I would like to know more about what Ton means by the line What should
then be dropped is the idea to make Blender have an embedded “true” game
engine from the blog post.
What exactly is proposed to be dropped here? It looks to me all that is
proposed to be dropped is an idea, changing the focus
No response after *1* day (not even 24 hours to be exact...) and we
already send out no one interested? mails? Please. :)
Am 17.06.2013 07:30, schrieb Jürgen Herrmann:
No one interested?
Am 16.06.2013 um 15:45 schrieb Jürgen Herrmann shadow...@me.com:
Hi there,
as I have scons working
Please don’t be stupid! Comparing XP and Linux on a market share basis
is just pure nonsense. There’s at least two huge differences between
those OS's:
*One is 12 years old, the other one is plain modern (don’t think anyone
would care to maintain Blender for over 10 years old linux, nor even
Hi Bastien,
Good to hear that I am not totally alone with my point of view ;-)
Ton sent in some interesting statistics of the blender.org website visitors:
http://lists.blender.org/pipermail/bf-committers/2013-May/040268.html
http://lists.blender.org/pipermail/bf-committers/2013-May/040269.html
In response to B. Tolputt's email, I think there are one or two things that
need to be addressed. Firstly, the animation tools are perfectly functional
in both Blender and BGE, unless you could clarify.
The multiplayer aspect is true, and something that I am working on, and
considering that unity
I think that Ton should be conscious that people don' t really know how
to use BGE.
Serious ressources about BGE like mike pan's files are 2.5 .blends.
You have to find a complex project to understand the meaning of states
in logic editor.
Yo!Frankie is outdated. There are few games that can
On 17/06/2013, at 8:22 PM, Angus Hollands wrote:
In response to B. Tolputt's email, I think there are one or two things that
need to be addressed. Firstly, the animation tools are perfectly functional
in both Blender and BGE, unless you could clarify.
Blender does not have Animation Blend
Hi Adriano,
On Mon, Jun 17, 2013 at 6:33 AM, Adriano Oliveira
adriano.u...@gmail.com wrote:
Schneider's approach relies in Composite for obtain stereo results. This is
perfect for my outputs because it offers me control and uses what is right
there in Blender already. My stereo outputs are:
I've sent you a mail with all the details.
On Sun, Jun 16, 2013 at 3:45 PM, Jürgen Herrmann shadow...@me.com wrote:
Hi there,
as I have scons working with MSVC2012 now, I’d like to set up a buildbot for
testbuilds.
I found the documentation on this in the wiki.
It seems that I need a
Thanks Brecht ;)
I'll try to get this running this evening.
I'll still have to look into scons build.
I got it to work by querying env['MSVS_VERSION'] which is automatically set to
11.0 when vs2012 is installed.
But I'll have to test in another machine without VS2012 and with VS2008 if it
Hi Brecht,
But can you explain to me specifically why that is better than the
workflow used in the branch?
Because it is more simple and better fits in actual Blender logic. It is
also the way everey other composite sistem works, as far as I know.
But why? How is this different from the
Hi,
We only have to respect two aspects for supported platforms:
- be able to move forward with Blender in ways we like to
- have developers available to keep platforms supported
Market shares don't have to play a role. I also don't know of any project here
that would practically require to
Hey Knapp, there is a workaround to pause the render: export in image
sequence. If you cancel the render you will always have all the rendered
frames saved, and could start another render from the last rendered frame.
Cheers,
Pab.
2013/6/15 Knapp magick.c...@gmail.com
On Sat, Jun 15, 2013 at
On Mon, Jun 17, 2013 at 3:41 PM, Ronan Ducluzeau aka zeauro
zeau...@gmail.com wrote:
I did not have time to test it seriously.
But how should a user use vector masking with this ?
Shall we create a mask for left view another one for right view and
hoping that those differently created masks
All,
I'm starting a new thread because it looks like the previous thread
got mixed in with another thread.
I never thought that I would write a post like this, but quite
frankly, I was surprised by how quickly user opposition cropped up
from Ton's proposed changes to the BGE. At this point, I
Hi Daniel,
I wrote the blog post as a discussion piece, something we can spend on for
months, or a year, or as much time we need. We have a quite long way to go
before a new GE can be defined to be feasible anyway.
I would also like to see a wide consensus about future plans for Blender. For
Brecht,
I think I wrote enogh to explain my analisys. It is a lot more than simply
my way is better.
Let's wait for other users that are rely working with stereo to publish
their feedbacks too.
I rest my case for now ;)
Adriano
2013/6/17 Brecht Van Lommel brechtvanlom...@pandora.be
Hi
Hi Brecht and Thomas,
I attached my patch for SCons.
I tested this with VC 2008 and 2012 and MinGW64.
I don't have other systems to test right now :/
It works quite well though this is a little hacky because I don't get into the
internals of SCons that good.
I set it to default to MSVC 2008 so
Hi Jürgen,
the patch didn't get attached, maybe upload it to pasteall.org.
Thanks,
Thomas
Am 17.06.2013 18:37, schrieb Jürgen Herrmann:
Hi Brecht and Thomas,
I attached my patch for SCons.
I tested this with VC 2008 and 2012 and MinGW64.
I don't have other systems to test right now :/
It
Sorry, my fault ... getting tired ;)
http://www.pasteall.org/43245
-Ursprüngliche Nachricht-
Von: bf-committers-boun...@blender.org
[mailto:bf-committers-boun...@blender.org] Im Auftrag von Thomas Dinges
Gesendet: Montag, 17. Juni 2013 18:39
An: bf-blender developers
Betreff: Re:
Really good reference of GE and Animation Tool integration is Source Film
Maker it's really powerful tool Allowing to record gameplay and edit it as
animations in traditional fashion, even if it's point cloud bake per frame.
Something like this could benefit Blender in new production workflows,
It looks good to me, except that perhaps we can avoid copying the
config file. Can we add if/else in the win64-vc-config.py based on the
MSVS version? It's only 4 lines or so that are actually different.
Brecht.
On Mon, Jun 17, 2013 at 6:43 PM, Jürgen Herrmann shadow...@me.com wrote:
Sorry, my
Hi Brecht,
I tried that by usingf
if env['MSVC_VERSION'] == '11.0':
But it seems that env is not present in the scope of this config file, it
always fails :(
The MacOSX config file uses system commands to determine their versions, but
this is quite hard for windows.
/Jürgen
Hi again,
i prepared buildbot and scons fort he buildbot builds.
Now buildbot will create a package named
blender-VERSION-REVISION-PLATFORM-vc11.zip
for VC 2012 builds.
Compiling and Packaging works well now, I'll try to start the Buildbot for
x64 as soon as the patch is approved and commited
What about working a
On a studio quality game, with a online server, that is designed for user
generated content, that serves adds?
Have in game shop items that cost real money
On Jun 17, 2013 7:30 AM, Gavin Howard gavin.d.how...@gmail.com wrote:
All,
I'm starting a new thread because it
This could get ALOT of money for developing the BGE.
I have a design for a project now.
On Mon, Jun 17, 2013 at 11:37 AM, Jacob Merrill
blueprintrand...@gmail.comwrote:
What about working a
On a studio quality game, with a online server, that is designed for user
generated content, that
Alright, this little problem bugged me, so I fixed it!
I got rid of the second config file and found a way to detect the used MSVC
Version within the config.
Patch for scons and buildbot attached ;)
http://www.pasteall.org/43249
-Ursprüngliche Nachricht-
Von:
Ok,
i am tired, postet the wrong version oft he patch :(
The porper versin is here:
http://www.pasteall.org/43250
I'll go to bed now ^_^
The build bot is tested locally and can be started as soon as scons is
patched ;)
-Ursprüngliche Nachricht-
Von: bf-committers-boun...@blender.org
On Mon, Jun 17, 2013 at 3:46 PM, Pablo López Soriano ked...@gmail.com wrote:
Hey Knapp, there is a workaround to pause the render: export in image
sequence. If you cancel the render you will always have all the rendered
frames saved, and could start another render from the last rendered frame.
Actually I'd love more than just a pause. I'd like to save the entire
rendering
state into the blend file. So I can launch Blender, open up an existing
file and
continue rendering from where it left off the last time.
So create a film file like Luxrender's Fleximage but also also allow us to
Hi Brecht and Dalai,
Here goes a visual proposal:
https://dl.dropboxusercontent.com/u/33950890/multiview%20UI.pdf
Adriano
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Some comments:
1) You are mixing up display modes (side-by-side, anaglyph, ..) with
view selector (left, right, ...). That's a bad design in my opinion.
2) The view modes (side-by-side, ...) have to be applied for the
whole screen. Right now you choice the 3D stereo display mode in user
So I guess you would have to create a mask for each side manually for now.
And then use the View Switch node to use them. There may be ways to
integrate the movie clip pipeline with stereo, but I honestly haven't
thought about it.
Sebastian Schneider's add-on creates parallax plane, near and
On Mon, Jun 17, 2013 at 10:51 PM, Adriano Oliveira
adriano.u...@gmail.comwrote:
But can you explain to me specifically why that is better than the
workflow used in the branch?
Because it is more simple and better fits in actual Blender logic. It is
also the way everey other composite sistem
I haven't used this blender multiview branch and have only skimmed over
this thread briefly, but it seems to me that it works in a similar way to
nuke. In nuke, you can set up as many views as you like, and by default,
nodes will apply the same processing to the multiple views in an input
Ton,
Thank you for your response. It sounds like what you have in mind is
actually similar to thoughts I have already had for the game engine, though
perhaps on a more ambitious scale. It would certainly help BGE development
if more of the game engine code was shared with the rest of Blender.
I
Hi Matt,
Thanks for the nuke what-abouts.
That does sound like what we are doing. With the difference that once
the stream started as multiview, it has to end as multiview. And
whether the stream is multiview or not is determined by the current
scene multiview settings - this way if you want to
Ok for Select View logic as long as it is a EXR recomandation.
Here goes a 1.2 Update, with other small fixes.
https://dl.dropboxusercontent.com/u/33950890/multiview%20UI.pdf
Adriano A. Oliveira
Livro: http://goo.gl/WtcNX
Lattes: http://lattes.cnpq.br/8343393957854863
Blog Anodinidades:
On Tue, Jun 18, 2013 at 10:55 AM, Dalai Felinto dfeli...@gmail.com wrote:
All the per-stream tweak can be accomplished with the View Switch
node. e.g., to set the convergence you can do:
http://dalaifelinto.com/ftp/tmp/multiview_convergence1.jpg
Hi Matt,
In that network it looks like you're applying two translations to two
multi-view streams.
The View Switch node only links the input for the current view.
https://github.com/dfelinto/blender/blob/multiview/blender/source/blender/compositor/nodes/COM_SwitchViewNode.cpp
So the network
So basically there will be two paths.
1) The Non-manifold mesh creator will more than likely not be creating a 3D
print. Will be okay with the current algorithm.
2) The 3D print modeller will be creating a manifold object and so Origin to
Center of Mass (volume) should do the improved
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