I posted your email to polycount - somebody posted some nice screenshots at
the very least:
http://www.polycount.com/forum/showpost.php?p=2270186postcount=2271
On Sun, Mar 22, 2015 at 10:44 AM, Ton Roosendaal t...@blender.org wrote:
Hi all,
Anyone here who can give us screenshots or artwork
Keep in mind that sticky keys is on the docket as well. The click- release
will be able to trigger one operator while click and hold will trigger
another. I think it would mesh fine with disabled click operation fine,
but we need to keep that context in mind as well.
-Sean
I'm almost positive these lists are auto-generated by a script
(written by Campbell Barton if I recall correctly) - It sorta sounds
like it's not working properly anymore - perhaps because of the switch
to phabricator? Pretty sure there was no devious reason to not
include devs intended.
-Sean
Maybe moving to top left or right brings up icon? I assume your
choice to do top right was because the window controls are in the top
right in windows, but in Mac those are top Left. Linux is harder
since it's a mixed bag depending on flavor, but Ubuntu is also top
left. Maybe just do the top
Shift+G-Group will select group currently. It's pretty fast once
you do it first time since it remembers the group setting on menu for
subsequent selections.
I'd be hesitant to add this at this point because the whole keymap
redo project is show up soon. You can suggest it on that design task
Are the full proposals available for perusal anywhere?
Thanks!
-Sean
On Tue, Apr 22, 2014 at 9:57 AM, Grigory Revzin revzi...@gmail.com wrote:
Thanks for the welcome, Ton and everyone! That's really great to be working
on the feature I would love to see as a user and even getting paid :)
Just to clarify that this is Psy-fi's project ( http://goo.gl/6ngDUk ), not
the prototype addon ( http://goo.gl/KAJNMg ). As far as I know Psy-fi has
been very busy integrating his paint tools from last Gsoc, and after that
he is juggling physics stuff for Gooseberry (hair stuff if I recall), Pie
Joshua, not sure if you clicked his link. It looks like it's much more
in-depth than grease pencil. It's basically a full 2D Animation Suite
called Pencil.
On Fri, Mar 7, 2014 at 10:24 PM, Joshua Leung aligor...@gmail.com wrote:
Hi Greeshma,
We already have the Grease Pencil
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
I replied to your other email but figured I could add this link as well:
http://wiki.blender.org/index.php/Dev:Doc/Process/Module_Owners/List
On Sat, Dec 21, 2013 at 11:48 AM, Marcelo V mv_em...@yahoo.com wrote:
(once again but fixing the subject)
Hello All,
Quick question: Who leads the
Upgraded Design + Theme Options for 3D Cursor I think would be an excellent
step forward. This might also land in the realm of the Widget upgrade
stuff.
-Sean
On Sat, Dec 14, 2013 at 11:56 AM, Antony Riakiotakis kal...@gmail.comwrote:
I reverted the commit a few minutes ago. For sculpting I
Hey Guys,
Just curious if any progress has been made on Leap Motion integration.
I've got a nice paper weight on my desk right now that I'm eager to test!
-Sean
--
||-- Instant Messengers --
|| ICQ at 11133295
|| AIM at
With the new sub-focus on gamedev, would it be possible to get a bf-gamedev
mail list set up where all things gamedev can go?
Thanks!
-Sean
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
I started a google doc that filled up rather quick after posting on
polycount - Enjoy the years of work!
https://docs.google.com/spreadsheet/ccc?key=0AuS_F0ZKX-zTdGxKOEMtRmI2Tno4UUlPZzVfNXB6RHc#gid=0
-Sean
On Wed, Sep 11, 2013 at 9:55 AM, Jonathan Williamson
jonat...@cgcookie.comwrote:
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
I see user settings and theme options as completely different. Less user
settings is a good thing - sane defaults are awesome. More theme options
is also a good thing - themes are for those wanting to customize to their
hearts content. Having more control over this customization is not a bad
Not sure if you want to put the effort into coding a simple test program -
but it could be very informative.
It could/should work online - basically, it would populate randomly the
different menu types that you propose, but with random arbitrary words
instead of the 'known language' of Blender.
The upcoming pie menu's should make the 3 way switch pretty easy. The
piemenus addon in contrib already has functionality for proportional
editing on the 'o' key.
The best place for suggestions like this is probably the bf-funboard
(Functionality Board) mailing list.
-Sean
On Fri, Jul 5, 2013
From a purely UX point of view the multicolor mockups are better even
though they may look worse in the UI. It shows you without having to
play with the widget exactly where you need to be at a glance. The other
one is an improvement over the current solution, but not as nice overall.
I guess
I personally rebind the 3d cursor to ctrl+click and the Operator Panel to
right mouse click. It's then always at the mouse and super easy to access.
(I use left click selection). I find it much easier than mousing over to
the often half hidden operator panel in the sidebar.
-Sean
On Fri, Jun
I like it. It makes it pretty obvious what it does and exposes a very
hidden feature that I use all the time that has a pretty difficult to
remember keybind. (I can never remember if it's ctrl or shift and have to
experiment every time).
I think your difficult task is probably going to be to
shift+axis, eg: g, shift+z
... constraints to X/Y
is that what you mean?
On Thu, Jun 27, 2013 at 9:12 AM, David Jeske dav...@gmail.com wrote:
I think if this goes in, it would be nice to have a transform version of
the same concept.
sent via mobile
On Jun 26, 2013 8:25 AM, Sean Olson
I'm currently doing a retopo on a sculpt and I must say that this change is
a breath of fresh air! So nice to work with. Thank you for the change!
-Sean
On Sun, Jun 9, 2013 at 2:02 AM, Troy Sobotka troy.sobo...@gmail.com wrote:
Campbell, any chance the auto color could do a bare minimal hue
I am a big fan of the 3d cursor, but I frequently I do wish I could hide it
as it is just distracting at times when I don't need it. I would love to
be able to turn it on/off manually just as I can with the
transform/rotate/scale widgets. I do think this option should probably be
on the bottom
Got mine too. I agree it could work well with gestures combined with Pie
Menus - I was thinking along similar lines. Imagine something like this:
Hold a number of fingers up, this will activate a set pie - (So for
instance, hold two fingers out like horizontal bunny ears and it will
activate
I personally am a big fan of cross eye - It does not require any equipment
and if you have the skill to do it it's super fast to check the 3d - Only
downside is extended viewing gives headaches, so keep it short!
Additionally, youtube supports it!
http://www.youtube.com/watch?v=FSGfN9rr78Q
I think the general populace has never understood this concept: We could
switch to a different cycle, with odd (unstable) and even (stable).
Things released with a version number are thought to be stable. Releasing
known unstable stuff under a number would just bring down the Blender image
of
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
This is probably the best place to post your question - be sure to post
images so people know exactly the issue you are struggling with -
http://blenderartists.org/forum/forumdisplay.php?13-Basics-amp-Interface
You can also try to get answers for this sort of question on irc if you
prefer a more
Sorry for the slight aside, but some of this might be relevant to
conversation at hand even though applied in a different way:
http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf
On Tue, Apr 2, 2013 at 9:17 AM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
Hi,
On
Nicholas Bishop is the sculpt maintainer, and Jason Wilkens built a lot of
the brushes and brush code if I recall correctly. I agree that we need a
detailing default brush ala the famous dam standard brush and this is
pretty close, but I don't know how Nicholas and Jason would feel about
I personally love 7-Zip, but I think it is not the defacto standard and is
mostly unknown in the Windows community at large. According the the steam
software survey 45% of Windows users have Winrar installed. 18% have 7-zip
installed. I believe (but don't know) that winrar opens 7z files. That
+1 from me too - I always bump that level up to a min of 16. I could see
less if your UV's were really packed in tight, but 16 or higher usually is
what does the trick for killing nasty seams for me. One less thing to
worry about for most cases would be great.
-Sean
On Sat, Feb 23, 2013 at
I personally use the same method as you used suggested, but rebind Unity's
alt key to the OS key (windows key) - which blender does not use as far as
I know. All works well for me after that change.
On Thu, Jan 31, 2013 at 12:30 PM, pa...@telenet.be wrote:
Hi all,
Since Ubuntu unity
This does not seem far out of context in the world of Blender User
Interaction. The rip key (V) also takes into account mouse hover position.
Once you know how it works, it works well. I think the weak point is in
explaining that functionality through the UI. If you have not watched a
tutorial
I'd love to hear more opinions of top Blender artists on this -
Specifically those that have worked on open movies. I feel your opinions
carry a lot of weight. I personally also dig the icons and they would be a
welcome development in my opinion.
Either way, thanks for your work Harley!
-Sean
The sculpt icons seem to be missing too. They of course don't seem to be
in svg format at all since they were built in blender. If it helps, the
source file for the icons built by Eclectial can be found here:
http://www.pasteall.org/blend/18232
-Sean
On Tue, Dec 18, 2012 at 1:45 PM, Harley
Hi Guys,
Basically steam is an app store like the apple app store or the ubuntu
software center. The profit model I believe is a revenue sharing system
like you stated Ton. It's main market in the past has been games, but they
have recently expanded into software - mostly starting with game
I agree - we could use a better solution to that. It is solved in the
addon Texture Paint Layer Manager.
To change active texture in regular blender the workflow is like this:
1. Have both UV editor and 3d view open
2. Go into edit mode in 3d view
3. On the UV editor switch the texture to the
Hi All,
My wife's company is looking for 1 or two leads for people who use
panoramic images in cg/games/movies. Unfortunately they can only use
people in the United States (I'm guessing taxes or something). They
do have a budget to provide honorariums in the $150-$200 range for
each 15-30
For clarification, is this icons within the Blender interface or the actual
Blender icons that are used for launching Blender within the OS?
-Sean
On Mon, May 14, 2012 at 5:11 AM, Jason Wilkins jason.a.wilk...@gmail.comwrote:
The reminds me that I've been wanting some new icons for a couple of
I've seen loss of tablet pressure sensitivity too. Never able to repro it
reliably.
-Sean
On Apr 17, 2012 6:26 AM, Knapp magick.c...@gmail.com wrote:
I wanted to report this to you. I have been having problems for some time
with things failing but only when blender has been run. For example
I think the purpose of this requirement is to prove that you are capable of
working with blenders source and can hit the ground running. I think that
makes you covered Jason since you have participated in previous gsocs for
Blender and already have code committed to trunk- correct me if I'm wrong
I would like to get involved in this too - is there a wiki page or IRC
channel we can use to kick around ideas? I can see this topic becoming
really long winded for the mailing list.
-Sean
On Fri, Apr 6, 2012 at 7:14 AM, Przemyslaw Golab gbird...@gmail.com wrote:
Campbell Barton
Then it
I think a picture is worth a 1000 words, and a video is worth 10,000. Here
is the link to implicit canvas youtube video and paper so you guys can see
what it's all about.
youtube: http://www.youtube.com/watch?v=wZh3NLx4mzA
paper: http://zurich.disneyresearch.com/OverCoat/
Looks exciting to
I agree with Daniel and Martin. Nicholas's change is for the better but
suffers from coder art. I like Daniels mock-up but most definitely the
transparency needs to be darker.
-Sean
On Wed, Mar 14, 2012 at 7:01 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
Yep that was a quick
This has always bugged me. Pulling the information that I need out of that
stats header always feels slower than it should be because you have to
visually and mentally play puzzle games to figure out the information that
you are after. (Even while righting this I looked at my header and said to
Sort of along the same lines but a different take on it,
I would rather see head tracking in the viewport such as:
http://www.youtube.com/watch?v=Jd3-eiid-Uw with the wiimote or
http://www.youtube.com/watch?v=1dnMsmajogA with the kinnect.
Source is already available for both.
I personally think
I spend a fair amount of time editing not in the orthographic
views, additionally, when sculpting, you rarely constrain yourself to the
orthographic views.
-Sean
On Wed, Feb 29, 2012 at 5:53 PM, Harley Acheson harley.ache...@gmail.comwrote:
I might be missing something here, but isn't the only
You might want to request in this thread:
http://blenderartists.org/forum/showthread.php?84971-icons-for-Blender-2.5/page50highlight=icons
or on Jendzrych's site:
http://pixel-sized.blogspot.com/
-Sean
On Wed, Dec 21, 2011 at 12:31 PM, Nicholas Bishop
nicholasbis...@gmail.comwrote:
The
, and
even longer since the blog was updated.
-Nicholas
On Wed, Dec 21, 2011 at 4:10 PM, Sean Olson seanol...@gmail.com wrote:
You might want to request in this thread:
http://blenderartists.org/forum/showthread.php?84971-icons-for-Blender-2.5/page50highlight=icons
or on Jendzrych's site
Obviously you have become too busy for the continued weekly reports, but
I'm curious if there has been any progress at all in this branch or on your
personal system. Some of the improvements you were working on would
really bring sculpting up to the next level as you know, but it would just
be
+1 on this for sure!
On Fri, Oct 28, 2011 at 9:07 AM, Mike Erwin significant@gmail.comwrote:
Hi Daniel (and others),
I'm still interested in this, and had planned to work on this sort of stuff
once 2.60 was out and things settled down. Thanks for reminding me what to
fix first!
Mike
@Harley - The many to one relationship was actually Campbell's idea, but I
agree with it. As a user, the user experience would not be very good to
click on 'view user docs' and get some info that is not very relevant to
what you were looking for and then have to click another link. We really
Popup warning are pretty controversial and you are probably not going to get
to see them in Blender in my opinion. I think there are a couple of
solutions:
1. When you save in a manner that will lose data, a warning could display in
the header info bar. I do think these warnings are not
Hi All,
Occasionally I try and step back from Blender and attempt to see it the way
a brand new user would. I recently did this and saw a glaring problem.
The 'View Docs' on Right click does not help Users.
Currently in Blender if you right click on 'almost' any button you will get
a menu like
Is this patch going anywhere? The way that I see it is this is a minor
improvement to the way that blender works in general. The whole adding
objects and tweaking their settings at a later time is totally different
issue that is much larger to tackle. As I understand it, this patch just
I'm very much looking forward to this functionality! Thanks Campbell!
-Sean
On Thu, Sep 29, 2011 at 1:31 PM, Martin Poirier the...@yahoo.com wrote:
When you switched to edit mode, the add grid operator is no longer the last
one on the stack and can no longer be tweaked.
Don't enter edit
For the ocean Sim stuff look here: http://savetheoceansim.com
I believe Todd McIntosh is the 'Producer' on the project and Matt Ebb was
the developer.
If you just want precompiled and very updated builds I would check
graphicall: http://graphicall.org/?keywords=ocean
If you want to build yourself,
Is there a possibility of bringing back the 'double press' keys for
different functions? (Like the old B=Box select, BB=Circle Select). I
personally want to have 1 be front view, 1,1 be back view, 7 be top view 7,7
be bottom view, etc, etc. Holding Ctrl all the time is giving me a hellava
bad
Hello All,
I always have my ear to the ground in different graphics areas and this link
popped up on my RSS and I think it would be of interest to many who read
this list.
From the Page:
Arithmetic expressions appear in almost every animation system ever
created. Being able to embed an expression
Here is a beginning blender coding forum:
http://blenderartists.org/forum/forumdisplay.php?50-Beginning-Blender-Code-and-Development
You might want to also browse around here:
http://wiki.blender.org/index.php/Dev:Contents for documentation.
There are a number of to do's out there, but being a
Don't let rotation sneak out the window. I've often wished I could angle a
reference image slightly to fit my model. Also, Jonathan, the need for
foreground images has to do with general reference material, not one to one
modeling. Say I was modeling a pretty girl. I might make a Collage of
I would also really enjoy a 'first person mode' that works like every fps
game on the market. (It does not need to be bound to ground either, a
noclip http://en.wikipedia.org/wiki/Noclip_mode fly mode without inertia
is what I am thinking of). Navigating is quick, precise and easy with
Doug,
We have been in contact with Aligorith (Joshua Leung) - He is okay.
-Sean
On Wed, Mar 2, 2011 at 1:02 PM, Doug Ollivier d...@flipdesign.co.nz wrote:
I've heard from DDWagnz who is another Blender user here in
Christchurch, but have not heard from Aligorith. I'll check if ddwagnz
has
I also could not agree more. Some standardization here would get rid of
plenty of headaches. To be clear, the step that I would like to avoid is
under:
GIMPing the image on this page:
http://www.foro3d.com/f217/blender-normal-mapping-76567.html
(It's basically just instructing to invert the
I recall having to do that too Daniel. It seems like something that I have
to re-look-up every time I'm trying a workflow with outside software and
normal maps.
-Sean
On Tue, Feb 22, 2011 at 2:24 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
Do I remember right or you not only
Figured this would be of interest to you.
http://www.disneyanimation.com/technology/partio.html
Sean (liquidape)
--
||-- Instant Messengers --
|| ICQ at 11133295
|| AIM at shatterstar98
|| MSN Messenger at
This conversation brings me directly back to a link that Ton posted a couple
weeks ago:
http://www.codesimplicity.com/post/open-source-community-simplified/
I keep seeing the same arguments popping up again and again about
documentation, and I think it highlights a larger problem with
our
Would it be possible to make the color wheel rotateable/mirrored via a
modifier key? Then all preferences could be had.
On Tuesday, January 18, 2011, Xavier Thomas
xavier.thomas.1...@gmail.com wrote:
The color wheels are HSV, there is no standrad way to represent them but
using some of the
You should probably put who you are and what your qualifications are on the
donation site as well. I stumbled on the site through a twitter link
initially and had no idea who was doing the project.
-Sean
On Wed, Jan 12, 2011 at 10:07 AM, Jeroen Bakker j.bak...@atmind.nl wrote:
Hi all,
The
I use svn up from inside the blender folder.
On Tue, Jan 4, 2011 at 2:28 PM, iozk hz iozk...@gmail.com wrote:
how i can update all my sources in ubuntu
with this cd svn-blender/blender... svn update update all?
___
Bf-committers mailing list
Same as building from svn. These are mostly because most people dont
know how/dont have the time to build their own builds. This offers
the software to the enduser in the format they are most used to on
their respective systems.
On Thursday, December 30, 2010, Onyeibo Oku twoho...@gmail.com
Here is a mancandy that supposedly works with 2.5:
http://www.blendswap.com/3D-models/characters/unofficial-mancandy-2-5/
On Tue, Nov 9, 2010 at 1:56 PM, Knapp magick.c...@gmail.com wrote:
http://www.blenderguru.com/the-big-issues/
I just read this and it is great and right on, IMOHO. I hope
I personally thought J+# would be good. So just J would toggle between
slots one and two, but J+3 would go straight to slot 3, J+6 would jump to
slot 6 etc. That way it would be possible to compare renders in slots that
are not right next to one another.
-Sean
On Sun, Oct 10, 2010 at 12:40 AM,
You should try this script - It's currently in the upload section of the script
project tracker. I've not tested it in a few months, but it worked well then.
From the script page:
This script display the keys you press in the 3d-view. This is useful when
doing screencast.
how to use it:
Raul,
The videos are set to private.
-Sean
ICQ at 11133295
AIM at shatterstar98
MSN Messenger at shatte...@hotmail.com
Yahoo Y! at the_7th_samuri
Date: Fri, 9 Apr 2010 12:32:04 -0400
From: ra...@info.upr.edu.cu
To: bf-committers@blender.org
Subject: Re: [Bf-committers] Sub frame
From what I have seen I agree with Michael. I'm not sure if the muscle
systems in Juan Pablo Bouza's amazing Blenrig could work with the cloth system
and at the very least, it would be a major headache converting it if it were
possible. For reference: (Nudity warning)
Blenrig -
This patch adds the following selection modes to the ctrl-tab menu while in
edit mode.
Vertex Edge
Vertex Face
Edge Face
Vertex Edge Face
With the philosophy that everything should be exposed in the interface, I think
that this option should be well exposed.
I've often heard of
Links were broken:
https://projects.blender.org/tracker/index.php?func=detailaid=21208group_id=9atid=127
https://projects.blender.org/tracker/download.php/9/127/21208/10014/newSelectModes.jpg
From: shatte...@hotmail.com
To: bf-committers@blender.org
Date: Thu, 18 Feb 2010 04:53:01 +
80 matches
Mail list logo