: expected expression at end of input 53,143,223, 83,242,197, 23,154, 92,221,114,252, 55, 63, 80,144, 37,134, 79,253,219,140,213,150,175,212,173,173,111,196, ^ scons: *** [/home/piotao/blender-git/build/linux/data_sources/splash.png.o] Error 1 scons: building terminated because of errors. After that if failed again with: Linking program == 'blender' /usr/bin/ld: cannot find -lyaml-cpp /usr/bin/ld: cannot find -ltinyxml collect2: error: ld returned 1 exit status scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Error 1 scons: building terminated because of errors. This is probably due to the lack of some libs which are not installed in my system. I'll look into this tomorrow :) Thank you for help and for all repairs. pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/12/11 Bastien Montagne montagn...@wanadoo.fr Hi Piotr, Could you test with the latest master? Both scons and CMake should work now (crossing fingers…). Please *do not* use anymore --all-static, this is broken now (and not sure I will find a way to make it work again). On 11/12/2013 14:07, Piotr Arlukowicz wrote: Sorry for that, but still not good, even with --all-static. I've run with static, then without it, and now libHalf.a was found, but the process failed here: Compiling == 'buildinfo.c' scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Source `/home/piotao/blender-git/deps/openexr/lib/libIlmImf-2_1.a' not found, needed by target `/home/piotao/blender-git/build/linux/bin/blender'. scons: building terminated because of errors. Here's the list of files in openexr: -rw-r--r-- 1 piotao users 1820686 gru 11 11:55 libIlmImf-2_1.so.21.0.0 lrwxrwxrwx 1 piotao users 23 gru 11 11:55 libIlmImf-2_1.so.21 - libIlmImf-2_1.so.21.0.0 lrwxrwxrwx 1 piotao users 19 gru 11 11:55 libIlmImf-2_1.so - libIlmImf-2_1.so.21 drwxr-xr-x 2 piotao users4096 gru 11 11:55 pkgconfig/ -rw-r--r-- 1 piotao users 843 gru 11 11:55 libImath-2_1.la -rw-r--r-- 1 piotao users 124394 gru 11 11:55 libImath-2_1.a -rw-r--r-- 1 piotao users 863 gru 11 11:55 libIlmThread-2_1.la -rw-r--r-- 1 piotao users 46938 gru 11 11:55 libIlmThread-2_1.a -rw-r--r-- 1 piotao users 853 gru 11 11:55 libIexMath-2_1.la -rw-r--r-- 1 piotao users 22328 gru 11 11:55 libIexMath-2_1.a -rw-r--r-- 1 piotao users 833 gru 11 11:55 libIex-2_1.la -rw-r--r-- 1 piotao users 346080 gru 11 11:55 libIex-2_1.a -rw-r--r-- 1 piotao users 818 gru 11 11:55 libHalf.la -rw-r--r-- 1 piotao users 268492 gru 11 11:55 libHalf.a regards piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] blender do not updates from git
Thank you! I got to the page http://developer.blender.org/diffusion/B/ where I performed all instructions, with no errors. Then I enter to blender directory, put my config in user-config.py (worked in svn version), and run the command python scons/scons.py. The compilation started and broke at the error: Compiling == 'writeffmpeg.c' source/blender/blenkernel/intern/writeffmpeg.c:42:34: fatal error: libavformat/avformat.h: Nie ma takiego pliku ani katalogu #include libavformat/avformat.h ^ compilation terminated. scons: *** [/home/piotao/blender-git/build/linux/source/blender/blenkernel/intern/writeffmpeg.o] Error 1 scons: building terminated because of errors. It's obvious that I should provide libs, extensions and addons to the project, but they are now in diffrent git repos and I found nowhere the explanation how to incorporate them and where to put them. So, should I put them along with blender dir, as for svn versions and configure scons or cmake to use all paths etc? If yes, then to compile the whole blender, there should be more commands given, and this maybe should be put on WIKI page. So, my knowledge is based on hints from you and now I did: git clone git://git.blender.org/blender.gitcd blender git submodule update --init --recursive git submodule foreach git checkout master git submodule foreach git pull --rebase origin master -- Here should be some commands to fetch/pull/get/whatever all required things like addons, extensions, etc. and here goes some configuration and compilation stuff. Could somebody be so nice and provide me with the missing information? I think this should also be put to WIKI and I can do it if I manage to get the control of the process. pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/12/8 Scott Petrovic scottpetro...@gmail.com correct. You should be going here to get the latest code for different repositories http://developer.blender.org/diffusion/ Scott On Sun, Dec 8, 2013 at 10:55 AM, Nicholas Rishel rishel.n...@gmail.com wrote: Looks like that's a mirror the old SVN repository which is no longer committed to. On Sun, Dec 8, 2013 at 10:12 AM, Piotr Arlukowicz pio...@gmail.com wrote: Dear Brecht, thank you for the answer. The log is quite short, but let me paste it to pasteall: http://www.pasteall.org/47889 Also git pull -v returns just this: $ git pull -v From git://gitorious.org/blenderprojects/blender = [up to date] master - origin/master = [up to date] blender.fi - origin/blender.fi = [up to date] renderfarm - origin/renderfarm I am not yet git-oriented and can't find the clue. pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/12/8 Brecht Van Lommel brechtvanlom...@pandora.be Did you perhaps check out a branch? You can check which branch you are on with git branch, and go back to the master branch with git checkout master. If that doesn't help, you could paste the output of these commands, so we get a sense of what is going on in this setup: git branch -a git remote -v git fetch origin Brecht. On Sun, Dec 8, 2013 at 1:46 PM, Piotr Arlukowicz pio...@gmail.com wrote: Hello, I'm unable to get newer versions of Blender using instructions from wiki page: http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux I used to build Blender with scons (cmake also, but I prefer scons), and with svn repo it was easy - only svn up was required. I managed to set up everything like in WIKI page for git, and first time compilation went well, but now I can't update repo. Simple command 'git pull' says it's already up to date, and there are no changes anywhere. So, I'm doing something wrong, could you point me a right direction? best regards and thank you for all your hard work! piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS
Re: [Bf-committers] blender do not updates from git
Thank you Brecht! It seems to be really up to date, that's good. However, after I followed the procedure and the compilation suddenly fails. At least git updates are working! I did fresh install of everything related to blender. My setup is the following: install_deps.sh file has the following config paths (changed by me as said in instructions): DISTRO=mint-piotao RPM= SRC=$HOME/blender-git/deps INST=$HOME/blender-git/install TMP=/tmp So, deps dir is inside my blender-git folder. I followed instructions from wiki, and I've prepare my own user-defs.py file. Here it is: BF_FFMPEG_LIB = 'avformat avcodec swscale avutil avdevice theoradec theoraenc theora vorbisenc vorbisfile vorbis ogg xvidcore vpx mp3lame x264 openjpeg' BF_FFMPEG = '/home/piotao/blender-git/install/ffmpeg' BF_OIIO = '/home/piotao/blender-git/install/oiio' BF_OPENEXR_LIB_STATIC = '/lib/libHalf.a /lib/libIlmImf-2_1.a /lib/libIex-2_1.a /lib/libImath-2_1.a /lib/libIlmThread-2_1.a' BF_OPENEXR_LIB = 'Half IlmImf-2_1 Iex-2_1 Imath-2_1 ' BF_OPENEXR = '/home/piotao/blender-git/install/openexr' WITH_BF_BOOST = True WITH_BF_COLLADA = False WITH_BF_CYCLES = True WITH_BF_OCIO = True WITH_BF_OIIO = True WITH_BF_STATICOCIO = True WITH_BF_STATICOPENEXR = True I've run usual compilation using python scons/scons.py from blender dir. Much of the process was done, but it finally fails. I think it is due to /lib/ paths which should be diffrent. Error I've got: scons: `/home/piotao/blender-git/build/linux/lib/libextern_lzma.a' is up to date. scons: `/home/piotao/blender-git/build/linux/lib/libextern_carve.a' is up to date. scons: `/home/piotao/blender-git/build/linux/lib/libextern_xdnd.a' is up to date. Compiling == 'creator.c' Compiling == 'buildinfo.c' scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Source `/lib/libHalf.a' not found, needed by target `/home/piotao/blender-git/build/linux/bin/blender'. scons: building terminated because of errors. I analyzed install_deps.sh script, but there was no place where proper paths were set. I don't know how to set up proper path for libs like ILMbase, which seems to be a core of the problem. Am I right? How can I repair this setup to run it smoothly? pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/12/10 Brecht Van Lommel brechtvanlom...@pandora.be Hi, The instructions here should be up to date: http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux The git submodule will get you addons and translations, but not any libraries. There hasn't been a lib/ directory for linux for a long time, it was removed. Maybe you were still using it somehow, and copying that directory from a blender-svn to a blender-git directory may work still, but it's not really a supported workflow. The build instructions explain how to use install_deps.sh to install dependencies linux ffmpeg, and when it's done building them it will give you the scons configuration to put in user-config.py. Brecht. On Tue, Dec 10, 2013 at 2:41 PM, Piotr Arlukowicz pio...@gmail.com wrote: Thank you! I got to the page http://developer.blender.org/diffusion/B/ where I performed all instructions, with no errors. Then I enter to blender directory, put my config in user-config.py (worked in svn version), and run the command python scons/scons.py. The compilation started and broke at the error: Compiling == 'writeffmpeg.c' source/blender/blenkernel/intern/writeffmpeg.c:42:34: fatal error: libavformat/avformat.h: Nie ma takiego pliku ani katalogu #include libavformat/avformat.h ^ compilation terminated. scons: *** [/home/piotao/blender-git/build/linux/source/blender/blenkernel/intern/writeffmpeg.o] Error 1 scons: building terminated because of errors. It's obvious that I should provide libs, extensions and addons to the project, but they are now in diffrent git repos and I found nowhere the explanation how to incorporate them and where to put them. So, should I put them along with blender dir, as for svn versions and configure scons or cmake to use all paths etc? If yes, then to compile the whole blender, there should be more commands given, and this maybe should be put on WIKI page. So, my knowledge is based on hints from you and now I did: git clone git://git.blender.org/blender.gitcd blender git submodule update --init --recursive git submodule foreach git checkout master git submodule foreach git pull --rebase origin master -- Here should be some commands to fetch/pull/get/whatever all required things like addons, extensions, etc. and here goes some
Re: [Bf-committers] blender do not updates from git
Thank you Bastien! I've done new start from scratch. I pulled all from repo, ran install_deps script and noticed that there is something wrong apparently with the script. Look at the command line: $ install_deps.sh --source ~/blender-git/depssrc --install ~/blender-git/deps --threads=7 --with-all --skip-opencollada --skip-osl There is skip-collada and osl, but no definitions about this were made in resulting variables. I can change them by myself. Here is the result of the script. With collada and osl on, it fails with the compilation, but this is not a problem for me as I don't need them. WITH_BF_OCIO = True WITH_BF_STATICOCIO = True BF_OPENEXR = '/home/piotao/blender-git/deps/openexr' BF_OPENEXR_LIB = 'Half IlmImf-2_1 Iex-2_1 Imath-2_1 ' BF_OPENEXR_LIB_STATIC = '${BF_OPENEXR}/lib/libHalf.a ${BF_OPENEXR}/lib/libIlmImf-2_1.a ${BF_OPENEXR}/lib/libIex-2_1.a ${BF_OPENEXR}/lib/libImath-2_1.a ${BF_OPENEXR}/lib/libIlmThread-2_1.a' WITH_BF_STATICOPENEXR = True WITH_BF_OIIO = True BF_OIIO = '/home/piotao/blender-git/deps/oiio' WITH_BF_CYCLES = True WITH_BF_BOOST = True WITH_BF_COLLADA = True BF_FFMPEG = '/home/piotao/blender-git/deps/ffmpeg' BF_FFMPEG_LIB = 'avformat avcodec swscale avutil avdevice theoradec theoraenc theora vorbisenc vorbisfile vorbis ogg xvidcore vpx mp3lame x264 openjpeg' After I changed apropriate lines, I run compilation. It fails at the same place: Compiling == 'buildinfo.c' scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Source `/home/piotao/blender-git/deps/openexr/lib/libHalf.a' not found, needed by target `/home/piotao/blender-git/build/linux/bin/blender'. scons: building terminated because of errors. Then I added your hack with path in variable ${BF_OPENEXR} to user-config.py. Still no luck. I've looked to the deps/openexr/lib directory, and there were a lot of files, but libHalf.a was missing. They was only libHalf.la file, which is obviously something different. Maybe I can generate this libHalf.a file by hand? pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] blender do not updates from git
Hello, I'm unable to get newer versions of Blender using instructions from wiki page: http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux I used to build Blender with scons (cmake also, but I prefer scons), and with svn repo it was easy - only svn up was required. I managed to set up everything like in WIKI page for git, and first time compilation went well, but now I can't update repo. Simple command 'git pull' says it's already up to date, and there are no changes anywhere. So, I'm doing something wrong, could you point me a right direction? best regards and thank you for all your hard work! piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] blender do not updates from git
Dear Brecht, thank you for the answer. The log is quite short, but let me paste it to pasteall: http://www.pasteall.org/47889 Also git pull -v returns just this: $ git pull -v From git://gitorious.org/blenderprojects/blender = [up to date] master - origin/master = [up to date] blender.fi - origin/blender.fi = [up to date] renderfarm - origin/renderfarm I am not yet git-oriented and can't find the clue. pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/12/8 Brecht Van Lommel brechtvanlom...@pandora.be Did you perhaps check out a branch? You can check which branch you are on with git branch, and go back to the master branch with git checkout master. If that doesn't help, you could paste the output of these commands, so we get a sense of what is going on in this setup: git branch -a git remote -v git fetch origin Brecht. On Sun, Dec 8, 2013 at 1:46 PM, Piotr Arlukowicz pio...@gmail.com wrote: Hello, I'm unable to get newer versions of Blender using instructions from wiki page: http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux I used to build Blender with scons (cmake also, but I prefer scons), and with svn repo it was easy - only svn up was required. I managed to set up everything like in WIKI page for git, and first time compilation went well, but now I can't update repo. Simple command 'git pull' says it's already up to date, and there are no changes anywhere. So, I'm doing something wrong, could you point me a right direction? best regards and thank you for all your hard work! piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] blendercasts reloaded...
You know what, I would love in fact to have a small subset of the feature you've mentioned. My dream is to have a possibility to quick record a simple macros, and repeat them (like in VIM for example). This will be very helpful with each workflow, where some buttons have to be pressed in the same order, etc. You name it. Now it seems we aren't so far from this - we have info windows with some commands already expressed in python, we can put them by hand to a file for execution later, we have contextual selections, etc. The only think we don't have yet is to being able to press a record operations button, and let they be collected in text editor for later use. Problems here arises also, but they are relatively smaller than making your first idea. But maybe we can ask somebody experienced to think about such simple 'macro-recorder'? Or maybe it already exists? pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/11/23 blenderleo blender...@gmx.de Macros sound interesting, and the function is close to the idea of blendercast. Does a script (addon) have access to the latest operations (and their settings!)? If every op is recognized by the script and stored in a way like bpy.ops. ..., then each op could be redone easily, I think. I'll trust in the dev's opinion ;) Am 23.11.2013 17:41, schrieb patrick boelens: A long, long time ago I remember there being a discussion about macro's in Blender. Iirc the core concept of those was the same: allow a user to record a set of actions and replay them. To me it seems like the proposed Blendercast would rely heavily on such a feature. If macros ever get developed in the future, this may be something to keep in kind. For example, they could be extended to allow saving to and loading from files (i.e.: boxModelHouse.macro), jumping to a particular time or step, setting a playback speed and show the name and parameters of the action being performed in real-time (i.e.: Extrude face (0, 0, -0.5), Scale face (0.2, 0.2, 0.2)). Perhaps something like that would be a more feasible alternative. It could then be used as an addition to tutorials for instance, both written and screencasted, as well as having a wider use-case. Just my two cents. -Patrick From: brechtvanlom...@pandora.be Date: Sat, 23 Nov 2013 17:11:59 +0100 To: bf-committers@blender.org Subject: Re: [Bf-committers] blendercasts reloaded... On Sat, Nov 23, 2013 at 4:44 PM, Gaia gaia.cl...@machinimatrix.org wrote: On 23.11.2013 15:30, Brecht Van Lommel wrote: For me the reasons not to do this are: * It shifts work from tutorial makers to developers, and it's the developers that are already the bottleneck at the moment, we have many people making tutorials. So developer time seems a more rare resource at the moment. I am not sure why this would shift work from tutorial makers to developers. Or do you mean creating this tool would need developer resources ? Otherwise why would tutorial makers not use such a tool ? Its not so different to use compared to creating screen casts ... I think you would want to implement this feature to make it easier for people to make tutorials or to help them make better tutorials? So basically that means you will have developers spending time helping out by implementing this feature (which is really complex), and it seems like those resources would be best spent elsewhere. * I have never seen such a system done well in other applications, the few times I've come across it, it's always been pretty frustrating. What made these tools frustrating ? Is this a bad concept or did you only step into tools which had it badly implemented ? I'm not sure why, maybe it's just a coincidence and there are applications (of Blender's complexity) out there that do this very well. This actually keeps me on track :) Actually this is a good argument for continue thinking about how it could be done better :) My guess is that it is a bad concept because it's a fragile high tech solution to a problem that already has a proven low tech solution (video tutorials), where the tutorial creator has more control by being able to take their recorded video into a video editor to cut and enhance it, without working within the inevitable limitations of a solution like blendercast. Brecht. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [61096] trunk/blender/source/gameengine: BGE: Cleaning up the BGE' s physics code and removing KX_IPhysicsController and KX_Bullet
Confirmed, but I have a bit diffrent error: Compiling == 'RAS_OpenGLRasterizer.cpp' source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp:56:22: fatal error: BLF_api.h: Nie ma takiego pliku ani katalogu compilation terminated. scons: *** [/mnt/sdb1/store/work/blender-svn/build/linux/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.o] Error 1 scons: building terminated because of errors. The file BLF_api.h is in source/blender/blenfont directory (strange dependence?), but symbolic link to this file I've created won't help, causing another error, this time Value.h is not found (but it is present in source/gameengine/Expressions): Compiling == 'RAS_OpenGLRasterizer.cpp' source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp:61:19: fatal error: Value.h: Nie ma takiego pliku ani katalogu compilation terminated. scons: *** [/mnt/sdb1/store/work/blender-svn/build/linux/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.o] Error 1 scons: building terminated because of errors. Linking it also, won't help, because there are more such files. I can try to link all of them, but this is ugly hack and not a proper solution at all. But I don't know how to enable this path to -I compiler directive using scons :( pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/11/4 Thomas Dinges blen...@dingto.org Hi, after all these commits, I cannot builds BGE anymore. (Win x64, scons, msvc 2008). d:\blender_dev\code\trunk\source\gameengine\rasterizer\RAS_Polygon.h(39) : error C2871: 'std': Es ist kein Namespace mit diesem Namen vorhanden ... scons: *** [D:\blender_dev\code\build\trunk\source\gameengine\Rasterizer\RAS_Pol ygon.obj] Error 2 source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_OpenGLRasterizer.cpp(56) : fatal error C1083: Datei (Include) kann nicht geöffnet werden: BLF_api.h: No such file or directory scons: *** [D:\blender_dev\code\build\trunk\source\gameengine\Rasterizer\RAS_Ope nGLRasterizer\RAS_OpenGLRasterizer.obj] Error 2 scons: building terminated because of errors. Thomas Am 04.11.2013 20:22, schrieb Mitchell Stokes: Revision: 61096 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=61096 Author: moguri Date: 2013-11-04 19:22:47 + (Mon, 04 Nov 2013) Log Message: --- BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] subsurf directional
Hey all, greetings after awesome bcon13, and salute to all your hard work! Just a quick question, will it be hard to improve the subdivision surface by adding a local x/y/z direction in cuts? This would allow to make a subsurf which is cutting only on selected axis, which seems reasonably fair. Now it works in xyz directions. I know it's not gonna be happen before opensubdiv, but that's just a question, maybe it's quite easy to look at it for a moment? pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Server maintenance
NICE! Looking at this red thingy I'm asking myself, why not to use TNT? :) pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/10/23 Sergey Sharybin sergey@gmail.com Hi, In around half of hour Ton brings me to our data center to replace some really old hardware and do other maintenance which is needed to make blender.org sites running smoother. We expect some downtime of all servers due to rewiring work we need to do. Could not give exact timing on which servers wouldn't available in particular time. Just be ready some of the servers will be temporary unavailable this evening. And for those who're playing at home here's a picture of what we bring to the data center: http://www.pasteall.org/pic/show.php?id=61272 And it's a new switch and two servers which will help up upgrading operation system on all the servers in our rack. -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Jonathan Williamson, New Committer
WOW, Jonathan as a C-coder? You give a hope for all of us, not used to hard C programming, especially for me. I know C, RCS systems and some other langs, but the main problem for me with starting with Blender coding is to understand methods and solutions used in internals by other programmers... By the way, is somewhere some docs about general tactics and agreements of code-style and entry guide for devs-wanna-be? Good luck to all developers, and thank you for your hard work, it is much appreciated! pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/10/14 Thomas Dinges blen...@dingto.org Welcome Jonathan, it's good to have you on board! :) Am 14.10.2013 22:39, schrieb Jonathan Williamson: Thanks Campbell! Jonathan Williamson http://cgcookie.com On Mon, Oct 14, 2013 at 3:35 PM, Campbell Barton ideasma...@gmail.com wrote: Hi All, Jonathan Williamson from Blender Cookie is keen to become involved with Blender development, since he's still quite new to C, I'll review more complicated changes before committing - but there is a lot of room for smaller improvements too and we have plans already for where he can start. Welcome Jonathan! -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Jonathan Williamson, New Committer
- http://blenderartists.org/forum/showthread.php?218683-Getting-Started-with-Blender-Coding - http://wiki.blender.org/index.php/Dev:Doc/FAQ - http://wiki.blender.org/index.php/Dev:Doc/Quick_Hacks - http://wiki.blender.org/index.php/Dev:Doc/CodeStyle Hey, that's a huge bit, thank you! pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/10/14 Campbell Barton ideasma...@gmail.com On Tue, Oct 15, 2013 at 7:48 AM, Piotr Arlukowicz pio...@gmail.com wrote: WOW, Jonathan as a C-coder? You give a hope for all of us, not used to hard C programming, especially for me. I know C, RCS systems and some other langs, but the main problem for me with starting with Blender coding is to understand methods and solutions used in internals by other programmers... By the way, is somewhere some docs about general tactics and agreements of code-style and entry guide for devs-wanna-be? A bit off topic but since you ask heres my personal suggestions - http://blenderartists.org/forum/showthread.php?218683-Getting-Started-with-Blender-Coding - http://wiki.blender.org/index.php/Dev:Doc/FAQ - http://wiki.blender.org/index.php/Dev:Doc/Quick_Hacks - http://wiki.blender.org/index.php/Dev:Doc/CodeStyle Good luck to all developers, and thank you for your hard work, it is much appreciated! pz piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- 2013/10/14 Thomas Dinges blen...@dingto.org Welcome Jonathan, it's good to have you on board! :) Am 14.10.2013 22:39, schrieb Jonathan Williamson: Thanks Campbell! Jonathan Williamson http://cgcookie.com On Mon, Oct 14, 2013 at 3:35 PM, Campbell Barton ideasma...@gmail.com wrote: Hi All, Jonathan Williamson from Blender Cookie is keen to become involved with Blender development, since he's still quite new to C, I'll review more complicated changes before committing - but there is a lot of room for smaller improvements too and we have plans already for where he can start. Welcome Jonathan! -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers