Re: [Bf-committers] Add-ons in Blender for commercial services

2013-08-28 Thread Bastien Montagne
Why not (once code is ready of course) allow its embedment under the commercial services terms (provided Octane is ready to accept the conditions)? On 28/08/2013 00:28, Thomas Dinges wrote: 2 points speak against this: 1) Octane is commercial. There would be no benefit for the majority of

Re: [Bf-committers] Steam-powered Blender

2013-08-28 Thread Benjamin Tolputt
On 28/08/2013, at 5:25 AM, Campbell Barton wrote: On Tue, Aug 27, 2013 at 8:30 PM, brook...@internode.on.net wrote: Hey Jan-Peter, can you talk to the guys about providing .blend files for the DOTA2 character downloads here? http://www.dota2.com/workshop/requirements This would expose

Re: [Bf-committers] Add-ons in Blender for commercial services

2013-08-28 Thread Brecht Van Lommel
I just want to comment on this one line, not on the pros/cons of adding it: On Wed, Aug 28, 2013 at 12:10 AM, Sam Vila samv...@gmail.com wrote: Otoy just did his work, looks like now the ball is in the Blender Foundation side. Like any feature this would need to go through code review, and if

Re: [Bf-committers] Steam-powered Blender

2013-08-28 Thread Jan-Peter Ewert
Hi Ton, We are currently working on improving the ingestion process for various file formats on our end, but that is indeed an entirely different topic. I don't expect an import path for .blend files to happen anytime soon, since these can do a lot more than what we will probably ever need.

Re: [Bf-committers] Steam-powered Blender

2013-08-28 Thread Ton Roosendaal
Hi Jan-Peter, Thanks for the update, sounds all OK. Just one thing - most of Blender I/O goes via Python scripts and/or Python Add-ons. When you mention 'plug-ins' you probably mean the add-ons? Laters, -Ton- Ton Roosendaal -

Re: [Bf-committers] Add-ons in Blender for commercial services

2013-08-28 Thread Ton Roosendaal
Hi Sam, Good to hear they released the code. I've been in contact with Otoy a couple of weeks ago, asking for when the source code would be released and trying to setup a good connection with them. That all went pleasant sofar. The Otoy developer confirmed to understand the GPL and according

Re: [Bf-committers] Steam-powered Blender

2013-08-28 Thread Jan Albartus
Hi all, Some things concerning the actual publishing of Blender on Steam. I don't know if this is to soon to discuss, but I think some of the issues need to be tackled before Blender can appear on Steam. Blender is available as 32-bit and 64-bit applications on various platforms. I assume

Re: [Bf-committers] Steam-powered Blender

2013-08-28 Thread Tom Edwards
There's lots of help and guidance available once you're logged into https://partner.steamgames.com/. I've used the partner site a lot and would be quite happy to handle it for Blender, if I'm trusted enough. :) On 28/08/2013 1:36, Jan Albartus wrote: Hi all, Some things concerning the

[Bf-committers] Add-ons in Blender for commercial services

2013-08-28 Thread Sam Vila
Hi Ton, sounds great, thanks for reply. It would be great if Blender can show to the industry that it can support commercial software and building bridges to bring more professionals into Blender. Octane seems to be a good starting point to show this to other companies. It's also a great news that

Re: [Bf-committers] Steam-powered Blender

2013-08-28 Thread Sean Olson
I did want to bring up that Steam supports Windows, Mac, and Linux - so we would probably want builds of Blender set up for all of those in both 32 64 bit setups. -Sean On Wed, Aug 28, 2013 at 8:56 AM, Tom Edwards cont...@steamreview.orgwrote: There's lots of help and guidance available once