Is there a preferred way of making calls to c++ from the python console? I see possibilities with Boost.Python and ctypes. The goal is to call methods of a finite state machine, control the order of calls with keyboard input and connect the transitions to animations.
If anyone can suggest a guide or further reading, i'd appreciate it. kesten On Sun, Apr 28, 2013 at 5:00 AM, <bf-committers-requ...@blender.org> wrote: > Send Bf-committers mailing list submissions to > bf-committers@blender.org > > To subscribe or unsubscribe via the World Wide Web, visit > http://lists.blender.org/mailman/listinfo/bf-committers > or, via email, send a message with subject or body 'help' to > bf-committers-requ...@blender.org > > You can reach the person managing the list at > bf-committers-ow...@blender.org > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of Bf-committers digest..." > > Today's Topics: > > 1. Re: Performance improvements and compilers (Ton Roosendaal) > 2. Re: Performance improvements and compilers (J?rgen Herrmann) > 3. Patch to allow recording of static objects in game engine > (James Yonan) > 4. Jack audio lib inclusion (Juan Pablo Bouza) > 5. code style (wiki update) (Campbell Barton) > > > ---------- Forwarded message ---------- > From: Ton Roosendaal <t...@blender.org> > To: bf-blender developers <bf-committers@blender.org> > Cc: > Date: Sat, 27 Apr 2013 16:18:15 +0200 > Subject: Re: [Bf-committers] Performance improvements and compilers > Hi, > > That's promising news! > > A lot of demo files are collected here: > http://download.blender.org/demo/test/test260.tgz > > We use them for regression testing, not performance. But it's a nice > collection in general. > > We also published some extra demos for 2.61 > http://download.blender.org/demo/test/demos261-2.zip > > -Ton- > > ------------------------------------------------------------------------ > Ton Roosendaal Blender Foundation t...@blender.org www.blender.org > Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands > > On 26 Apr, 2013, at 23:55, Jürgen Herrmann wrote: > > > Hi there, > > > > I just ran a comparative test render with cycles on two different builds > of blender r56315. > > One compiled with VC 2008 and one compiled with VC 2012. > > > > Simple scene with a high detail character > > > > VC 2008: 18 Minutes 33 seconds > > VC 2012: 16 Minutes 06 seconds > > > > All on CPU, no CUDA yet. > > I'd really like a benchmark for blender in order to compare physics, > rendering and other features. Is there any? > > > > By the way, the builds are both x64, the vs 2012 build was done with > /arch:AVX and GHOST SDL instead of GHOST Win32 because of the odd crashing > issue on Win 8. > > > > Both builds and the prerequisite libs can be downloaded at my site: > http://shadowrom.de > > > > Best regards > > Jürgen > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > ---------- Forwarded message ---------- > From: "Jürgen Herrmann" <shadow...@me.com> > To: bf-blender developers <bf-committers@blender.org> > Cc: > Date: Sat, 27 Apr 2013 17:10:05 +0200 > Subject: Re: [Bf-committers] Performance improvements and compilers > Hi Ton, > > Thank you, I'll try them. There's good news from NVidia too. > I contacted the cuda reg dev team and they said that cuda 5.5 will be > released in a few months with support for vc2012. > I am a bit lost with this nasty windows 8 crash right now and I'm trying > to get into Win32 and ghost more deeply in order to fix it. > > Jürgen > > Am 27.04.2013 um 16:18 schrieb Ton Roosendaal <t...@blender.org>: > > > Hi, > > > > That's promising news! > > > > A lot of demo files are collected here: > > http://download.blender.org/demo/test/test260.tgz > > > > We use them for regression testing, not performance. But it's a nice > collection in general. > > > > We also published some extra demos for 2.61 > > http://download.blender.org/demo/test/demos261-2.zip > > > > -Ton- > > > > ------------------------------------------------------------------------ > > Ton Roosendaal Blender Foundation t...@blender.org www.blender.org > > Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands > > > > On 26 Apr, 2013, at 23:55, Jürgen Herrmann wrote: > > > >> Hi there, > >> > >> I just ran a comparative test render with cycles on two different > builds of blender r56315. > >> One compiled with VC 2008 and one compiled with VC 2012. > >> > >> Simple scene with a high detail character > >> > >> VC 2008: 18 Minutes 33 seconds > >> VC 2012: 16 Minutes 06 seconds > >> > >> All on CPU, no CUDA yet. > >> I'd really like a benchmark for blender in order to compare physics, > rendering and other features. Is there any? > >> > >> By the way, the builds are both x64, the vs 2012 build was done with > /arch:AVX and GHOST SDL instead of GHOST Win32 because of the odd crashing > issue on Win 8. > >> > >> Both builds and the prerequisite libs can be downloaded at my site: > http://shadowrom.de > >> > >> Best regards > >> Jürgen > >> _______________________________________________ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> http://lists.blender.org/mailman/listinfo/bf-committers > > > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > ---------- Forwarded message ---------- > From: James Yonan <ja...@openvpn.net> > To: bf-committers@blender.org > Cc: > Date: Sat, 27 Apr 2013 11:10:25 -0600 > Subject: [Bf-committers] Patch to allow recording of static objects in > game engine > I'd have to say that in addition to all of the wonderful things Blender > can do, I've come to realize that it has great potential as a children's > learning tool for math, geometry, physics, and computer science, not to > mention 3D modeling. My 10-year old son has really gotten into Blender, > especially turning the physics engine loose on convoluted marble runs. > > Unfortunately, he was disappointed to find that after putting a lot of > effort into animating some static objects via actuators, that he could not > record the motions of the objects in the same way that dynamic objects can > easily be recorded. The simulation played out fine in the game engine, but > only the motions of dynamic objects were recorded. So when he tried to > render an animation using the recording, the motion of the static objects > was lost. > > I tried to find a solution on the web -- apparently this behavior existed > by default in Blender 2.60 and earlier but mysteriously disappeared in > recent releases, causing some consternation: > > http://blenderartists.org/**forum/showthread.php?246697-** > Recording-Motion-of-Static-**Objects<http://blenderartists.org/forum/showthread.php?246697-Recording-Motion-of-Static-Objects> > > Apparently the only known workaround for recent Blender releases to enable > recording is to make all objects Dynamic (as discussed in thread above). > This seems wrong, because in some cases you might want an object to be > static so that you can control its motion without interference from the > physics engine. In fact the game engine currently allows this, it just > doesn't record the motion of the static objects, making it difficult to > record such animation from the game engine for later high-quality renders. > This seems wrong as well, that the the game engine, when run, would > produce a different set of object motions than would be recorded as > keyframes when Game>Record Animation is checked. > > Anyway, I've written up a simple patch to restore recording of static > objects. The attached patch (against trunk rev 56332) allows for easy > recording of the motion of static objects via a checkbox on the Physics > panel. All static objects are given a new checkbox called "Record > Animation" that appears under the "Actor" and "Ghost" checkboxes on the > Physics panel. This checkbox only appears for static objects. When > checked, the motion of the static object will be recorded, whenever > game-engine recording is enabled via Game>Record Animation. > > So with this patch, we were finally able to render my son's animation. > Here's the finished result: > > http://youtu.be/yltDGgW4jd0 > > Is this something that can be considered for inclusion in Blender? > > Thanks, > James > > > ---------- Forwarded message ---------- > From: Juan Pablo Bouza <jpbo...@hotmail.com> > To: "bf-committers@blender.org" <bf-committers@blender.org> > Cc: > Date: Sat, 27 Apr 2013 15:09:17 -0300 > Subject: [Bf-committers] Jack audio lib inclusion > Hi guys! I just write to propose that Jack lib should be included > statically in blender releases. > I know that this has already been discussed on IRC, but I think Nexyon did > a great job at porting jack into blender and it's just not fair that this > feature is left outside of the reach of people who don't compile blender. > If I'm not wrong, Jack also works on mac, and now it also does on windows. > This is just a great tool for video editing and audio based animation. > I know that maybe not all blender users will use this, but by not having > the lib included by default we are depriving many people to even try it. > > Personally, I use Blender synced with Ardour for video editting. If > someone thinks that this is not a combination to be taken seriously as a > powerful tool, I have to say that I'm editing a full length commercial > feature film with it. And the workflow is just great. > > Well, It would be cool to support this, as a way of supporting other > interrelated open source projects too. > > See you! > > > > ---------- Forwarded message ---------- > From: Campbell Barton <ideasma...@gmail.com> > To: bf-blender developers <bf-committers@blender.org> > Cc: > Date: Sun, 28 Apr 2013 13:03:11 +1000 > Subject: [Bf-committers] code style (wiki update) > Hi, recently Sergey raised some issues with code-style that weren't > addressed in the initial wiki page and we thought should be resolved > before GSOC. > > Comments for API (functions, structs, enums...). > http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#API_Docs > > Use of macros. > http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#Utility_Macros > > No changes to blender required, we mostly do this anyway, just mailing > so devs are aware of the changes. > > > note - we also discussed the possibility of making function > `__attribute__` use less verbose but this isn't so straightforward, so > we agreed to leave that one for now. > > -- > - Campbell > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > > -- Kesten Broughton President and Technology Director, Solar Mobile Trailers kes...@solarmobiletrailers.com www.sunfarmkitchens.ca <http://www.sunfarmkitchens.ca> 512 701 4209 _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers