Hello All,
Quick question: Who leads the maintenance and/or development of the
Texture/Vertex Painting feature?
I may have sometime available to contribute but I do not want to do a work that
might be already in progress by someone else.
Thanks,
M Varanda
Psi-Fi aka Antony Riakiotakis has been the main committer in the area
recently. You can find him in IRC frequently. (#blendercoders on freenode)
Campbell Barton is also very involved with everything and could probably
point you in the right direction. Many of the tools were originally
written
Here's a patch that should more or less resolve the issue (at end of message.)
This changes the text background to extend all the way to the right
edge, gives the rectangle alpha blending, and makes it themeable using
the under User Interface Menu Item Item.
Things needed before committing:
*
Commited the patch.
No need to update startup.blend, better to do a versioning check to make
user's startup.blends working fine as well.
Hopefully everybody will happy with labels now :)
On Thu, Mar 15, 2012 at 11:51 AM, Nicholas Bishop
nicholasbis...@gmail.comwrote:
Here's a patch that should
Thanks a lot Sergey and Nicholas! :)
Am 15.03.2012 22:12, schrieb Sergey Sharybin:
Commited the patch.
No need to update startup.blend, better to do a versioning check to make
user's startup.blends working fine as well.
Hopefully everybody will happy with labels now :)
On Thu, Mar 15, 2012
Thanks Sergey, good call on the versioning :)
-Nicholas
On Thu, Mar 15, 2012 at 5:13 PM, Thomas Dinges blen...@dingto.org wrote:
Thanks a lot Sergey and Nicholas! :)
Am 15.03.2012 22:12, schrieb Sergey Sharybin:
Commited the patch.
No need to update startup.blend, better to do a versioning
Hi everyone,
I just noticed that:
http://www.pasteall.org/pic/28427
Who added the grey text boxes? I find the look we had in 2.62 better
actually.
Sure, the text is a bit more readable with a background, but then I'd
prefer a more transparent one.
Also the current boxes differ in (text)size.
As comparison 2.62: http://www.pasteall.org/pic/28428
Ok, the Nudge and Fill/Deepen and maybe the Smooth one is a *bit*
different to read. But thats it.
+1 to revert to that or have a slight transparent background.
Am 14.03.2012 22:14, schrieb Thomas Dinges:
Hi everyone,
I just noticed that:
Hi,
I added the background boxes in r44532.
Consider vertex paint for an example of where this makes a big
difference: http://www.pasteall.org/pic/show.php?id=27401
This applies to the brush texture selector too, which can be even
worse (any texture with black along the bottom makes the text
I think a good approach to solve this would be to leave a bit more
black space on the top and place the names there with a grey color,
that way there is no need for the rough grey box, and all text will be
readable.
A sample with the first one: http://www.pasteall.org/pic/show.php?id=28430
On
Maybe I am old fashioned but I find the newer labeled text easier to
find and read. Discerning the name among different shapes is a bit
confusing to the eye.
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I'm with Nick, the addition was obvious and needed, I think this is just a
coder art issue :)
what about something like this
http://www.pasteall.org/pic/show.php?id=28433
cheers
Daniel Salazar
patazstudio.com
On Wed, Mar 14, 2012 at 4:35 PM, Antony Riakiotakis kal...@gmail.comwrote:
Maybe
...@gmail.com
To: bf-blender developers bf-committers@blender.org
Sent: Wednesday, March 14, 2012 6:39:21 PM
Subject: Re: [Bf-committers] Sculpting UI issue
I'm with Nick, the addition was obvious and needed, I think this is just a
coder art issue :)
what about something like this
http
are still
hard to read), then everyone can have it their way.
Martin
From: Daniel Salazar - 3Developer.com zan...@gmail.com
To: bf-blender developers bf-committers@blender.org
Sent: Wednesday, March 14, 2012 6:39:21 PM
Subject: Re: [Bf-committers
hard to read), then everyone can have it their way.
Martin
From: Daniel Salazar - 3Developer.com zan...@gmail.com
To: bf-blender developers bf-committers@blender.org
Sent: Wednesday, March 14, 2012 6:39:21 PM
Subject: Re: [Bf-committers
and Nudge are still
hard to read), then everyone can have it their way.
Martin
From: Daniel Salazar - 3Developer.comzan...@gmail.com
To: bf-blender developersbf-committers@blender.org
Sent: Wednesday, March 14, 2012 6:39:21 PM
Subject: Re: [Bf-committers
Oops.. That attached patch wasn't the final version (some bad places
in code were present)
I've just commited final version (with minor chages in RNA name). Have fun!
Ronan Zeegers wrote:
Hi Sergey,
Aaaah! Yes, you can sculpt on shapekeys. It's juste a bit disturbing
when you sculpt on
Hi Sergey,
Aaaah! Yes, you can sculpt on shapekeys. It's juste a bit disturbing
when you sculpt on and shape key set to zero...
For me, it's ok to put it in trunk. The sculpt tool is a real pleasure
now. Grrruuu!
Thank you!
Ronan
/*Postprod 2D/3D*
+ 32 (0) 473 45 20 43
p...@ronanzeegers.com
Hi everybody!
I've created this small patch to be able to sculpt on subdivided mesh
again. Main changes:
- Constructive modifiers are enabled by eefault in sculpt mode
- There's option to disable all constructive modifiers in the Options
panel of toolbox in scultp mode (maybethis would be
Hi Sergey
Thank you for the patch.
I now how to make a fresh build from svn under linux (using scons) but
I'm not sure how to apply your patch.
Can you upload somewhere the full patched sources or make a build?
cheers,
Ronan
/*Postprod 2D/3D*
+ 32 (0) 473 45 20 43
p...@ronanzeegers.com
Hi,
I've prepared linux 32/64 and win64 builds here:
http://nazg-gul.dyndns.org/storage/binaries/blender-constructive-sculpting/
Also, win32 build could be downloaded rom graphicall.
Xavier Thomas wrote:
cd /where/your/blender/source/is
patch -p0patch.diff
On windows I think you can
I did a small test and it seems really cool!
2 smalls thing that can be improved:
-There is nothing to tell that you're not able du sculpt on an unpinned
shapekey. But I'm not sure that is related to your patch ;)
-it would be nice to be able to move the mirrored part of the mesh like
in B2.49
-There is nothing to tell that you're not able du sculpt on an unpinned
shapekey. But I'm not sure that is related to your patch ;)
That's probably because you _can_ sculpt on unpinned shapekeys now. ;-)
--Nathan
On Mon, May 2, 2011 at 3:46 PM, Ronan Zeegers blen...@ronanzeegers.com wrote:
Hi,
Ronan Zeegers wrote:
I did a small test and it seems really cool!
2 smalls thing that can be improved:
-There is nothing to tell that you're not able du sculpt on an unpinned
shapekey. But I'm not sure that is related to your patch ;)
As Nathan had already mentioned, you're allowed to
It's just testing troubles with ML...
Sergey I. Sharybin wrote:
Hello, Blender Community!
Last two-three weeks i've been working under sculpting on deformed
mesh TODO item. Got patch which is ready for testing.
You'll find this patch and some additional notes here:
Yes, this would be really useful and powerful, if someone has the time
and inclination to do it, it would certainly be useful for users. :-)
From my perspective, it would be especially useful for sculpting
things like shape keys (corrective and otherwise). Right now you can
only sculpt shape
Hi all,
any suggestions on how we could have sculpting work on deformed
objects? Although it is outside the scope of our SoC project it might
be worth looking into if we have more time.
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