Hey!
Seems we've survived this release (not without annoying bugs sneaked in
tho).
We're considering svn trunk is open for general development again!
Congrats everyone with the release! :)
--
With best regards, Sergey Sharybin
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Bf-committers
Hi all,
https://www.leapmotion.com/
I've contacted Leap Motion and they agreed to seed 10 units to Blender
developers and/or actively involved users.
I suggest we do 5 for devs at least, rest for people on this list who can
contribute testing and feedback.
Just reply on this message if
I'm happy to test on Mac OS X with Retina. In particular I am interested in
testing sculpt implementations.
On Wednesday, May 8, 2013, Ton Roosendaal wrote:
Hi all,
https://www.leapmotion.com/
I've contacted Leap Motion and they agreed to seed 10 units to Blender
developers and/or actively
I would love to test and give feedback - I can test on either Ubuntu or
Windows 7. New interfaces control schemes have always been a major
interest of mine.
-Sean
On Wed, May 8, 2013 at 10:17 AM, Jonathan Williamson
jonat...@cgcookie.comwrote:
I'm happy to test on Mac OS X with Retina. In
I'd love to test it for sculpting too. I use Ubuntu 64bit.
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Hi,
I am just starting to contribute to blender, but for some time I've been
thinking about leap motion app that will allow creating custom, gestures
shortcuts (e.g. for rotating view, subdivision, grab). So I would be
honored to try to develop one.
Hi all,
https://www.leapmotion.com/
Hi!
I'd concentrate on implementing the required functionality to use it in
the BGE. Most likely working together with the devs who work on it for
the rest of blender, where I can also help. I'm on Arch Linux. One thing
you might consider: I'm currently in South Korea and will get home mid
Note: r56584 and r56585 add two changes to socket draw functions:
* For hiding the socket input value you now need to check the connection
state inside the draw function. This provides some flexibility for
displaying other buttons for connected sockets as well if needed.
* Socket draw function
Hey everyone,
First off, hats off the the team and congrats on getting Blender 2.67 out into
the wild!
I just updated my source directory and found I couldn't build anymore on OSX
10.6. This stems from the May 6th commit by Brecht in GHOST_WindowCocoa.mm; it
seems 1060 was used as the
I'm not sure this is correct, for our official builds we require a
10.6 minimum version, so I think this code would be excluded then?
Also the first line you changed was already there before this bugfix,
and the function toggleFullscreen function is also used in
GHOST_SystemCocoa.mm.
What is the
Hi Brecht,
Sorry, but I'm not sure what you mean by this code would be excluded then?
I get two accounts of 'NSWindowCollectionBehaviorFullScreenPrimary' not being
declared, and three mentions of an undeclared 'NSFullScreenWindowMask', both of
which weren't added until 10.7. Maybe I'm just
Hello,
I have tried to built blender-2.67 on fedora rawhide and have got
the following error messages:
/builddir/build/BUILD/blender-2.67/source/blender/collada/DocumentImporter.cpp:
In member function 'bool DocumentImporter::import()':
Brecht has committed a solution for this just this afternoon.
Can you update from subversion and try again ?
If you want to build Blender 2.67 then you must update
your OpenCollada version to this one:
https://github.com/gaiaclary/OpenCOLLADA
This is the officially used OpenCollada version that
Hi Jochen,
I had a similar error a few weeks ago, and it turned out I hadn't updated my
lib folder in a while (specifically OSL and OpenCollada were giving me grief).
Maybe this is the case with you too?
Cheers,
Patrick
Date: Wed, 8 May 2013 19:54:01 +0200
From: joc...@herr-schmitt.de
To:
On Wed, May 8, 2013 at 8:01 PM, Gaia gaia.cl...@machinimatrix.org wrote:
Brecht has committed a solution for this just this afternoon.
Can you update from subversion and try again ?
If you want to build Blender 2.67 then you must update
your OpenCollada version to this one:
The way I understand it MAC_OS_X_VERSION_MIN_REQUIRED gives the
minimum OS X version that Blender can run on (which can be lower than
the OS X SDK version). We are building official releases with a 10.6
minimum version, so changing it to 1070 would cause this code to not
get compiled.
Defining
On Wed, May 08, 2013 at 08:37:49PM +0200, Brecht Van Lommel wrote:
https://github.com/gaiaclary/OpenCOLLADA
This is the officially used OpenCollada version that is currently
used by Blender. I thought there is a script that picks up the
correct OpenCollada version automatically for linux
I would love to test this out to see if there are any possible workflow
improvements with the user interface and navigation. I'm running Windows 8 64bit
On 8 May 2013, at 14:12, Ton Roosendaal t...@blender.org wrote:
Hi all,
https://www.leapmotion.com/
I've contacted Leap Motion and they
For relatively long time we have stereo support in BGE, but
unfortunately not in viewport. I have posted a patch on the tracker:
http://projects.blender.org/tracker/index.php?func=detailaid=35266group_id=9atid=127
It adds following features:
* It is possible to choose
Hi everyone,
I've run into a bit of a problem here. I want to use Blender for some batch
image-processing but found a bug in saving. If the image loaded in does not
have an alpha channel, calling image.save() on it will not add one, even if it
does show up correctly in the UV/Image Editor.
This looks very interesting. Currently I'm using NeoMouse in its air
mode, but Leap Motion seems to be much better and more advanced. I think Leap
Motion could be especially natural and useful in sculpting mode.
I have few ideas I could try to implement. For example, I can
Hey Brecht,
I'm getting a harmless warning now that I'm not sure was there before[1], but
other than that it works like a charm, thanks!
-Patrick
[1] Messages without a matching method signature will be assumed to return 'id'
and accept '...' as arguments.
From: brechtvanlom...@pandora.be
Hi
I have been using this simple change below in my setup and it seems to
work well for me. I think that double clicking to select connected
vertices can improve general modeling workflow. Similar setups are also
available many other 3d apps like Modo when editing meshes.
These are nortmally
I would like to see how this works with animation and general scene
management, see if it works well with the sliding interface of blender
with multiple windows. also i am the blender labrat :)
On 08/05/13 23:12, Ton Roosendaal wrote:
Hi all,
https://www.leapmotion.com/
I've contacted Leap
whoops forgot to mention i am on linux at home (openSUSE12.3) and
windows at work (7)
On 08/05/13 23:12, Ton Roosendaal wrote:
Hi all,
https://www.leapmotion.com/
I've contacted Leap Motion and they agreed to seed 10 units to Blender
developers and/or actively involved users.
I suggest
The clone actually does not contain any fixes to openCollada.
However here are some bf-comitters mail threads about this topic:
http://lists.blender.org/pipermail/bf-committers/2013-March/039554.html
http://lists.blender.org/pipermail/bf-committers/2013-March/039564.html
Would prefer these commits didn't change comments in our code,
DopeSheet - refers to bDoneSheet - a struct, and think it makes
comments a little less readable to split it up, eg.
eg: Dope Sheet/Action Editor - suggests their may be a `Dope Action Editor`.
For labels its fine of course.
On Thu,
This is a limit in the API, and saving at different bit-depths should
be possible,
for a quick workaround you could set scene render settings and use
Image.save_render method (which is intended for render-engine
integration but I think it would work in your case).
On Thu, May 9, 2013 at 6:06 AM,
Hi Campbell,
Thanks for your reply. I already managed to use ImageMagick to add an alpha
channel as a work-around, but will try your solution on a future batch, thanks!
-Patrick
Date: Thu, 9 May 2013 11:10:26 +1000
From: ideasma...@gmail.com
To: bf-committers@blender.org
Subject: Re:
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