[Bf-committers] Keymap storage management
NOT, we want to hide, hide, hide, unhide.. hence the two hotkeys I meant that ;) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Keymap storage management
Then h on unhidden to hide single, h on hidden to unhide single, and Alt+h to unhide all (or hide all?). No doubt that using a character as a toggle is convenient whenever there is an on-off choice. On Sat, Jul 23, 2011 at 11:42 AM, Jonathan Williamson jonat...@montagestudio.org wrote: I have to agree with Daniel. I constantly hide parts of a mesh bit by bit. -- Jonathan Williamson Instructor - http://www.blendercookie.com (http://www.blendercookie.com/) Personal Trainer - http://www.mavenseed.com (http://www.mavenseed.com/) Portfolio - http://www.jw3d.com (http://www.jw3d.com/) On Saturday, July 23, 2011 at 10:40 AM, Daniel Salazar - 3Developer.com wrote: NOT, we want to hide, hide, hide, unhide.. hence the two hotkeys Daniel Salazar 3Developer.com (http://3Developer.com) also, would it be possible to get rid of the H, alt+H and just have h hides, h unhides, h hides again, h unhides again? ___ Bf-committers mailing list Bf-committers@blender.org (mailto: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 -- No essence. No permanence. No perfection. Only action. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender Foundation - softwarefreedom.org
Hi devs, Blender Foundation has signed up an agreement with The Software Freedom Law Center, so they can officially help or advice us for any future cases when legalities might arise. This is also related to my investigation of developer agreements. I'm reviewing the Harmony Agreements project and discuss with them what it would possibly benefit Blender. http://harmonyagreements.org/overview.html You probably know I'm a very relaxed and non-paranoid person. I don't think we're being at much risk, nor am I afraid for lawyers ever, nor do I like it much to force our contributors to give up the rather informal freedom here and make them sign complex agreements. On the other hand, it's the Foundation's responsibility to ensure Blender developers can safely and happily work, and to ensure Blender itself and its future is protected in the best way possible. With Blender becoming a more relevant alternative for commercial products, it's only a matter of time for some zealot to try out how to harm our project legally. Here's some tips I've learned sofar for developers to avoid; - Be careful with referring to commercial products. All of these typically have EULAs that forbid to investigate the products for any other reason than to use them. - If you refer to products or technology, ensure it's public and free info. Include the links to such docs or web pages. - Always document your progress and designs and publish it in the earliest possible stage. - Don't mention (nor do) investigation of public patent databases ever, unless you already evidently knew it had to be done. - If you're in doubt whether your work might get risky industry attention, arrange with me to have it published and committed under BF copyright. Even though that won't waive your liability from flagrant violations, it'll at least makes the BF position more clear in a future. - If you ever get contacted by a company or laywers firm about patents or IP issues, contact me individually immediate, and I'll hook you up with softwarefreedom.org. :) Thanks! -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Patches Submitted
Hi Benoit, yep v*=m too. Thinking about this and Id rather quaternions be changed too, mainly because I'd rather not have them work differently to matrices. Consider both a 3x3 matrix and a quaternion often represent rotation which may be applied to a vector - If we keep quat's as-is you'd need to reverse the multiplication order to apply this rotation, which adds unnecessary confusion. m * v v * m.to_quaternion() I think this can be done at the same time as matrix deprecation without adding much extra hassles. On Sat, Jul 23, 2011 at 10:12 PM, Benoit Bolsee benoit.bol...@online.be wrote: Hi Campbell, I agree on your depracation plan. Note that you should also deprecate the in-place multiplication v*=m and replace it in 2.6 by the correct result. Regarding the quaternions product, looking at mathutil code I see that vec*qt is defined as applying the rotation coded inside the quaternion to the vector. This operation is defined mathematically as Q*v*Q^-1, where * is the ordinary multiplication given that v is expressed in the quaternion base (i,j,k) as xi+yj+zk. So the mathutil expression v*Q only a shortcut and I don't have a preference for the order. Better not change it. @Wim: I totally agree with your math. When talking about a matrix (4x4), the first 4 is the number of rows and the second 4 the number of columns, so the valid product (4x4)x(4x1) indicates that a column vector can only be on the right side of the matrix and the resulting vector is made of dot products of the vector with rows of the matrix. My point is that in Blender today, you get that result with the expression v*m, with is the opposite order of the convention. The multiplication (1x4)x(4x4) is perfectly valid and leads to a vector that is made of dot products of the vector with columns of the matrix. Today this operation is not possible with Blender, and it will be introduced in 2.6 as per Campbell deprecation plan. Again, all the confusion about this order issue is coming from the fact that mathutil matrices are column major (this decision was taken because of openGL and Blender internals). So you when print a matrix is Blender, the columns are printed horizontally, which is confusing. /Benoit On Fri, 22 Jul 2011 20:35:24 +1000, Campbell Barton ideasma...@gmail.com wrote: Benoit, should we should apply this logic to quaternions too? (use Quaternion*Vector instead) Couldn't find which order is correct from looking online. On Fri, Jul 22, 2011 at 8:06 PM, Campbell Barton ideasma...@gmail.com wrote: Thank for looking into this Benoit, This is not something I am knowledgeable on with so, taking you're word that vec * matrix is wrong (why didn't anyone notice this???), heres the upgrade path Sergy and I have agreed on that will not break scripts. 1) deprecate vec * matrix immediately. print a warning which includes the python line number, add support for mat * vec. 2) after some weeks/months, drop support for vec * matrix, print an error instead, to ensure scripts are not using it and its developers ignoring the warning. 3) for 2.60 release, add in vec * matrix which works correctly and not like it does currently, leaving enough time that scripts from 2.58 will have time to switch the multiplication order. On Fri, Jul 22, 2011 at 7:09 PM, Benoit Bolsee benoit.bol...@online.be wrote: Hi, I changed the Matrix multiplication order beween 2.49 and 2.5 because it was simply incorrect in 2.49, in the sense that it was not matching the way you write matrix math on paper. In your example, print (m1 * m2) Matrix((0.0, 0.0, 1.0, 0.0), (-1.0, 0.0, 0.0, 0.0), (0.0, -1.0, 0.0, 0.0), (0.62, 0.1, -0.05, 1.0)) is actually the correct answer if you remember that the matrix are column major. The order should not be changed again. I see Campbell reverted the patch, so that's ok. @Campbell: the reason why numpy returns a different result than Blender is because numpy matrix are row-major by default. The fact that Blender uses column major matrix may be confusing when the matrix is printed (columns are printed horizontally) but it's very convenient to extract vectors from the matrix (e.g. the position vector). While playing around I found something else that still doesn't work: in the scientific literature, vectors are single column matrix, this means that the only correct way to multiply a vector with a matrix is to put it on the right side of the matrix: v2 = m1 * v1 However, this doesn't work in Blender m Matrix((1.0, 0.0, 0.0, 0.0), ? ? ? (0.0, 1.0, 0.0, 0.0), ? ? ? (1.0, 0.0, -1.0, 0.0), ? ? ? (0.0, 0.0, 0.0, 1.0)) v Vector((0.5, 0.0, 0.5, 1.0)) m*v Traceback (most recent call last): ?File blender_console, line 1, in module TypeError: Matrix multiplication: not supported between 'mathutils.Matrix' and 'mathutils.Vector' types But the reverse expression gives the
Re: [Bf-committers] Keymap storage management
Hi, On Sat, Jul 23, 2011 at 11:42 AM, Jonathan Williamson jonat...@montagestudio.org wrote: I have to agree with Daniel. I constantly hide parts of a mesh bit by bit. On Saturday, July 23, 2011 at 10:40 AM, Daniel Salazar - 3Developer.com wrote: NOT, we want to hide, hide, hide, unhide.. hence the two hotkeys Daniel Salazar 3Developer.com (http://3Developer.com) agree it's not ideal, I didn't consider that, my bad... On 07/24/2011 01:12 PM, Jim Williams wrote: Then h on unhidden to hide single, h on hidden to unhide single, and Alt+h to unhide all (or hide all?). No doubt that using a character as a toggle is convenient whenever there is an on-off choice. ... but maybe it's possible to do: - quick h-h acts as a toggle *just on the selection* - h - N sec pause - h adds to hidden selection (after all you have to select stuff before hitting h again to add to hidden objects) - alt-h unhide all Dunno, I just find that h-key really annoying being hit by accident and you have to alt-h everything anyway if you want to revert. In general I'd like to have more keystrokes being toggles, even among many states, instead of having one shortcut for each single action. An example being the viewport shading choice, could be that a shortcut like Z toggles all the available states in a loop, would be fast to choose. Same for the pivot point, say it gets a shortcut '.', then you just end up pressing '.' many times until you get the pivot of choice. Regards, Luca _ http://www.mindrones.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Keymap storage management
Hi, mindrones wrote: - quick h-h acts as a toggle *just on the selection* - h - N sec pause - h adds to hidden selection (after all you have to select stuff before hitting h again to add to hidden objects) - alt-h unhide all now that I think of it, would it be possible that: - if we have modified the selection, h adds to hidden selection, - if we haven't, h acts as a toggle on the selection, - alt-h unhide all? At the moment I can't remember if we have this sort of conditional behaviour in blender keys, just an idea. Regards, Luca _ http://www.mindrones.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender Foundation - softwarefreedom.org
- Don't mention (nor do) investigation of public patent databases ever, unless you already evidently knew it had to be done. Thanks! -Ton- Why? What is wrong with looking at public info? Thanks! -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] New Developer
Hi All, Bastien Montagne (mont29) has been given commit rights to work on his vertex group patch before merging into trunk. Wiki Page http://wiki.blender.org/index.php/User:Mont29/WeightVGroup/Man This modifier has been split into 3 since too much different functionality was being included in the modifier from the original patch, further polish on this patch I like to do collaboratively in a branch to finalize before merging. Welcome Bastien! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender Foundation - softwarefreedom.org
Hi, I'm not talking about looking at info, but mentioning it implies you take responsibility for that. -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 24 Jul, 2011, at 16:26, Knapp wrote: - Don't mention (nor do) investigation of public patent databases ever, unless you already evidently knew it had to be done. Thanks! -Ton- Why? What is wrong with looking at public info? Thanks! -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ 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
[Bf-committers] Blender developer IRC meeting notes, July 24 2011
Hi all, Here's the summary of today's topics: 1) Blender 2.58 and next release - As usual, bug tracker remains high in count... several obscure issues or from inexperienced users though. It's half a support system now too. Still, module owners should check on what's assigned! - Daniel Salazar proposes a small default key switch: to keep Shift +Ctrl+S for Save-as, and make Alt+Ctrl+S for transform option Push/ Pull. Both were in use for save as, which is unneeded. - Main target for 2.59 is still to resolve keymap and user setting load/save issues. - Timing for 2.59: If we want a Siggraph release, new code should get in svn this week. Next sunday review of feasibility of that. - Python math utilities: there's a bug in the code that treats matrix * vector and vector * matrix the same. They mean something else mathematically though. Campbell added a warning in console for wrong usage. Final fix then will happen 13th of September. - A discussion started on Add-On quality and reviewing process. Luca Bonavita mentions the add-on tracker can be used to downgrade status of provided scripts too. Proposal is to start meeting regular about it in irc, 1st sunday month. 2) Other projects branches - New seamless texture bake in svn, Sergey Sharybin reviewed Morten Mikkelsen's code. Proposal is to add a short doc online about it, for example on Blender code blog. - Still needed: schedule to apply branches/patches for 2.6x series. Thomas Dinges volunteers to investigate it and make a proposal for how to manage it well. Will be combined with a proposal for more formal bi- monthly release cycle in general. - Campbell Barton reviewed patch for weight modifiers, he proposes to move this to a branch for a short while to further complete it. - New booleans; Sergey contacted Carve developer Tobias Sargeant, he's available to help fixing up some issues we've discovered. - Icon designer; Ton checks with Jendzrych, for help and/or get his SVG files. We could use more designers active to help out as well. 3) Google Summer of Code - Joerg Mueller mentions the Pepper branch (5 students!) doesn't merge in Salad anymore. He gave up on it now... but the other students should keep track of it too. Sergey offers help with solving conflicts. - Sergey made a FAQ for this project: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011/FAQ Thanks! -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender Foundation - softwarefreedom.org
Hi Douglas, Ehh, let me rephrase -- tricky bizz this :) -- simply said: Although law demands you to know the law (you cannot claim ignorance of it), the law doesn't demand you to know all patents or all registrations of IP. Unless you evidently investigated it, or should have known by common publications in your area of interest. Etc. I'm not a lawyer! Just stay away from it! -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 24 Jul, 2011, at 18:04, Ton Roosendaal wrote: Hi, I'm not talking about looking at info, but mentioning it implies you take responsibility for that. -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 24 Jul, 2011, at 16:26, Knapp wrote: - Don't mention (nor do) investigation of public patent databases ever, unless you already evidently knew it had to be done. Thanks! -Ton- Why? What is wrong with looking at public info? Thanks! -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011
Hi, On 07/24/2011 06:05 PM, Ton Roosendaal wrote: - Daniel Salazar proposes a small default key switch: to keep Shift +Ctrl+S for Save-as, and make Alt+Ctrl+S for transform option Push/ Pull. Both were in use for save as, which is unneeded. Alt+Ctrl+S is save a copy, which is save with save copy enabled, easy to leave breadcrumbs behind. I usually do Alt+Ctrl+S, save in a backup blend for safety and go on a main blend. Personally I'd prefer not to lose that. It's very handy when you want to save a backup without using save as saving with a version number just to end up working in that versioned blend. - A discussion started on Add-On quality and reviewing process. Luca Bonavita mentions the add-on tracker can be used to downgrade status of provided scripts too. Proposal is to start meeting regular about it in irc, 1st sunday month. Also, we have decided to use http://lists.blender.org/pipermail/bf-python/ to discuss addons officially from now on Regards, Luca _ http://www.mindrones.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011
You can always remap it in your user defined keymap. Good defaults might not be optimal for one individual's workflow, that's why you can customize them. Martin - Original Message - From: mindrones mindro...@gmail.com To: bf-blender developers bf-committers@blender.org Cc: Sent: Sunday, July 24, 2011 1:08:52 PM Subject: Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011 Hi, On 07/24/2011 06:05 PM, Ton Roosendaal wrote: - Daniel Salazar proposes a small default key switch: to keep Shift +Ctrl+S for Save-as, and make Alt+Ctrl+S for transform option Push/ Pull. Both were in use for save as, which is unneeded. Alt+Ctrl+S is save a copy, which is save with save copy enabled, easy to leave breadcrumbs behind. I usually do Alt+Ctrl+S, save in a backup blend for safety and go on a main blend. Personally I'd prefer not to lose that. It's very handy when you want to save a backup without using save as saving with a version number just to end up working in that versioned blend. - A discussion started on Add-On quality and reviewing process. Luca Bonavita mentions the add-on tracker can be used to downgrade status of provided scripts too. Proposal is to start meeting regular about it in irc, 1st sunday month. Also, we have decided to use http://lists.blender.org/pipermail/bf-python/ to discuss addons officially from now on Regards, Luca _ http://www.mindrones.com ___ 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
Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011
Ton Roosendaal wrote: 2) Other projects branches - New seamless texture bake in svn, Sergey Sharybin reviewed Morten Mikkelsen's code. Proposal is to add a short doc online about it, for example on Blender code blog. istinfo/bf-committers Here's link to description of what exactly was changed: http://code.blender.org/index.php/2011/07/new-dilation-for-texture-filtering/ -- With best regards, Sergey I. Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011
For what it's worth, I think that if ctrl+s and ctrl+shift+s both are saving operations, then it makes more sense for ctrl+alt+s to be related to saving the file as well rather than transforming selection. So if there are any other vacant combinations which would even remotely make sense to bind to push/pull, then IMHO ctrl+alt+s should remaine save copy. Cheers /R On 24 jul 2011, at 19.49, Martin Poirier wrote: You can always remap it in your user defined keymap. Good defaults might not be optimal for one individual's workflow, that's why you can customize them. Martin - Original Message - From: mindrones mindro...@gmail.com To: bf-blender developers bf-committers@blender.org Cc: Sent: Sunday, July 24, 2011 1:08:52 PM Subject: Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011 Hi, On 07/24/2011 06:05 PM, Ton Roosendaal wrote: - Daniel Salazar proposes a small default key switch: to keep Shift +Ctrl+S for Save-as, and make Alt+Ctrl+S for transform option Push/ Pull. Both were in use for save as, which is unneeded. Alt+Ctrl+S is save a copy, which is save with save copy enabled, easy to leave breadcrumbs behind. I usually do Alt+Ctrl+S, save in a backup blend for safety and go on a main blend. Personally I'd prefer not to lose that. It's very handy when you want to save a backup without using save as saving with a version number just to end up working in that versioned blend. - A discussion started on Add-On quality and reviewing process. Luca Bonavita mentions the add-on tracker can be used to downgrade status of provided scripts too. Proposal is to start meeting regular about it in irc, 1st sunday month. Also, we have decided to use http://lists.blender.org/pipermail/bf-python/ to discuss addons officially from now on Regards, Luca _ http://www.mindrones.com ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender Foundation - softwarefreedom.org
Hi, Not sure who here read the Harmony website. Here's an interesting critic of it: http://ebb.org/bkuhn/blog/2011/07/07/harmony-harmful.html In short - my impression too - the agreement has a very high and complex rate of statements to solely protect and serve the organization. It's quite disputable what a developer benefits from it... The much more friendly readable Sign off from Linux kernel is something too: http://permalink.gmane.org/gmane.linux.kernel.commits.head/33254 Not that I like to see this overhead for each of our commits; will study further :) -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 24 Jul, 2011, at 14:04, Ton Roosendaal wrote: Hi devs, Blender Foundation has signed up an agreement with The Software Freedom Law Center, so they can officially help or advice us for any future cases when legalities might arise. This is also related to my investigation of developer agreements. I'm reviewing the Harmony Agreements project and discuss with them what it would possibly benefit Blender. http://harmonyagreements.org/overview.html You probably know I'm a very relaxed and non-paranoid person. I don't think we're being at much risk, nor am I afraid for lawyers ever, nor do I like it much to force our contributors to give up the rather informal freedom here and make them sign complex agreements. On the other hand, it's the Foundation's responsibility to ensure Blender developers can safely and happily work, and to ensure Blender itself and its future is protected in the best way possible. With Blender becoming a more relevant alternative for commercial products, it's only a matter of time for some zealot to try out how to harm our project legally. Here's some tips I've learned sofar for developers to avoid; - Be careful with referring to commercial products. All of these typically have EULAs that forbid to investigate the products for any other reason than to use them. - If you refer to products or technology, ensure it's public and free info. Include the links to such docs or web pages. - Always document your progress and designs and publish it in the earliest possible stage. - Don't mention (nor do) investigation of public patent databases ever, unless you already evidently knew it had to be done. - If you're in doubt whether your work might get risky industry attention, arrange with me to have it published and committed under BF copyright. Even though that won't waive your liability from flagrant violations, it'll at least makes the BF position more clear in a future. - If you ever get contacted by a company or laywers firm about patents or IP issues, contact me individually immediate, and I'll hook you up with softwarefreedom.org. :) Thanks! -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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
Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support
Mike I managed to get it working! but it's unusable. seems that all axis are inverted cheers Daniel Salazar 3Developer.com On Fri, Jul 22, 2011 at 9:57 PM, Stephen M. McQuay step...@mcquay.me wrote: On Fri, Jul 22, 2011 at 10:32:08PM -0500, Mike Erwin wrote: Either check out the merwin-spacenav branch now... or wait a very short time for 2.59 libspnav-dev installed; Can't wait! Thanks, -- Stephen M. McQuay http://mcquay.me/vcf ___ 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
[Bf-committers] Oddity, Feature, or bug ? Some observations
Hi. I have recently made a tutorial (not exactly about Blender, but using Blender to demonstrate some methods). After reviewing the video i found some parts where i think that Blender could be changed for improved user experience and quicker workflow. I created a rather longish report on my observations here: http://blenderartists.org/forum/showthread.php?225610-Oddities-and-feature-request-for-the-Modelling-Workflow-...p=1907733viewfull=1#post1907733 So i thought, maybe i better report it in this mailing list too. So whoever is concerned might find this a helpfull input from an average user ... And here is the link to the video: http://www.youtube.com/watch?v=eBtVsC0lfZs And here is an abbreviated list of the topics i am reporting: * Adding materials * Selecting collapsed vertices * Deleting face loops * Edited edges and vertices hidden by material settings * Manually slicing edge loops * Seams get removed when adjacent edge loops are deleted * Seam crossings and edge loop selection * unwrap - cylinder projection * Using multiple textures on one object is a headache * Baking several textures thanks for reading! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011
S and Alt-S are transform operations already, so it makes as much sense from that angle. Martin - Original Message - From: Richard Olsson r...@richardolsson.se To: bf-blender developers bf-committers@blender.org Cc: Sent: Sunday, July 24, 2011 2:20:52 PM Subject: Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011 For what it's worth, I think that if ctrl+s and ctrl+shift+s both are saving operations, then it makes more sense for ctrl+alt+s to be related to saving the file as well rather than transforming selection. So if there are any other vacant combinations which would even remotely make sense to bind to push/pull, then IMHO ctrl+alt+s should remaine save copy. Cheers /R On 24 jul 2011, at 19.49, Martin Poirier wrote: You can always remap it in your user defined keymap. Good defaults might not be optimal for one individual's workflow, that's why you can customize them. Martin - Original Message - From: mindrones mindro...@gmail.com To: bf-blender developers bf-committers@blender.org Cc: Sent: Sunday, July 24, 2011 1:08:52 PM Subject: Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011 Hi, On 07/24/2011 06:05 PM, Ton Roosendaal wrote: - Daniel Salazar proposes a small default key switch: to keep Shift +Ctrl+S for Save-as, and make Alt+Ctrl+S for transform option Push/ Pull. Both were in use for save as, which is unneeded. Alt+Ctrl+S is save a copy, which is save with save copy enabled, easy to leave breadcrumbs behind. I usually do Alt+Ctrl+S, save in a backup blend for safety and go on a main blend. Personally I'd prefer not to lose that. It's very handy when you want to save a backup without using save as saving with a version number just to end up working in that versioned blend. - A discussion started on Add-On quality and reviewing process. Luca Bonavita mentions the add-on tracker can be used to downgrade status of provided scripts too. Proposal is to start meeting regular about it in irc, 1st sunday month. Also, we have decided to use http://lists.blender.org/pipermail/bf-python/ to discuss addons officially from now on Regards, Luca _ http://www.mindrones.com ___ 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 ___ 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
Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011
And Ctrl Alt Shift S = Shear Shift Alt S = To Sphere Daniel Salazar 3Developer.com On Sun, Jul 24, 2011 at 1:14 PM, Martin Poirier the...@yahoo.com wrote: S and Alt-S are transform operations already, so it makes as much sense from that angle. Martin - Original Message - From: Richard Olsson r...@richardolsson.se To: bf-blender developers bf-committers@blender.org Cc: Sent: Sunday, July 24, 2011 2:20:52 PM Subject: Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011 For what it's worth, I think that if ctrl+s and ctrl+shift+s both are saving operations, then it makes more sense for ctrl+alt+s to be related to saving the file as well rather than transforming selection. So if there are any other vacant combinations which would even remotely make sense to bind to push/pull, then IMHO ctrl+alt+s should remaine save copy. Cheers /R On 24 jul 2011, at 19.49, Martin Poirier wrote: You can always remap it in your user defined keymap. Good defaults might not be optimal for one individual's workflow, that's why you can customize them. Martin - Original Message - From: mindrones mindro...@gmail.com To: bf-blender developers bf-committers@blender.org Cc: Sent: Sunday, July 24, 2011 1:08:52 PM Subject: Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011 Hi, On 07/24/2011 06:05 PM, Ton Roosendaal wrote: - Daniel Salazar proposes a small default key switch: to keep Shift +Ctrl+S for Save-as, and make Alt+Ctrl+S for transform option Push/ Pull. Both were in use for save as, which is unneeded. Alt+Ctrl+S is save a copy, which is save with save copy enabled, easy to leave breadcrumbs behind. I usually do Alt+Ctrl+S, save in a backup blend for safety and go on a main blend. Personally I'd prefer not to lose that. It's very handy when you want to save a backup without using save as saving with a version number just to end up working in that versioned blend. - A discussion started on Add-On quality and reviewing process. Luca Bonavita mentions the add-on tracker can be used to downgrade status of provided scripts too. Proposal is to start meeting regular about it in irc, 1st sunday month. Also, we have decided to use http://lists.blender.org/pipermail/bf-python/ to discuss addons officially from now on Regards, Luca _ http://www.mindrones.com ___ 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 ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [2116] trunk/py/scripts/addons: cleanup
This commit broke netrender (error on import, missing re module in master.py that was imported from utils.py). I wouldn't be surprised if it broke other things too. I shouldn't have to say this, but please test thoroughly before removing code, especially with extensions that are disabled by default and wouldn't show errors until enabled. Martin PS: Yes, I know, that was done two weeks ago, I'm only getting around to debugging things again now. From: Campbell Barton ideasma...@gmail.com To: bf-extensions-...@blender.org Sent: Sunday, July 10, 2011 6:57:28 PM Subject: [Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [2116] trunk/py/scripts/addons: cleanup Revision: 2116 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-extensionsrevision=2116 Author: campbellbarton Date: 2011-07-10 22:57:27 + (Sun, 10 Jul 2011) Log Message: --- cleanup - remove/comment unused variables - remove unused imports - fixed some bugs using incorrect variables Modified Paths: -- trunk/py/scripts/addons/add_mesh_BoltFactory/Boltfactory.py trunk/py/scripts/addons/add_mesh_BoltFactory/createMesh.py trunk/py/scripts/addons/add_mesh_BoltFactory/preset_utils.py trunk/py/scripts/addons/add_mesh_extra_objects/add_mesh_extra_objects.py trunk/py/scripts/addons/add_mesh_extra_objects/add_mesh_gears.py trunk/py/scripts/addons/add_mesh_extra_objects/add_mesh_gemstones.py trunk/py/scripts/addons/add_mesh_extra_objects/add_mesh_twisted_torus.py trunk/py/scripts/addons/io_anim_bvh/export_bvh.py trunk/py/scripts/addons/io_anim_bvh/import_bvh.py trunk/py/scripts/addons/io_coat3D/coat.py trunk/py/scripts/addons/io_coat3D/tex.py trunk/py/scripts/addons/io_convert_image_to_mesh_img/import_img.py trunk/py/scripts/addons/io_curve_svg/__init__.py trunk/py/scripts/addons/io_curve_svg/import_svg.py trunk/py/scripts/addons/io_mesh_ply/import_ply.py trunk/py/scripts/addons/io_mesh_raw/import_raw.py trunk/py/scripts/addons/io_scene_3ds/export_3ds.py trunk/py/scripts/addons/io_scene_3ds/import_3ds.py trunk/py/scripts/addons/io_scene_fbx/__init__.py trunk/py/scripts/addons/io_scene_fbx/export_fbx.py trunk/py/scripts/addons/io_scene_m3/__init__.py trunk/py/scripts/addons/io_scene_m3/import_m3.py trunk/py/scripts/addons/io_scene_map/__init__.py trunk/py/scripts/addons/io_scene_map/export_map.py trunk/py/scripts/addons/io_scene_obj/__init__.py trunk/py/scripts/addons/io_scene_obj/export_obj.py trunk/py/scripts/addons/io_scene_obj/import_obj.py trunk/py/scripts/addons/io_scene_x3d/__init__.py trunk/py/scripts/addons/io_scene_x3d/export_x3d.py trunk/py/scripts/addons/io_scene_x3d/import_x3d.py trunk/py/scripts/addons/io_shape_mdd/export_mdd.py trunk/py/scripts/addons/io_shape_mdd/import_mdd.py trunk/py/scripts/addons/light_field_tools/__init__.py trunk/py/scripts/addons/light_field_tools/light_field_tools.py trunk/py/scripts/addons/modules/ui_utils.py trunk/py/scripts/addons/netrender/client.py trunk/py/scripts/addons/netrender/master.py trunk/py/scripts/addons/netrender/master_html.py trunk/py/scripts/addons/netrender/model.py trunk/py/scripts/addons/netrender/operators.py trunk/py/scripts/addons/netrender/repath.py trunk/py/scripts/addons/netrender/slave.py trunk/py/scripts/addons/netrender/thumbnail.py trunk/py/scripts/addons/netrender/ui.py trunk/py/scripts/addons/netrender/utils.py trunk/py/scripts/addons/netrender/versioning.py trunk/py/scripts/addons/object_fracture/fracture_ops.py trunk/py/scripts/addons/render_povray/render.py trunk/py/scripts/addons/render_povray/ui.py trunk/py/scripts/addons/rigify/__init__.py trunk/py/scripts/addons/rigify/generate.py trunk/py/scripts/addons/rigify/metarig_menu.py trunk/py/scripts/addons/rigify/rigs/basic/copy.py trunk/py/scripts/addons/rigify/rigs/basic/copy_chain.py trunk/py/scripts/addons/rigify/rigs/biped/arm/__init__.py trunk/py/scripts/addons/rigify/rigs/biped/arm/deform.py trunk/py/scripts/addons/rigify/rigs/biped/arm/fk.py trunk/py/scripts/addons/rigify/rigs/biped/arm/ik.py trunk/py/scripts/addons/rigify/rigs/biped/leg/__init__.py trunk/py/scripts/addons/rigify/rigs/biped/leg/deform.py trunk/py/scripts/addons/rigify/rigs/biped/leg/fk.py trunk/py/scripts/addons/rigify/rigs/biped/leg/ik.py trunk/py/scripts/addons/rigify/rigs/finger.py trunk/py/scripts/addons/rigify/rigs/misc/delta.py trunk/py/scripts/addons/rigify/rigs/neck_short.py trunk/py/scripts/addons/rigify/rigs/palm.py trunk/py/scripts/addons/rigify/rigs/spine.py trunk/py/scripts/addons/rigify/ui.py trunk/py/scripts/addons/rigify/utils.py trunk/py/scripts/addons/space_view3d_math_vis/__init__.py trunk/py/scripts/addons/space_view3d_math_vis/utils.py
Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support
Daniel Salazar: Mike I managed to get it working! but it's unusable. seems that all axis are inverted Testers seem to be split on this issue, so let me explain and offer a workaround.The orbit modes are implemented as target camera rather than object mode. In other words, you're controlling the viewpoint, not the thing being viewed. Think of the viewpoint moving with the knob instead of the object going the wrong way. This is consistent with the way fly mode works. Shift-F over to that and tell me what you think. Please also try the 2D navigation (either image/uv or one of the flat quad views) and let me know if those feel wrong to you also. If after a few days of practice you are still annoyed with the way it works, we can look for a solution. A quick alternative is to put something like this into /etc/spnavrc # blender needs to do its own dead-zone filtering dead-zone = 0 # any combination of {x,y,z} for each of these: invert-rot = xy invert-trans = yz For general interest, here is what others had to say so far. Jesper Schwachöfer: Rotating and zooming around the object is much better than it used to be. And for this turntable style moving, the fit button is perfect, setting the rotational center was sometimes really buggy in the old version. Kevin Cozens: Up/Down doesn't seem to work. Forward/backward zooms in and out as expected. All other axis (left/right, yaw, pitch, roll) are operating opposite to expectations. For example, I rotate the knob clockwise and object rotates counter-clockwise. Kyle Goddard: No, it does exactly what I expected. Not confused for a second about which way it would go when I do *this*. Fly mode is so much better with this, I haven't used fly in years because it would zoom past where I wanted. I'll have to practice, but yeah the directions seem to be right. The internal testers at 3Dconnexion would have alerted me or Nathan if anything was seriously wrong with this implementation. They have brought up other things, but not this, so they *are* paying attention. The issue can be solved with some combination of practice and user settings. I tend to lean toward practice + good behavior with default settings. Please continue to send any feedback this way! Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Keymap storage management
Hi, - h always hides selection - alt h reveals last hidden - alt h again reveals all Just an idea. I am not too sure about conditional hotkeys based on the selection. That might get confusing. Then h on unhidden to hide single, h on hidden to unhide single, and Alt+h to unhide all (or hide all?). No doubt that using a character as a toggle is convenient whenever there is an on-off choice. I like that idea, however, that kinda contradicts the current design where you cannot act on hidden objects in the 3D viewport... On Mon, Jul 25, 2011 at 1:18 AM, mindrones mindro...@gmail.com wrote: Hi, mindrones wrote: - quick h-h acts as a toggle *just on the selection* - h - N sec pause - h adds to hidden selection (after all you have to select stuff before hitting h again to add to hidden objects) - alt-h unhide all now that I think of it, would it be possible that: - if we have modified the selection, h adds to hidden selection, - if we haven't, h acts as a toggle on the selection, - alt-h unhide all? At the moment I can't remember if we have this sort of conditional behaviour in blender keys, just an idea. Regards, Luca _ http://www.mindrones.com ___ 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
Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support
I don't know what are they smoking to expect this behavior, it's impossible! in fly mode it works fine tough, I really hope this isn't the default. I expect it to work like the old test program (cube) in the drivers Daniel Salazar 3Developer.com On Sun, Jul 24, 2011 at 4:38 PM, Mike Erwin significant@gmail.com wrote: Daniel Salazar: Mike I managed to get it working! but it's unusable. seems that all axis are inverted Testers seem to be split on this issue, so let me explain and offer a workaround.The orbit modes are implemented as target camera rather than object mode. In other words, you're controlling the viewpoint, not the thing being viewed. Think of the viewpoint moving with the knob instead of the object going the wrong way. This is consistent with the way fly mode works. Shift-F over to that and tell me what you think. Please also try the 2D navigation (either image/uv or one of the flat quad views) and let me know if those feel wrong to you also. If after a few days of practice you are still annoyed with the way it works, we can look for a solution. A quick alternative is to put something like this into /etc/spnavrc # blender needs to do its own dead-zone filtering dead-zone = 0 # any combination of {x,y,z} for each of these: invert-rot = xy invert-trans = yz For general interest, here is what others had to say so far. Jesper Schwachöfer: Rotating and zooming around the object is much better than it used to be. And for this turntable style moving, the fit button is perfect, setting the rotational center was sometimes really buggy in the old version. Kevin Cozens: Up/Down doesn't seem to work. Forward/backward zooms in and out as expected. All other axis (left/right, yaw, pitch, roll) are operating opposite to expectations. For example, I rotate the knob clockwise and object rotates counter-clockwise. Kyle Goddard: No, it does exactly what I expected. Not confused for a second about which way it would go when I do *this*. Fly mode is so much better with this, I haven't used fly in years because it would zoom past where I wanted. I'll have to practice, but yeah the directions seem to be right. The internal testers at 3Dconnexion would have alerted me or Nathan if anything was seriously wrong with this implementation. They have brought up other things, but not this, so they *are* paying attention. The issue can be solved with some combination of practice and user settings. I tend to lean toward practice + good behavior with default settings. Please continue to send any feedback this way! Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire ___ 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
Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support
Double reading the comments you posted it seems they are talking about *fly mode*, which as I said works as expected Daniel Salazar 3Developer.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support
Gah sorry for triple posting :) When you navigate your normal view (not fly mode) you do it in object space and not in camera space, ie: drag mouse to the left and camera orbits to the right, that is why this mode should really work inverted as it is right now. It's really what feels natural And I forgot to say, 2D spaces are wonderful, totally intuitive to navigate on images :) I hope we can get the same soon for node space and others! Daniel Salazar 3Developer.com On Sun, Jul 24, 2011 at 4:47 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Double reading the comments you posted it seems they are talking about *fly mode*, which as I said works as expected Daniel Salazar 3Developer.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support
Daniel Salazar wrote: Double reading the comments you posted it seems they are talking about *fly mode*, which as I said works as expected Those comments were about orbit navigation, with some fly-mode sprinkles on top. For the one that mentioned fly mode, I was standing right beside him, so I'm doubly sure! Whatever they're smoking, it seems to be popular. When you navigate your normal view (not fly mode) you do it in object space and not in camera space, ie: drag mouse to the left and camera orbits to the right, that is why this mode should really work inverted as it is right now. It's really what feels natural Ok, you convinced me. I have much respect for your work and professional opinion, so will add the option to orbit in either object or target-camera mode. As for which is the default... we can rock-paper-scissors-lizard-spock for it. The config file workaround would fix this but break all the other parts you say work well. Give me a few minutes... Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support
Well be sure to share some of that, maybe I'll suddenly get it :D Thanks for the option, will test and report back ASAP. Also the open source driver seems much nicer, no need for that annoying window open all the time. happy Daniel Salazar 3Developer.com On Sun, Jul 24, 2011 at 5:12 PM, Mike Erwin significant@gmail.com wrote: Daniel Salazar wrote: Double reading the comments you posted it seems they are talking about *fly mode*, which as I said works as expected Those comments were about orbit navigation, with some fly-mode sprinkles on top. For the one that mentioned fly mode, I was standing right beside him, so I'm doubly sure! Whatever they're smoking, it seems to be popular. When you navigate your normal view (not fly mode) you do it in object space and not in camera space, ie: drag mouse to the left and camera orbits to the right, that is why this mode should really work inverted as it is right now. It's really what feels natural Ok, you convinced me. I have much respect for your work and professional opinion, so will add the option to orbit in either object or target-camera mode. As for which is the default... we can rock-paper-scissors-lizard-spock for it. The config file workaround would fix this but break all the other parts you say work well. Give me a few minutes... Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire ___ 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
Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support
This is probably a bit of a useless comment, but I remember the 2.4x implementation of orbiting the space navigator always seemed terribly awkward. That old way was inverted compared to the 3ds max plugin that came with the 3dconnexion driver, and the 3ds max version always felt much easier to navigate. So I haven't tried this implementation in blender 2.5 yet, but if it's the same as the 2.4x version, then I can totally see where Daniel is coming from. But yeah, an option for this would be best of course! cheers Matt On Mon, Jul 25, 2011 at 9:20 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Well be sure to share some of that, maybe I'll suddenly get it :D Thanks for the option, will test and report back ASAP. Also the open source driver seems much nicer, no need for that annoying window open all the time. happy Daniel Salazar 3Developer.com On Sun, Jul 24, 2011 at 5:12 PM, Mike Erwin significant@gmail.com wrote: Daniel Salazar wrote: Double reading the comments you posted it seems they are talking about *fly mode*, which as I said works as expected Those comments were about orbit navigation, with some fly-mode sprinkles on top. For the one that mentioned fly mode, I was standing right beside him, so I'm doubly sure! Whatever they're smoking, it seems to be popular. When you navigate your normal view (not fly mode) you do it in object space and not in camera space, ie: drag mouse to the left and camera orbits to the right, that is why this mode should really work inverted as it is right now. It's really what feels natural Ok, you convinced me. I have much respect for your work and professional opinion, so will add the option to orbit in either object or target-camera mode. As for which is the default... we can rock-paper-scissors-lizard-spock for it. The config file workaround would fix this but break all the other parts you say work well. Give me a few minutes... Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support
There's a new option in the 3D mouse popup menu. It works in turntable mode, and will work in trackball also after dinner. Setting this option makes orbit unusable for me, but hopefully usable for those of you who have your brains wired differently! Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support
Hi mike, the zoom is still inverted! when I pull the knot to me i expect the object to get closer. remember: brain wires crossed! :) cheers Daniel Salazar 3Developer.com On Sun, Jul 24, 2011 at 6:25 PM, Mike Erwin significant@gmail.com wrote: There's a new option in the 3D mouse popup menu. It works in turntable mode, and will work in trackball also after dinner. Setting this option makes orbit unusable for me, but hopefully usable for those of you who have your brains wired differently! Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire ___ 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
Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support
Would be killer if 2D space zoom got inverted too with this option so pull closer means zoom in, pull towards the screen means zoomout Daniel Salazar 3Developer.com On Sun, Jul 24, 2011 at 6:37 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Hi mike, the zoom is still inverted! when I pull the knot to me i expect the object to get closer. remember: brain wires crossed! :) cheers Daniel Salazar 3Developer.com On Sun, Jul 24, 2011 at 6:25 PM, Mike Erwin significant@gmail.com wrote: There's a new option in the 3D mouse popup menu. It works in turntable mode, and will work in trackball also after dinner. Setting this option makes orbit unusable for me, but hopefully usable for those of you who have your brains wired differently! Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire ___ 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
Re: [Bf-committers] Blender Foundation - softwarefreedom.org
Knowingly violating IP is a worse then doing so by accident (if you're getting sued for IP infringement), given the state of US software patents, blender probably violates loads of patents - which themselves are probably invalid or could be shown to have proof of prior art. So the worst thing you can do is to find patents blender violates and post them on this list - because then we cant claim ignorance. According to Bradley Kuhn this happened to GCC and was a real pain because once posted they could not publicly ignore it. +1 for Just stay away from it! On Mon, Jul 25, 2011 at 2:16 AM, Ton Roosendaal t...@blender.org wrote: Hi Douglas, Ehh, let me rephrase -- tricky bizz this :) -- simply said: Although law demands you to know the law (you cannot claim ignorance of it), the law doesn't demand you to know all patents or all registrations of IP. Unless you evidently investigated it, or should have known by common publications in your area of interest. Etc. I'm not a lawyer! Just stay away from it! -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 24 Jul, 2011, at 18:04, Ton Roosendaal wrote: Hi, I'm not talking about looking at info, but mentioning it implies you take responsibility for that. -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 24 Jul, 2011, at 16:26, Knapp wrote: - Don't mention (nor do) investigation of public patent databases ever, unless you already evidently knew it had to be done. Thanks! -Ton- Why? What is wrong with looking at public info? Thanks! -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers