Re: [Bf-committers] Quaternion interpolation is bumpy/wrong
The issue is not bad blender's behavior but difficulties with understanding what is going on when certain rotation models are used. When animating rotations we often use our intuition and expect some behavior because we know our particular case. Algorithms don't know exactly what our goal is. They have to be universal. All algorithms have their flows. I'd strongly vote not to mess up with the rotation interpolation as it is correct and we can do nothing about it. We have 2 main rotation models: Euler and Quaternions. Quaternions will interpolate exactly as shown in the example and we the humans intuitively perceive it as wrong, but it's not. In every single case we have to choose proper model, but can't change the model itself. Every single model (and in fact we have 7 main choices) will fail in some scenarios. We simply have to choose the one that has least chance of failure in our particular case. In our scenario Quaternions fail, so we have to use one of the 6 available Euler models (6 possible rotations orders) or some smart parenting structure. The first thought that came to my mind when I saw the example was: Something is broken. Quaternions shouldn't work this way, but then I analyzed this and figured out that there's nothing wrong with it. I tested the same scenario using another app. I used quaternions model there and behavior was exactly as in Blender, so there's nothing wrong with Blender. F-curves for quaternions: I don't know anybody who use individual animation curves when working with quaternions, but this doesn't mean that there's no one doing it. I simply didn't have a chance to meet such person. However I've heard some day that at least few people on the face of this earth CAN do it. Therefore I wouldn't get rid of the curves. Normal human beings will not use them, but let's leave them for other species :-) Cheers Bartek Skorupa www.bartekskorupa.com On 2012-04-26, at 03:36, Bassam Kurdali wrote: Rotations in 3D are just a horrible beast, and I think it is non trivial to figure out what constitutes a 'nice' interpolation across all cases, perhaps not even possible. You might be to use hierachies to isolate axis for some very specific setups, however: way how it could be correctly implemented. My attempt would be to remove the possibility to edit f-curves for quaternions (who does that anyway?) Lots and lots of animators edit quat f-curves- and wouldn't like 'taking the curve editor away' unless it is replaced with something better... (curve editor++ ? direct editing of paths/handles in the 3D view?) and to use another interpolation scheme for this kind of rotations. euler will have it's own, worse interpolation issues, but I'm not sure how axis angle would behave in this specific case. Does anyone actually use axis-angle and it's just me living in the stone age? On 2012-04-26, at 03:19, Nathan Vegdahl wrote: But I think that this is not really the kind of interpolation an animator would want to have in this case. As an animator I would prefer a direction interpolation and a separate roll interpolation. Believe me, as an animator and rigger, I have thought about this problem a lot. But it's not as simple as you make it out to be. Whenever you separate out axes of rotation like that, you introduce singularities. So you could, for example, use euler rotation with an appropriate rotation order to accomplish what you want here, but then it will interpolate strangely in other circumstances. For example, in this file: http://www.pasteall.org/blend/13547 From key-1 to key-2, and from key-2 to key-3, the interpolation behaves as you expect. But from key-3 to key-4 it behaves strangely. Even if we hide the interpolation curves entirely and let Blender do whatever strange things it wants to accomplish various interpolation methods internally, it's not clear to me that there's an obvious way to accomplish what you want in the general case, because roll is actually ill-defined for fully general 3d rotations. Besides which, if we do that, then we deprive animators of a lot of control via interpolation curves. You might be able to accomplish something close to what you want via some clever rigging, however, by having separate controls for the pointing direction and the roll. But you have to choose what pointing without rolling means then, which involves making some limiting assumptions. In any case, there is nothing broken about how Blender is interpolating your key frames. I agree it's crappy for this use-case, but I don't know of any existing methods that are less crappy. --Nathan On Wed, Apr 25, 2012 at 1:57 PM, Tobias Oelgarte tobias.oelga...@googlemail.com wrote: Yes, you're right. But I think that this is not really the kind of interpolation an animator would want to have in this case. As an animator I would prefer a direction interpolation and a separate roll interpolation. Ideally both
[Bf-committers] Build error outliner_tree.c
not found M_LN2 The include of the following header files is not done. BLI_math_base.h ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Status of 2.63 release
ack! - bad commit log, the commit only disables recursive option. On Thu, Apr 26, 2012 at 2:13 PM, trouble daemon troubledae...@gmail.com wrote: If I am not mistaken, I thought I seen a commit a few revisions ago today that specifically mentioned something about disabling bevel for release because of a discussion and/or problems. Not sure if that answers your question though. Ah yes, here it was: r45962 | campbellbarton | 2012-04-25 06:24:31 -0400 (Wed, 25 Apr 2012) | 2 lines disable bevel for release after discussion with brecht and sergey, this works far too poorly to be included in release. On Thu, Apr 26, 2012 at 12:05 AM, Thomas Dinges blen...@dingto.org wrote: Hi, what is the status now? According to sergey yesterday, we wait for a last minute bevel fix (patch was sent to Campbell to check) and the Splash. Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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
Re: [Bf-committers] Status of 2.63 release
Hi, Quick updates: Sergey and me are most of the day afk, busy with other things (test/prepare a digital pipeline on sets). Campbell is at a Blender meetup in Melbourne now. The Mango team is fighting with making a very cool splash; it still keeps missing 'it' :) I've asked Brecht/Campbell to check everything well today to see if we can do the 'ahoy', and to help coordinating the release todos. The mango team has another 6 hours to make a final splash. We then need release builders standby end of today for building, and do tomorrow release! Laters, -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 26 Apr, 2012, at 6:05, Thomas Dinges wrote: Hi, what is the status now? According to sergey yesterday, we wait for a last minute bevel fix (patch was sent to Campbell to check) and the Splash. Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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] Status of 2.63 release
@Thomas, I didnt recieve any patches, who wrote this? Also, spending 2hrs on presentation today found 4 bugs (including crasher and memory leak) - only 1 bmesh related, really don't like to be too negative but I wasnt doing anything especially odd. Fixed 3, 4th isnt a show-stopper. Also testing UV tools I ran into a handful of UV selection bugs which I *think* are all fixed now, but we could use more checking. Did anyone go over all our regression files and test them? - if not I can do it tonight. If anyone likes to do this to help out so I have time for release logs, dont be shy to put your hand up :D. On Thu, Apr 26, 2012 at 6:41 PM, Ton Roosendaal t...@blender.org wrote: Hi, Quick updates: Sergey and me are most of the day afk, busy with other things (test/prepare a digital pipeline on sets). Campbell is at a Blender meetup in Melbourne now. The Mango team is fighting with making a very cool splash; it still keeps missing 'it' :) I've asked Brecht/Campbell to check everything well today to see if we can do the 'ahoy', and to help coordinating the release todos. The mango team has another 6 hours to make a final splash. We then need release builders standby end of today for building, and do tomorrow release! Laters, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 26 Apr, 2012, at 6:05, Thomas Dinges wrote: Hi, what is the status now? According to sergey yesterday, we wait for a last minute bevel fix (patch was sent to Campbell to check) and the Splash. Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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
Re: [Bf-committers] OpenGL Dependency Report and Script
50/50 offtopic/related to another post /warning Actually, I thought it was fine, other then the odd extraneous print here, or function param there ;) Still, neat stuff. I don't know python, but thought your code seemed to nicely cover enough key areas that it interested me. I was wondering though if you caught the message here earlier about the clang reports? After glimpsing your code, it seemed like it had all the parts one would really need to use to parse the clang reports for differences. Anyways, very cool and thanks for sharing/inspiring :) On Thu, Apr 26, 2012 at 12:41 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: In preparation for SoC I have started to study how Blender uses OpenGL Here is a report I generated: http://www.pasteall.org/31251/ Here is the script I used to generate it: http://www.pasteall.org/31252/python You need to download a full glew to run it (and edit the file paths inside the script). I'm a novice python user, so please don't mind how primitive my code is ;) There are some obvious problems, the main one is that I assume each token belongs to exactly one opengl extension, which I do not think is true at all. The other is that some tokens inside Blender mimic OpenGL symbols. I think one of my first tasks will be to find those fake opengl symbols, like glMats, and rename them. ___ 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] Antw.: Status of 2.63 release
Hi, Sergey said he sent a patch to you. Anyway, we should go to BCon 5 and commit splash and version bump and then check the regression files today. I am available for windows builds and website work. Lets not postpone it any longer. There is no 100% stable. Regards, Thomas Sent from my mobile device - Reply message - Von: Campbell Barton ideasma...@gmail.com An: bf-blender developers bf-committers@blender.org Betreff: [Bf-committers] Status of 2.63 release Datum: Do., Apr. 26, 2012 10:55 @Thomas, I didnt recieve any patches, who wrote this? Also, spending 2hrs on presentation today found 4 bugs (including crasher and memory leak) - only 1 bmesh related, really don't like to be too negative but I wasnt doing anything especially odd. Fixed 3, 4th isnt a show-stopper. Also testing UV tools I ran into a handful of UV selection bugs which I *think* are all fixed now, but we could use more checking. Did anyone go over all our regression files and test them? - if not I can do it tonight. If anyone likes to do this to help out so I have time for release logs, dont be shy to put your hand up :D. On Thu, Apr 26, 2012 at 6:41 PM, Ton Roosendaal t...@blender.org wrote: Hi, Quick updates: Sergey and me are most of the day afk, busy with other things (test/prepare a digital pipeline on sets). Campbell is at a Blender meetup in Melbourne now. The Mango team is fighting with making a very cool splash; it still keeps missing 'it' :) I've asked Brecht/Campbell to check everything well today to see if we can do the 'ahoy', and to help coordinating the release todos. The mango team has another 6 hours to make a final splash. We then need release builders standby end of today for building, and do tomorrow release! Laters, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 26 Apr, 2012, at 6:05, Thomas Dinges wrote: Hi, what is the status now? According to sergey yesterday, we wait for a last minute bevel fix (patch was sent to Campbell to check) and the Splash. Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Status of 2.63 release
Thanks! that'd be great, I'm not so worried about testing the regressions on all OS's - most of the BMesh integration issues are not 64bit spesific. On Thu, Apr 26, 2012 at 7:01 PM, trouble daemon troubledae...@gmail.com wrote: \o/ :) I can give the test files a once over today I suppose, but that would only cover linux 64bit though. On Thu, Apr 26, 2012 at 4:55 AM, Campbell Barton ideasma...@gmail.com wrote: @Thomas, I didnt recieve any patches, who wrote this? Also, spending 2hrs on presentation today found 4 bugs (including crasher and memory leak) - only 1 bmesh related, really don't like to be too negative but I wasnt doing anything especially odd. Fixed 3, 4th isnt a show-stopper. Also testing UV tools I ran into a handful of UV selection bugs which I *think* are all fixed now, but we could use more checking. Did anyone go over all our regression files and test them? - if not I can do it tonight. If anyone likes to do this to help out so I have time for release logs, dont be shy to put your hand up :D. On Thu, Apr 26, 2012 at 6:41 PM, Ton Roosendaal t...@blender.org wrote: Hi, Quick updates: Sergey and me are most of the day afk, busy with other things (test/prepare a digital pipeline on sets). Campbell is at a Blender meetup in Melbourne now. The Mango team is fighting with making a very cool splash; it still keeps missing 'it' :) I've asked Brecht/Campbell to check everything well today to see if we can do the 'ahoy', and to help coordinating the release todos. The mango team has another 6 hours to make a final splash. We then need release builders standby end of today for building, and do tomorrow release! Laters, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 26 Apr, 2012, at 6:05, Thomas Dinges wrote: Hi, what is the status now? According to sergey yesterday, we wait for a last minute bevel fix (patch was sent to Campbell to check) and the Splash. Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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 ___ 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
Re: [Bf-committers] Status of 2.63 release
Hi Campbell, That was related on dynamic paint which is a regression. Report is in tracker, bug is re-assigned to you, patch from me is inside. One-liner, but probably it's in fact needed to be fixed in another way. About bevel it was discovered yesterday and bevel modifier was producing bad mesh (duplicated edges). Was looking into it last night but didn't finish. Thought you'll be online this morning, but will mail you test file instead. On Thu, Apr 26, 2012 at 2:55 PM, Campbell Barton ideasma...@gmail.comwrote: @Thomas, I didnt recieve any patches, who wrote this? Also, spending 2hrs on presentation today found 4 bugs (including crasher and memory leak) - only 1 bmesh related, really don't like to be too negative but I wasnt doing anything especially odd. Fixed 3, 4th isnt a show-stopper. Also testing UV tools I ran into a handful of UV selection bugs which I *think* are all fixed now, but we could use more checking. Did anyone go over all our regression files and test them? - if not I can do it tonight. If anyone likes to do this to help out so I have time for release logs, dont be shy to put your hand up :D. On Thu, Apr 26, 2012 at 6:41 PM, Ton Roosendaal t...@blender.org wrote: Hi, Quick updates: Sergey and me are most of the day afk, busy with other things (test/prepare a digital pipeline on sets). Campbell is at a Blender meetup in Melbourne now. The Mango team is fighting with making a very cool splash; it still keeps missing 'it' :) I've asked Brecht/Campbell to check everything well today to see if we can do the 'ahoy', and to help coordinating the release todos. The mango team has another 6 hours to make a final splash. We then need release builders standby end of today for building, and do tomorrow release! Laters, -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 26 Apr, 2012, at 6:05, Thomas Dinges wrote: Hi, what is the status now? According to sergey yesterday, we wait for a last minute bevel fix (patch was sent to Campbell to check) and the Splash. Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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 -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [45975] trunk/blender/SConstruct: Fix OIIO dll copying for win32-mingw
Thanks! I had missed that for Scons :) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] trying to build with mingw32
Hi, it has been corrected in svn, can you try again? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] dna_modifier_types.h is not compiled by VS 2008 on Japanese Windows7
Hi, everyone, It is not seriously problem. But if code owner will fix this problem, it is happy for developers on Japanese Winodows7. Current version's dna_modifier_types.h can not be compiled by VS 2008 (and VS 2008 Express) on Japanese Windows7. # c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h VS2008 says: c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h : error C2220: warning treated as error - no 'object' file generated c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h : warning C4819: The file contains a character that cannot be represented in the current code page (932). Save the file in Unicode format to prevent data loss It seems that there are some problematic characters at line 901 (in comment). ... Fixing this problem is quite easy. First, You just open this file by TeraPad editor. And just save it (overwrite). Then you can build Blender. --- Koji Iigura ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Quaternion interpolation is bumpy/wrong
F-curves for quaternions: I don't know anybody who use individual animation curves when working with quaternions, but this doesn't mean that there's no one doing it. I simply didn't have a chance to meet such person. However I've heard some day that at least few people on the face of this earth CAN do it. Therefore I wouldn't get rid of the curves. Normal human beings will not use them, but let's leave them for other species :-) This will sound like blatant advertisement but Nathan on his latest DVD actually presents an intuitive way to tweak values for quaternions (I will accept percentages later :p ). It's not actually for Martians only though I 100% agree that a visualize and tweak tool like Bassam said is a must. There has been a python plugin by Bartius Crouch that did something similar: http://blenderartists.org/forum/showthread.php?209341-New-animation-tool-technology-previewhighlight=animation+tool ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OpenGL Dependency Report and Script
We also use GL_ARB_texture_query_lod as well (gpu_codegen.c 653). Just reported for completeness and to maybe check the parser as it is not actually included in the report. Maybe it's a solitary case because it is a relatively recent extension. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] dna_modifier_types.h is not compiled by VS 2008 on Japanese Windows7
I Koji, Should be fixed in r45977 (sorry, I often forget not all OS are under utf-8 yet :/ ). Le jeu. 26 avril 2012 12:11:31 CEST, Koji Iigura a écrit : Hi, everyone, It is not seriously problem. But if code owner will fix this problem, it is happy for developers on Japanese Winodows7. Current version's dna_modifier_types.h can not be compiled by VS 2008 (and VS 2008 Express) on Japanese Windows7. # c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h VS2008 says: c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h : error C2220: warning treated as error - no 'object' file generated c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h : warning C4819: The file contains a character that cannot be represented in the current code page (932). Save the file in Unicode format to prevent data loss It seems that there are some problematic characters at line 901 (in comment). ... Fixing this problem is quite easy. First, You just open this file by TeraPad editor. And just save it (overwrite). Then you can build Blender. --- Koji Iigura ___ 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] Status of 2.63 release
Okay, here are yer regression results, test on 64bit ubuntu 11.10 r45976: animation/cubesphere.blend: - speed[0] red/broken, making timeline scrub have no effect - console: Failed to resolve data path: ('.speed',) animation/timeline.blend: - file is fine itself, but noticed that multiple markers raise when in close proximity to the current frame. Problem being that if you have a large number in a small area and the time line is zoomed out, you get a blur of text for the marker names as seen in the following pics: http://www.pasteall.org/pic/30817 and http://www.pasteall.org/pic/30818 compositing/zmask_compo.blend: - The zmask seems to be fine, but something changed with the grass particles; it lost its curves and is straight up/taller than it shows in the shipped render result http://www.pasteall.org/pic/30819 gameengine_bullet_softbody/webskategirl_bullet.blend: - Needs an svn up back to previous version, was accidentally overwritten with previous file torus_complex.blend gameengine_logic/actuators/property1.blend: - TODO: Should probably start in game engine render mode, and have debug properties enabled to verify the numbers work as expected, otherwise works fine gameengine_logic/actuators/property2.blend - TODO: Investigate why doors don't do anything gameengine_logic/actuators/sound.blend: - Sound doesn't coincide with impacts, and possibly a click/stutter that cuts off one of the sounds as well (OpenAL) gameengine_physics/2Dexample.blend: - Game seems to work (cept periodic stutter), but has some console errors: Python script error - object 'Cube', controller 'cont4': Traceback (most recent call last): File Main, line 7, in module NameError: name 'GameLogic' is not defined gameengine_physics/genericConstraintSpringLimitMotor.blend: - Seems to run, but has some console errors: Python script error - object 'CubeChild.002', controller 'cont': Traceback (most recent call last): File rotationalMotor, line 17, in module AttributeError: 'SCA_PythonController' object has no attribute 'getOwner' gameengine_visual/screenspace.blend: - Doesn't seem to do anything anymore, assume out of date py script [Skipping all io_tests] modifier_stack/array3.blend: - _horrible_ 5fps frame rate now, even in wireframe mode (use to run beautifully, pre bmesh or so), but runs great if I disable the second array - console error on render: node_composit_exec_viewer error paint/lockingTest.blend: - Runs just fine, but noticed an insane amount of console printf's to inform me of locking (one line per brush stroke increment or so) particles_and_hair/particle_dupligroups.blend: - Seems to render fine, but a bunch of console errors (5 in total, and 5 objects missing in render, smells like it's related to cookie challange!): Dependency cycle detected: Mball depends on Cube.014 through Particle Object Visualisation. Cube.014 depends on Mball through Particle Object Visualisation. particles_and_hair/softhairtest.blend: - Something broke hair, doesn't seem to sway like it used to any more physics/softbodytest.blend: - Seems to run fine, but file should be fixed later: Sphere depends on Sphere.001 through Field Collision. Sphere.001 depends on Sphere through Field Collision. rendering/cycles/bmps.blend: - Seems fine, but some console cyclic errors that someone may want to double check: cyclic OBCamera.001 cyclic OBCircle.001 cyclic OBCircle cyclic OBLightBackBig.001 cyclic OBLightPlaneBig.001 ui_tests/space_headers.blend: - Console errors: /d/blender_dev/code/lib/tests/ui_tests/: No such file or directory ui_tests/space_types.blend: - Console error when switching to File Browser screen in linux: /c/: No such file or directory On Thu, Apr 26, 2012 at 5:26 AM, Campbell Barton ideasma...@gmail.com wrote: Thanks! that'd be great, I'm not so worried about testing the regressions on all OS's - most of the BMesh integration issues are not 64bit spesific. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Status of 2.63 release
Hi all Latest status for release is: * Release notes are ready on blender.org and wiki. * Still waiting for splash screen, presumably we get that very soon. * Regression tests have not revealed any showstoppers yet, but we keep testing and investigating. * With some luck we can commit splash, version bumps and call release ahoy in a few hours? Regarding some specific issues that came up: * modifier_stack/array3.blend: array modifier is slow with bmesh, but is know issue with bug in tracker. * compositing/zmask_compo.blend: particles are different, but also happens in 2.62, may just be broken compatibility for settings affecting hair length. * Bug #31084: file crashing blender on load, this only happens in debug build due to assert(), but appears to be working ok in release. So not a showstopper in my opinion. * Bevel modifier with duplicated edges mentioned by Sergey: no idea what status of this is or if it is a showstopper, it's not a bug in tracker? * It does seem like quite a few regression test files are not working entirely and need to be updated, will keep investigating into reports on IRC and here to see if they are actual bugs/showstoppers. Brecht ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] dna_modifier_types.h is not compiled by VS 2008 on Japanese Windows7
Hi, Bastien, Now I get a new build with no modification on Japanese Windows7 by VS2008. Thank you (^^) --- Koji Iigura On Thu, Apr 26, 2012 at 9:06 PM, Bastien Montagne montagn...@wanadoo.fr wrote: I Koji, Should be fixed in r45977 (sorry, I often forget not all OS are under utf-8 yet :/ ). Le jeu. 26 avril 2012 12:11:31 CEST, Koji Iigura a écrit : Hi, everyone, It is not seriously problem. But if code owner will fix this problem, it is happy for developers on Japanese Winodows7. Current version's dna_modifier_types.h can not be compiled by VS 2008 (and VS 2008 Express) on Japanese Windows7. # c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h VS2008 says: c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h : error C2220: warning treated as error - no 'object' file generated c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h : warning C4819: The file contains a character that cannot be represented in the current code page (932). Save the file in Unicode format to prevent data loss It seems that there are some problematic characters at line 901 (in comment). ... Fixing this problem is quite easy. First, You just open this file by TeraPad editor. And just save it (overwrite). Then you can build Blender. --- Koji Iigura ___ 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] trying to build with mingw32
that fixed it, thanks. now I'm trying to build the x64, i download the recommended mingw64, and it compiles but the resulting blender crashes on start-up! any ideas whats to do? Regards Yousef Harfoush ba...@msn.com Date: Thu, 26 Apr 2012 13:05:40 +0300 From: kal...@gmail.com To: bf-committers@blender.org Subject: Re: [Bf-committers] trying to build with mingw32 Hi, it has been corrected in svn, can you try again? ___ 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] OpenGL Dependency Report and Script
It appears the GL_ARB_texture_query_lod does not define any new C functions or enums. Those kinds of extensions may be difficult to catch using my technique. The best I can do is look for references to the extension string. However, my experience with NVIDIA's drivers is that they let you use GLSL extensions without explicitly saying so (IIRC). Also, if an extension is simply using an existing API with a new parameter and it is not guarded with a pre-processor directive then it would still not be detected. A tool that could detect that would be on the level of a full source code analyzer. Fortunately I just need a tool that gives me a lay of the land. On Thu, Apr 26, 2012 at 5:27 AM, Antony Riakiotakis kal...@gmail.com wrote: We also use GL_ARB_texture_query_lod as well (gpu_codegen.c 653). Just reported for completeness and to maybe check the parser as it is not actually included in the report. Maybe it's a solitary case because it is a relatively recent extension. ___ 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] trying to build with mingw32
ok made it work, here is a comparision of time between msvcsp1 and mingw using mike's bmw car scene: Time: 3 min 24 sec (CPU) x64 mingw r45981 Time: 5 min 43 sec (CPU) x64 msvcsp1 r45820 Time: 5 min 27 sec (CPU) x32 mingw r45965 Time: 6 min 00 sec (CPU) x32 msvcsp1 r45965 the x64 mingw is much faster any chance to soon enable ffmpeg, collada, libsnd on the x64? Regards Yousef Harfoush ba...@msn.com Date: Thu, 26 Apr 2012 18:20:47 +0300 From: kal...@gmail.com To: bf-committers@blender.org Subject: Re: [Bf-committers] trying to build with mingw32 Do you have WITH_BF_FFMPEG enabled? If you do you should turn it off for now. ___ 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] trying to build with mingw32
Yes, I'll try ffmpeg tomorrow/in the weekend and OpenCollada ASAP. awesome, waiting for you. What is libsnd for though? I am asking because I don't do sound here so I don't know and more importantly because it is turned off for default MinGW32 as well. it provides packed file support check here - http://www.mega-nerd.com/libsndfile/ Regards Yousef Harfoush ba...@msn.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.63 Release AHOY!
Updated credits page: http://www.blender.org/development/credits Anyone who did patches will see yourselves there too. On Fri, Apr 27, 2012 at 4:46 AM, Sergey Sharybin sergey@gmail.com wrote: Hello everyone! Here's information for platform maintainers about revisions used for release: Tag: blender-2.63-release Main tree revision: r45996 Addons revision: r3314 Translation: r574 Thanks everobody for the release! -- With best regards, Sergey Sharybin ___ 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
Re: [Bf-committers] Blender 2.63 Release AHOY!
Hi, from what i remember Mike Farnsworth also contributed with a couple of patch for cycles, for importance sampling and float(hdr) textures support? Cheers. 2012/4/26 Campbell Barton ideasma...@gmail.com Updated credits page: http://www.blender.org/development/credits Anyone who did patches will see yourselves there too. On Fri, Apr 27, 2012 at 4:46 AM, Sergey Sharybin sergey@gmail.com wrote: Hello everyone! Here's information for platform maintainers about revisions used for release: Tag: blender-2.63-release Main tree revision: r45996 Addons revision: r3314 Translation: r574 Thanks everobody for the release! -- With best regards, Sergey Sharybin ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] importing bl_info
hi I'm trying to import the bl_info and use it's data as a dictionary in my script i can't find a good way to do that! i started a BA thread and no good response was there is there an API i could use, can anyone help? thanks in advance :) Regards Yousef Harfoush ba...@msn.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] importing bl_info
With bl_info - you probably want to load it without running any blender code (importing bpy for eg). check on addon_utils.py, fake_module(). This returns an empty module with only bl_info attribute attached. Originally we imported the addon but now it uses pythons 'ast' module to get the dict without running the code. On Fri, Apr 27, 2012 at 7:18 AM, Yousef Hurfoush ba...@msn.com wrote: hi I'm trying to import the bl_info and use it's data as a dictionary in my script i can't find a good way to do that! i started a BA thread and no good response was there is there an API i could use, can anyone help? thanks in advance :) Regards Yousef Harfoush ba...@msn.com ___ 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
Re: [Bf-committers] Blender 2.63 Release AHOY!
@Nicholas, added your name to r45740, but wont update the credits page for a few days incase there are more updates needed. The message is scanned for patch number formatted as: [#1234] Since not all patches have a patch number in our tracker I've added an override in the credits generator. If there is some commit you are not attributed for, write in the commit number your user name on our project site, eg: http://projects.blender.org/users/ton - username given should load as part of this URL. --- Currently overrides looks like this... author_overrides = { farny: (43567, 44698), nicholas_rishel: (45740, ) } On Fri, Apr 27, 2012 at 10:55 AM, Nicholas Rishel rishel.n...@gmail.com wrote: Campbell, Just letting you know that it doesn't seem like I was credited for my patch: http://projects.blender.org/tracker/index.php?func=detailaid=30993group_id=9atid=127 Out of curiosity, do you know how patch credits are handled? Nicholas Rishel On Thu, Apr 26, 2012 at 3:42 PM, Campbell Barton ideasma...@gmail.com wrote: Updated credits page: http://www.blender.org/development/credits Anyone who did patches will see yourselves there too. On Fri, Apr 27, 2012 at 4:46 AM, Sergey Sharybin sergey@gmail.com wrote: Hello everyone! Here's information for platform maintainers about revisions used for release: Tag: blender-2.63-release Main tree revision: r45996 Addons revision: r3314 Translation: r574 Thanks everobody for the release! -- With best regards, Sergey Sharybin ___ 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 -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.63 Release AHOY!
Is that necessary to add translation credit there? *罗聪翼/Ethan Luo* congcong...@gmail.com *M: (86)139-8210-2445(GMT+8)* ***@congcong009 #twitter/facebook/**新浪围脖* ***BlenderCN**中文社区**(**www.blendercn.org**)* On Fri, Apr 27, 2012 at 9:51 AM, Campbell Barton ideasma...@gmail.comwrote: @Nicholas, added your name to r45740, but wont update the credits page for a few days incase there are more updates needed. The message is scanned for patch number formatted as: [#1234] Since not all patches have a patch number in our tracker I've added an override in the credits generator. If there is some commit you are not attributed for, write in the commit number your user name on our project site, eg: http://projects.blender.org/users/ton - username given should load as part of this URL. --- Currently overrides looks like this... author_overrides = { farny: (43567, 44698), nicholas_rishel: (45740, ) } On Fri, Apr 27, 2012 at 10:55 AM, Nicholas Rishel rishel.n...@gmail.com wrote: Campbell, Just letting you know that it doesn't seem like I was credited for my patch: http://projects.blender.org/tracker/index.php?func=detailaid=30993group_id=9atid=127 Out of curiosity, do you know how patch credits are handled? Nicholas Rishel On Thu, Apr 26, 2012 at 3:42 PM, Campbell Barton ideasma...@gmail.com wrote: Updated credits page: http://www.blender.org/development/credits Anyone who did patches will see yourselves there too. On Fri, Apr 27, 2012 at 4:46 AM, Sergey Sharybin sergey@gmail.com wrote: Hello everyone! Here's information for platform maintainers about revisions used for release: Tag: blender-2.63-release Main tree revision: r45996 Addons revision: r3314 Translation: r574 Thanks everobody for the release! -- With best regards, Sergey Sharybin ___ 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 -- - Campbell ___ 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 2.63 Release AHOY!
Hi, the remaining Windows builds (zip and 7z) are available here: http://blender.dingto.org/builds/263/ Am 26.04.2012 20:46, schrieb Sergey Sharybin: Hello everyone! Here's information for platform maintainers about revisions used for release: Tag: blender-2.63-release Main tree revision: r45996 Addons revision: r3314 Translation: r574 Thanks everobody for the release! -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] importing bl_info
With bl_info - you probably want to load it without running any blender code (importing bpy for eg). check on addon_utils.py, fake_module(). thanks, i checked it, and it does the same almost :) as my script here: http://www.pasteall.org/31285/python so in the end, no clean way to do it. Regards Yousef Harfoush ba...@msn.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] importing bl_info
On Fri, Apr 27, 2012 at 2:29 PM, Yousef Hurfoush ba...@msn.com wrote: With bl_info - you probably want to load it without running any blender code (importing bpy for eg). check on addon_utils.py, fake_module(). thanks, i checked it, and it does the same almost :) as my script here: http://www.pasteall.org/31285/python so in the end, no clean way to do it. Regards Yousef Harfoush ba...@msn.com Wouldn't say that - IMHO using AST is clean enough, checked your code and while its doing roughly the same thing by scanning for bl_info, but its using eval() which means someone could create a malicious bl_info that runs code on your system. You can avoid scanning for bl_info with ast, just load the python file data and extract the dict (without execution), when fake_module(..., speedy=False), this is what happens, it just turned out to be faster to only parse the file header. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers