Re: [Bf-committers] Blender issues on Windows

2012-11-19 Thread Sergey Sharybin
Just for the note,

All issues with windows and msvc2008 should be solved now. However, not
sure if msvc2010 work now. Also not sure if it's possible to avoid
commiting 300 more megabytes of debug libs to make msvc2010 happy. Still
would be nice if somebody soublecheck on this :)

Thanks Thomas and Brecht for solving windows issues :)


On Mon, Nov 19, 2012 at 7:27 PM, Sergey Sharybin wrote:

> Thanks,
>
> I've commited tweaks to CMake so localization _shouldn't_ require debug
> library anymore. However, i do have quite the same backtrace on startup as
> with i18n disabled and OIIO enabled. Perhaps that's related somehow.
>
>
> On Mon, Nov 19, 2012 at 7:25 PM, Thomas Dinges  wrote:
>
>> Hi Sergey,
>> I dropped debug boost libs from SVN as they are quite big (160-200 MB
>> per architecture).
>> In case someone needs them, you can find them here (for x32 and x64):
>>
>> http://blender.dingto.org/builds/dev/
>>
>> Am 19.11.2012 13:18, schrieb Sergey Sharybin:
>> > Hello everyone,
>> >
>> > I've tried to work on some bugs on Windows today and i couldn't do that.
>> >
>> > First issue was missed debug library for i18n (seems it's substituding
>> by
>> > #pragma in boost includes as a recommended).
>>
>>
>> --
>> 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
>>
>
>
>
> --
> With best regards, Sergey Sharybin
>
>


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Re: [Bf-committers] Collada exporter

2012-11-19 Thread Gaia
Sure.
Any improvement of the Collada module is welcome and appreciated :)
Please can you add the patch to the patch tracker at 
http://projects.blender.org/ ?
Then i will take a look on it.

thanks!
Gaia


On 20.11.2012 00:37, Daniel Jungmann wrote:
> Hi everyone!
>
> As I use multiple vertex colors in blender and found out that the
> collada exporter can't export them all, I wrote a patch so blender
> exports all vertex colors. Is there any interest here for the patch?
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[Bf-committers] Collada exporter

2012-11-19 Thread Daniel Jungmann
Hi everyone!

As I use multiple vertex colors in blender and found out that the 
collada exporter can't export them all, I wrote a patch so blender 
exports all vertex colors. Is there any interest here for the patch?
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Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Juan Pablo Bouza

Thanks for looking into this guys! You're the best :D



> Date: Mon, 19 Nov 2012 17:12:00 -0600
> From: jason.a.wilk...@gmail.com
> To: bf-committers@blender.org
> Subject: Re: [Bf-committers] Cursor to center of mass
> 
> Brecht, I figured that was what it did after testing it some, but
> since subdividing a face caused the center to move slightly I had my
> doubts.  If it was vertexes I expected a really large move (since
> there were 100 times as many vertexes in my subdivided face than the
> rest of the model), but using faces or tets it should not move at all.
>  Did I find a bug?
> 
> On Mon, Nov 19, 2012 at 5:05 PM, "Martin Bürbaum"
>  wrote:
> > Just FYI - I did something similar ("Snap Cursor to Centroid") as a script 
> > a while back.
> >
> > http://projects.blender.org/tracker/index.php?func=detail&aid=30299&group_id=153&atid=467
> >
> > Cheers,
> > Martin
> >
> >  Original-Nachricht 
> >> Datum: Mon, 19 Nov 2012 19:00:23 -0300
> >> Von: Juan Pablo Bouza 
> >> An: bf-committers@blender.org
> >> Betreff: [Bf-committers] Cursor to center of mass
> >
> >>
> >> Hi! The addition of the "center of mass" option for object origins is
> >> really cool!
> >>
> >> Now, there are many times in rigging when you need the center of the
> >> object to be at 0 0 0, specially for exporting meshes. So, in these
> >> cases, the "origin to center of mass" option would not be used.
> >> Nevertheless, the center of mass options would be really usefull for
> >> placing objects such as bones...
> >>
> >> So, I propose to add the center of mass option also in the Cursor
> >> snapping menu (shif+S). That would be "cursor to center of mass".
> >>
> >> Cheers!
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
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Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Jason Wilkins
Brecht, I figured that was what it did after testing it some, but
since subdividing a face caused the center to move slightly I had my
doubts.  If it was vertexes I expected a really large move (since
there were 100 times as many vertexes in my subdivided face than the
rest of the model), but using faces or tets it should not move at all.
 Did I find a bug?

On Mon, Nov 19, 2012 at 5:05 PM, "Martin Bürbaum"
 wrote:
> Just FYI - I did something similar ("Snap Cursor to Centroid") as a script a 
> while back.
>
> http://projects.blender.org/tracker/index.php?func=detail&aid=30299&group_id=153&atid=467
>
> Cheers,
> Martin
>
>  Original-Nachricht 
>> Datum: Mon, 19 Nov 2012 19:00:23 -0300
>> Von: Juan Pablo Bouza 
>> An: bf-committers@blender.org
>> Betreff: [Bf-committers] Cursor to center of mass
>
>>
>> Hi! The addition of the "center of mass" option for object origins is
>> really cool!
>>
>> Now, there are many times in rigging when you need the center of the
>> object to be at 0 0 0, specially for exporting meshes. So, in these
>> cases, the "origin to center of mass" option would not be used.
>> Nevertheless, the center of mass options would be really usefull for
>> placing objects such as bones...
>>
>> So, I propose to add the center of mass option also in the Cursor
>> snapping menu (shif+S). That would be "cursor to center of mass".
>>
>> Cheers!
> ___
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Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Martin Bürbaum
Just FYI - I did something similar ("Snap Cursor to Centroid") as a script a 
while back.

http://projects.blender.org/tracker/index.php?func=detail&aid=30299&group_id=153&atid=467

Cheers,
Martin

 Original-Nachricht 
> Datum: Mon, 19 Nov 2012 19:00:23 -0300
> Von: Juan Pablo Bouza 
> An: bf-committers@blender.org
> Betreff: [Bf-committers] Cursor to center of mass

> 
> Hi! The addition of the "center of mass" option for object origins is
> really cool!
> 
> Now, there are many times in rigging when you need the center of the
> object to be at 0 0 0, specially for exporting meshes. So, in these
> cases, the "origin to center of mass" option would not be used.
> Nevertheless, the center of mass options would be really usefull for
> placing objects such as bones...
> 
> So, I propose to add the center of mass option also in the Cursor
> snapping menu (shif+S). That would be "cursor to center of mass".
> 
> Cheers!
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Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Brecht Van Lommel
It's based on face areas, so it could be interpreted as the center of
mass of a hollow object.

Brecht.

On Mon, Nov 19, 2012 at 11:37 PM, Jason Wilkins
 wrote:
> I did some experiments and it does seem to work quite well, whatever
> method is used.  If nobody else wants to look at adding a "cursor to
> center of mass" option for placing the 3D cursor then I'll do it.
>
> On Mon, Nov 19, 2012 at 4:00 PM, Juan Pablo Bouza  wrote:
>>
>> Hi! The addition of the "center of mass" option for object origins is really 
>> cool!
>>
>> Now, there are many times in rigging when you need the center of the object 
>> to be at 0 0 0, specially for exporting meshes. So, in these cases, the 
>> "origin to center of mass" option would not be used.
>> Nevertheless, the center of mass options would be really usefull for placing 
>> objects such as bones...
>>
>> So, I propose to add the center of mass option also in the Cursor snapping 
>> menu (shif+S). That would be "cursor to center of mass".
>>
>> Cheers!
>>
>> ___
>> Bf-committers mailing list
>> Bf-committers@blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
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Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Jason Wilkins
I did some experiments and it does seem to work quite well, whatever
method is used.  If nobody else wants to look at adding a "cursor to
center of mass" option for placing the 3D cursor then I'll do it.

On Mon, Nov 19, 2012 at 4:00 PM, Juan Pablo Bouza  wrote:
>
> Hi! The addition of the "center of mass" option for object origins is really 
> cool!
>
> Now, there are many times in rigging when you need the center of the object 
> to be at 0 0 0, specially for exporting meshes. So, in these cases, the 
> "origin to center of mass" option would not be used.
> Nevertheless, the center of mass options would be really usefull for placing 
> objects such as bones...
>
> So, I propose to add the center of mass option also in the Cursor snapping 
> menu (shif+S). That would be "cursor to center of mass".
>
> Cheers!
>
> ___
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Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Jason Wilkins
I'll ask, since I hope it will save time instead of looking at the
code.  Is the "center of mass" option actually calculating a center of
mass or is it calculating a centroid?  A centroid would be equivalent
to the center of mass of a set of equally massive points at the
vertexes.  A true center of mass would require some kind of
tetrahedralization and integration over the interior mass of an
object.  That seems quite heavy duty so that is why I'm having doubts
that this feature is named correctly.

On Mon, Nov 19, 2012 at 4:00 PM, Juan Pablo Bouza  wrote:
>
> Hi! The addition of the "center of mass" option for object origins is really 
> cool!
>
> Now, there are many times in rigging when you need the center of the object 
> to be at 0 0 0, specially for exporting meshes. So, in these cases, the 
> "origin to center of mass" option would not be used.
> Nevertheless, the center of mass options would be really usefull for placing 
> objects such as bones...
>
> So, I propose to add the center of mass option also in the Cursor snapping 
> menu (shif+S). That would be "cursor to center of mass".
>
> Cheers!
>
> ___
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[Bf-committers] Cursor to center of mass

2012-11-19 Thread Juan Pablo Bouza

Hi! The addition of the "center of mass" option for object origins is really 
cool!

Now, there are many times in rigging when you need the center of the object to 
be at 0 0 0, specially for exporting meshes. So, in these cases, the "origin to 
center of mass" option would not be used.
Nevertheless, the center of mass options would be really usefull for placing 
objects such as bones...

So, I propose to add the center of mass option also in the Cursor snapping menu 
(shif+S). That would be "cursor to center of mass".

Cheers!
  
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[Bf-committers] [#33196] Warning Fixes 11-16-2012

2012-11-19 Thread Jason Wilkins
Could I get a quick review of patch #33196?  It isn't anything too
complicated and I could apply it myself once I get the "lgtm".

http://projects.blender.org/tracker/?func=detail&aid=33196&group_id=9&atid=127
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[Bf-committers] AAC and ACC3 support

2012-11-19 Thread Sergey Kurdakov
Hi Sergey

As as I know
there are no ways to have aac sound in ffmpeg in GPL compatible way

--enable-libfdk-aac

is also incompatible with GPL.

as to what to  make with such situation - it is up to developers.

Regards
Sergey
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[Bf-committers] AAC and ACC3 support

2012-11-19 Thread Sergey Sharybin
Hi,

Well, issue is simple -- in FFmpeg this codecs are marked as experimental
and unless you're configuring export context in a proper way (enable
experimental codecs) you can not use this codecs. It seems that if FFmpeg
is compiled with libfaac this codecs could be used. Bad thing that it makes
FFmpeg unable to be redistributed via blender.org.

I've made quick tests trying to make AAC/AC3 working without libfaac (seems
FFmpeg does have own implementation for this codecs) but it ended up in
only noise in output.

The question is: is there somebody who're familiar with this stuff and
could make it work or we're simply disable this codecs?

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Re: [Bf-committers] Blender issues on Windows

2012-11-19 Thread Sergey Sharybin
Thanks,

I've commited tweaks to CMake so localization _shouldn't_ require debug
library anymore. However, i do have quite the same backtrace on startup as
with i18n disabled and OIIO enabled. Perhaps that's related somehow.


On Mon, Nov 19, 2012 at 7:25 PM, Thomas Dinges  wrote:

> Hi Sergey,
> I dropped debug boost libs from SVN as they are quite big (160-200 MB
> per architecture).
> In case someone needs them, you can find them here (for x32 and x64):
>
> http://blender.dingto.org/builds/dev/
>
> Am 19.11.2012 13:18, schrieb Sergey Sharybin:
> > Hello everyone,
> >
> > I've tried to work on some bugs on Windows today and i couldn't do that.
> >
> > First issue was missed debug library for i18n (seems it's substituding by
> > #pragma in boost includes as a recommended).
>
>
> --
> Thomas Dinges
> Blender Developer, Artist and Musician
>
> www.dingto.org
>
> ___
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>



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Re: [Bf-committers] Blender issues on Windows

2012-11-19 Thread Thomas Dinges
Hi Sergey,
I dropped debug boost libs from SVN as they are quite big (160-200 MB 
per architecture).
In case someone needs them, you can find them here (for x32 and x64):

http://blender.dingto.org/builds/dev/

Am 19.11.2012 13:18, schrieb Sergey Sharybin:
> Hello everyone,
>
> I've tried to work on some bugs on Windows today and i couldn't do that.
>
> First issue was missed debug library for i18n (seems it's substituding by
> #pragma in boost includes as a recommended).


-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

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[Bf-committers] Blender issues on Windows

2012-11-19 Thread Sergey Sharybin
Hello everyone,

I've tried to work on some bugs on Windows today and i couldn't do that.

First issue was missed debug library for i18n (seems it's substituding by
#pragma in boost includes as a recommended).

I was able to compile blender on windows without i18n but it crashed on
startup -- something with OIIO and STL (memcpy to bad memory).

This wasn't happening approximatelly a week ago and current situation is
really annoying -- we can not fix windows-related bugs even.

I've already spent lots ot time getting linux platform working and
investigating current windows crap and would rather leave windows platform
to other developers.

Suggestion would be:

- Get debug builds working ASAP -- we really need this for bug tracker and
other kind of general development.

- Fix OSL issues to the end of week on all platforms. If OSL is not stable
on all platforms to the end of week i would seriously consider doing 2.65
release without OSL and leave it for 2.66.

-- 
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Re: [Bf-committers] Thinking about a "community edit mode" for blender

2012-11-19 Thread Jason Wilkins
I'm both surprised and not surprised that syncing two Blender
instances would be considered difficult to add.

Not surprised because this has always been a difficult problem to add
to a program after the fact, but surprised because of how powerful DNA
and the loader seem to be.

On Mon, Nov 19, 2012 at 2:46 AM, Jiří Hnídek  wrote:
> Hi,
> I work at Blender Addon with Verse integration, but it is still very WIP
> (it is only possible to connect and disconnect from Verse server):
>
> https://github.com/jirihnidek/verse-blender
>
> Intention of this Addon will be collaborative editing in 3D view. My
> main targets are following:
> * Visualization of avatars (position, view, etc.) with camera object
> * Sharing of mesh objects
> * Sharing of Grease pencil drawings
>
> BTW: What is Verse? :-) Verse is network protocol for real-time sharing
> of 2D/3D data between graphical applications.
>
> https://github.com/verse/verse
>
> Best Regards,
>
> Jiri
>
> Dne 18.11.2012 17:05, Gaia napsal(a):
>> Hi all;
>>
>> I remember there was some attempt to add a multi user mode for blender
>> (I think there was something setup in 2.4) The key idea was that 2 or
>> more users could share one Blender 3dView and do concurrent editing on
>> the objects right in blender.
>>
>> I would like to even add another thought: Maybe it is possible to setup
>> a bridge between blender and an online world, such that you can edit an
>> object in blender which is actually located in an online environment (or
>> visualize an object that is actually located in blender in an online
>> world) . I guess that all of this is far from trivial. But maybe it
>> would be fun to start thinking about how that could be done. Or if the
>> groundwork has already been done,  maybe it makes sense to make a
>> "production ready" tool (Addon?). As far as i know there was some work
>> on this done for "RealExtent" a while ago...
>>
>> Do you have any opinion on such a development ? Does it make sense, are
>> there better ways to go, is it doable, feasible ? Anybody working on it
>> even ?
>>
>> cheers,
>> Gaia
>> ___
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Re: [Bf-committers] Thinking about a "community edit mode" for blender

2012-11-19 Thread Jiří Hnídek
Hi,
I work at Blender Addon with Verse integration, but it is still very WIP 
(it is only possible to connect and disconnect from Verse server):

https://github.com/jirihnidek/verse-blender

Intention of this Addon will be collaborative editing in 3D view. My 
main targets are following:
* Visualization of avatars (position, view, etc.) with camera object
* Sharing of mesh objects
* Sharing of Grease pencil drawings

BTW: What is Verse? :-) Verse is network protocol for real-time sharing 
of 2D/3D data between graphical applications.

https://github.com/verse/verse

Best Regards,

Jiri

Dne 18.11.2012 17:05, Gaia napsal(a):
> Hi all;
>
> I remember there was some attempt to add a multi user mode for blender
> (I think there was something setup in 2.4) The key idea was that 2 or
> more users could share one Blender 3dView and do concurrent editing on
> the objects right in blender.
>
> I would like to even add another thought: Maybe it is possible to setup
> a bridge between blender and an online world, such that you can edit an
> object in blender which is actually located in an online environment (or
> visualize an object that is actually located in blender in an online
> world) . I guess that all of this is far from trivial. But maybe it
> would be fun to start thinking about how that could be done. Or if the
> groundwork has already been done,  maybe it makes sense to make a
> "production ready" tool (Addon?). As far as i know there was some work
> on this done for "RealExtent" a while ago...
>
> Do you have any opinion on such a development ? Does it make sense, are
> there better ways to go, is it doable, feasible ? Anybody working on it
> even ?
>
> cheers,
> Gaia
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