Re: [Bf-committers] Revising the testbuild branch

2014-10-12 Thread Sergey Sharybin
Did you try using public_html/testbuilds instead? There's also a code in the template which lusts the dirs, could comment that out. On Oct 11, 2014 11:27 PM, Bastien Montagne montagn...@wanadoo.fr wrote: Following Sergey's suggestion (put testbuilds in a separate dir) I fought a bit with my

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Daniel Salazar - patazstudio.com
Sounds fantastic, why don't you put it in https://developer.blender.org/ Thank you for sharing! Daniel Salazar patazstudio.com On Fri, Oct 10, 2014 at 6:12 AM, Juan Linietsky redu...@gmail.com wrote: Godot site is still under construction, but I've decided to publish my Collada exporter by

Re: [Bf-committers] Revising the testbuild branch

2014-10-12 Thread Sergey Sharybin
Think we should agree on some better name then and deploy? On Sun, Oct 12, 2014 at 9:19 AM, Bastien Montagne montagn...@wanadoo.fr wrote: Good catch, this seems to work fine! :) Le 12/10/2014 08:26, Sergey Sharybin a écrit : Did you try using public_html/testbuilds instead? There's also a

Re: [Bf-committers] Muscle Rigging MVP implementation

2014-10-12 Thread Ton Roosendaal
Hi Zack, Interesting stuff. The paper you wrote shows some good design ideas. Do you have test videos of the muscles at work in Blender? -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation -

Re: [Bf-committers] [Bf-blender-cvs] [f94c969] GPencil_EditStrokes: GPencil Toolshelf Panels - Split into two panels

2014-10-12 Thread Johnny Matthews
Joshua, I'm not sure if this fits in your project, but I started working on a script that would allow for creating grease based text. In python, I created a text object and set its text to whatever the user entered, then used the curves in the text object to define the curve points. Its is

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
It's been in there since some months, and there seems to be no interest at all in integrating it into Blender. (That version is also pretty outdated by now.), so i'm maintaining it / hosting it on my own. https://developer.blender.org/T41071 On Sun, Oct 12, 2014 at 4:49 AM, Daniel Salazar -

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Ton Roosendaal
Hi Juan, The lack of interest is quite typical indeed. Collada might be not so popular, but no user reported sofar any success with your code either, so it's not so strange it did not get a lot of attention from coders either. For me it then comes down to your presentation. Why not providing

[Bf-committers] Weekly Blender developer meeting minutes - 12 October 2014

2014-10-12 Thread Ton Roosendaal
Hi all, Here are the notes from today's meeting in irc.freenode.net #blendercoders. 1) Will there be a 2.72a update? - There have been a couple of fixes that deserve to be released, just to make it rock solid. The team will check on what to merge in the next days, wednesday we could call for

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
Ton, I really don't understand this reasoning at all. Collada is completely useless as an exchange format between DCCs. Neither Blender nor Max, Maya or pretty much any other of those apps has a properly working Collada importer. All are severely broken because It's not a common use

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Ton Roosendaal
Hi, To quote you: This plugin is very battle-tested, and files written by it can be read by most DCCs and engines. It's the most efficient, complete, mature, and featured Collada exporter ever written for Blender. I would like to know how you tested this statement. I would be really happy to

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
Ton, It does work, and has been tested with those DCCs, but the most you can get is geometry. Animation will mostly not work because it's exported as baked transforms and clips (which are game engine targeted features). It has been used with Unity and got reports of users that got it to

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
Ton. If it makes you feel happier, I can manage to get screenshots of data exported with the plugin (with as many features as possible) being imported in different applications by mid next week. Juan On Sun, Oct 12, 2014 at 3:13 PM, Juan Linietsky redu...@gmail.com wrote: Ton, It

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Sergey Sharybin
Current state of collada in blender mainly ensures the exported file is readable by SecondLife. Hence: - We're not really interested in screenshots, .blend file which is not being exported correctly is needed instead. - Can you provide .blend which doesn't export correctly to SL with the current

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
Sergey Sharybin: Glad to know the top priority of Blender in regards to Collada is to export correctly to Second Life. You are starting to make me think if I'm not really wasting my time here. The point of supporting Collada, in my view, is not about competing against other formats such as

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Sergey Sharybin
It's not a priority, it's just what Gaia (who used to be a collada maintainer in blender) was interested in. I know downsides of fbx. I just want to have confirmation from users that exporting from blender to GE like unity indeed works as users expects it to. On Sun, Oct 12, 2014 at 9:21 PM,

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
Sergey: You seem to be somehow expecting a magic bullet. You can't write an exporter thinking that you will please every importer out there, specially for a format as ambiguous as Collada. The best you can do is to export a correct file and then work with those who have importers to make sure

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Timur Ariman
Hello Ton,Sergey,Juan, from a pure user standpoint ; one big hurdle regardless of file format(s) within Blender is that the python based import/exporter scripts are really slow, it takes in the worst cases a couple minutes to do a I/O of a huge file. It would be good to optimize first the

Re: [Bf-committers] Muscle Rigging MVP implementation

2014-10-12 Thread Julian Eisel
Hey Zack I'm glad to see somebody working on a real muscle system for blender. Other 3D apps have already shown, what a good muscle system can do, so it's really time to get one into Blender. From your mail, I wasn't sure, what you tried to achieve. Did you try to find people to work on it (with

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Sergey Sharybin
Juan, i don't expect a silver bullet and i don't even believe in this. But 3 days ago you claimed This plugin is very battle-tested, and files written by it can be read by most DCCs and engine, now you say You can't write an exporter thinking that you will please every importer out there. This two

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Felipe Botero
Another user here Leaving aside the new collada exporter.. but talking more about exporting for game engines in general I think that the collada spec may be ambiguous, but if blender developers and other game engine developers (ue4 and godot for example) work together, a more consistent spec can

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
Juan, i don't expect a silver bullet and i don't even believe in this. But 3 days ago you claimed This plugin is very battle-tested, and files written by it can be read by most DCCs and engine, now you say You can't write an exporter thinking that you will please every importer out there.