Re: [Bf-committers] Reference Images Proposal
What if there was a reference object in the background image data, that when set lets the image get it's transform from any scene object? If the object is null then it just snaps back to the world origin. That wouldn't be a corruption of any feature and doesn't seem to me to be something that difficult to do. Then DnD onto an empty can just be a helper function/feature to go through those steps. On 3/7/2010 12:43 AM, Tom M wrote: On Sat, Mar 6, 2010 at 1:36 PM, Matt Ebbm...@mke3.net wrote: -1 from me too, I agree with Brecht. Textured planes can be used easily here, that's how its done in most other applications too. A while ago I started writing an add primitive script 'Add Image Plane' that when executed would open a file selector, and automatically map the chosen image to a plane with the right drawtype etc. Pretty trivial stuff and not worth coding more and more complexity into Blender (especially on empties either) just to support this. Matt, a script already exists in 2.49 to do that, called '2D Cutout image importer' from the UV menu LetterRip ___ 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] Reference Images Proposal
Hi, now that you are talking about background images, I want to point out one thing: Background images are treated as they would be a part of the program (user interface), because when the project is loaded without an option Load UI, background images are not loaded. For me, as a user, this is not the way I think it shoud be. I think that background or reference images belong to the project it self, and should be loaded with the project. Background images differs from project to project, and I can not think them as part of my 3D program interface. So, no matter what conclusion you end up with this discussion, this small thing should be corrected. BR: Seppo Tukiainen _ Uudessa IE8 selaimessa on uudet pikatoiminnot. http://www.microsoft.com/finland/windows/products/winfamily/ie/beta/default.mspx ___ 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 [27307]trunk/blender/release/scripts/op/ image.py: ok now all 3 major platformsshould work
image editor can now be selected in the user preferences. when thats not set its calling open form mac, startfile from windows and gimp on anything else. I cant test these so assume Ill hear complaints if they dont work. On Sun, Mar 7, 2010 at 10:56 AM, jmso...@free.fr wrote: As everybody does not use the same version of gimp, an environment variable isn't it preferable ? Selon venom...@gmail.com: + if platform == 'win32': + EDITOR = C:\\Program Files\\GIMP-2.7\\bin\\gimp-2.7.exe An absolute path (english an version exclusive (in spanish would be Archivos de Programa instead of Program Files)) inside Blender? (Just wondering, maybe was a typo) --Original Message-- From: Tom Musgrove Sender: bf-blender-cvs-boun...@blender.org To: bf-blender-...@blender.org ReplyTo: bf-committers@blender.org Subject: [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [27307]trunk/blender/release/scripts/op/ image.py: ok now all 3 major platformsshould work Sent: Mar 7, 2010 00:38 Revision: 27307 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=27307 Author: letterrip Date: 2010-03-07 03:38:15 +0100 (Sun, 07 Mar 2010) Log Message: --- ok now all 3 major platforms should work Modified Paths: -- trunk/blender/release/scripts/op/image.py Modified: trunk/blender/release/scripts/op/image.py === --- trunk/blender/release/scripts/op/image.py 2010-03-07 02:14:52 UTC (rev 27306) +++ trunk/blender/release/scripts/op/image.py 2010-03-07 02:38:15 UTC (rev 27307) @@ -22,6 +22,7 @@ import sys as py_sys platform = py_sys.platform + class SaveDirty(bpy.types.Operator): '''Select object matching a naming pattern''' bl_idname = image.save_dirty @@ -55,8 +56,13 @@ import subprocess EXT = tga # until we have a way to save as another format! - EDITOR = gimp # until we have a way to set a default image edior - + if platform == 'win32': + EDITOR = C:\\Program Files\\GIMP-2.7\\bin\\gimp-2.7.exe + elif platform == 'darwin': + EDITOR = open + else: + EDITOR = gimp # until we have a way to set a default image edior + for image in bpy.data.images: image.tag = True ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ 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] New add-on: Add Gears
Not sure if Michel reads this mailing list, but I contacted him to see what he thinks of your suggestions. Probably we should ask extension authors subscribe to this list too. On Tue, Mar 2, 2010 at 7:02 PM, Seppo Tukiainen seppo.tukiai...@pp2.inet.fi wrote: This is great add-on but, it's parameters differs what are used in real world for designing gears. With the current parameters, it's not so easy to model complex transmissions. However, here is a simple equations for calculating gears. Only few parameters are needed to design gear pairs. For example: Parameters for designing one straight cut gear wheel: - MODULE: Standardidized values, whitch defines teeth size. - ability to transfer power. - NUMBER OF TEETH: How many tooth are needed in the wheel. - CAP CLEARANCE: The clearance value between two gear wheels. All of the rest values can be calculated: Reference diameters, Center distance, Tooth size, Pitch, etc. These simple equations includes following: STRAIGHT CUT GEAR (inside and external), STRAIGHT BEVEL GEAR, HELICAL GEAR (inside and external), WORM GEAR. By using these calculations, it is werry easy to design transmissions within different sizes of gear wheels and ratios. There is no special gears included (like non-circular). I think that the parameters shoud be changed to represent widly used methot to calculate gear wheels. If you are agreed that current parameters can be changed to correspond real gear's design parameters, I can send this information to required address. Br: Seppo Tukiainen ___ 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] carve boolean blender
ken, whatever happened with the carve boolean work you did? LetterRip ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Issues reaching 'Stable PyAPI' for Blender2.5
This was posted as an item for last meeting, attempted to reply but better make this a new topic. - Agreed was that Martin and Campbell would summarize this topic to mailing list, and especially about what is considered good py api design! What's more or less 'stable' and what not? We didn't end up discussing this topic yet, however I had an offer for help yesterday and attempted to gather tasks people can help with but failed. Splitting the API TODO's into 4 groups. 1) extending the existing APIs, Add Mathutils.Color(...) class, make Euler rotation orders work. Expose animation system functions. Generally make the API's more complete and fill in the gaps. 2) fixing 'gotchas', functions that are not useful without some argument, missing update functions which are ok with the UI but may mess up python. rna attributes which cant be accessed usefully from python. Operators that cant be used from python. Operators that also need to be accessed as RNA functions. 3) API design, choosing conventions for such things as function names (currently a mess), class naming, standardize on how items are removed from a collection (also a mess). 4) internal api, managing rna-python wrapping and managing memory. registering etc, wouldn't suggest people start here. --- So who can do these? #1 - could be worked on be experienced devs who contributed to 2.4x or devs with experience with other projects. #2 - this is probably the area we can use most help, all we need is people to port simple scripts who also are ok about looking into rna_*.c files. #3 - IMHO existing blender devs can handle this, though some research is needed, much of it isnt that time consuming, just need to come to some decision and go ahead with them. #4 - existing devs can do. More on #2 this IMHO is where a lot of the problem is, whenever I use the API for something new I find problems it seems, yesterday I tried to save an image and reload, this ended up being complicated because modifying the image filename (needed to save to a new path) ran an update function that cleared the image data I had just created. adding mplayer preset also needed some api addition. This is a bit catch22, we cant say the api as stable until its tested, but people hold off porting until its stable. Ton also doesn't want scripts in blender which have bugs (racking up items in the tracker), this is tricky since its hard to write totally bug free scripts when the api is giving problems or doest expose needed data functions. I don't see any quick fix, just a matter of writing scripts which use the api and then fix problems as they are found. If developers are able to help look over existing scripts and improve the api to avoid workarounds and hacks that'd be great, as well as porting simple scripts to test the api and make fixes where possible. However this is still a big IF, mostly this isnt being worked on, Im only fixing things as I need them. I don't see that changing, so I'd forecast the python/rna api wont be stable for a fair while, 5-10 months at least. Maybe this is ok, but this is my explanation as to why we cant write something we call stable in a short time. PS: Note on what I mean by stable API... Excludes obscure api use cases which can get fixed in the course of normal development, common things are adding/removing data, saving files, loading images, running macros, api used for renderfarm and generally editing data in the scene. - all working in a way we can say wont need to change in 2 months. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] My current projects
Hey all, Just to let everyone know which projects I am working on if anyone else has anything that needs to be done please send me a message... 1.) Mesh to Wireframe - Convert from python script to modifier 2.) BMesh - Working with Joe Thanks Andy Braham [Smurfinator] ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Tesbuild ahoy: alpha2
On Tuesday, 2. March 2010, Ton Roosendaal wrote: Hi, Can the release team build with revision of 27224, and post it on ftp or give me the urls? Tomorrow will then replace this with the old alpha, which had a very bad bug. Thanks! -Ton- Hi, the Irix build probably has to skip a few more releases, as the HDD of my build machine has died and I haven't had the time to install a replacement. (This is just to say that I'm still around and support for Irix isn't completely dead.) greetings, stefan ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender Projects: Blender Extensions Add-Ons (scripts/plugins).
On Sun, Mar 07, 2010 at 01:30:44AM -0500, jonathan d p ferguson wrote: On Mar 5, 2010, at 9:16 AM, Brendon Murphy wrote: I will remove scripts from this svn at will if they don't meet standards. Is this a general I? Or really the role of a package maintainer? It really is the role of a maintainer. Any malicious code the Dev will be immediately banned until an explanation is provided and accepted (unlikely!) You will be tried hung by your peers. Be Warned. EEK! Wouldn't mentorship [13] be better? No and no again Go look up the word 'malicious'. Hint: the root is 'malice' Does the Blender community actively punish contributors? This doesn't even rise to the level of strawman argument. -- Stephen Swaney sswa...@centurytel.net ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender Projects: Blender Extensions Add-Ons (scripts/plugins).
Hi, --- On Sun, 3/7/10, jonathan d p ferguson wrote: I will remove scripts from this svn at will if they don't meet standards. Is this a general I? Or really the role of a package maintainer? At the moment Brandon is taking care of scripts, but generally all of those with bf-extensions svn access can do that if the script is in trunk/ and really malicious. Any malicious code the Dev will be immediately banned until an explanation is provided and accepted (unlikely!) You will be tried hung by your peers. Be Warned. EEK! Wouldn't mentorship [13] be better? Does the Blender community actively punish contributors? My experience with the Blender community contradicts this statement. It is one of the most friendly, and encouraging, FOSS communities I know. I think it was meant to be ironic :) But yes, I doubt that you can trust again a code that has consciously written some malicious code no? Debian [2,13], Ubuntu [3], and other notable projects use the Web of Trust [4,5,6,12] created by GnuPG keyrings [7] to keep all packages (think Operating System Extensions) secure, and tamper free [11,12]. (There are other technical benefits too). The key difference, is that of guaranteed contributor accountability [12]. Perhaps the Blender project would be wise to adopt something similar for developers and script-writers? It's been a lot of work discussing about it and then establishing this, I really hope we don't change it now that it's all setup... :) Also, everyone is on 2.5 now, jesterking will be away for a while so I think that there arent many human resources to do something more elaborate for a bit. Meanwhile we can trust opinions from the incolved extensions developers, which is a good start I think. Thanks for all the hard work! Thx :) By the way, Brandon told me he will be offline for a week for connectivity problems, I guess he will take care to answer this thread when he'll be back eventually. Regards, Luca have a day.yad jdpf [1] Git is very good at this kind of integration, down to the level of the source-code, btw. This is because git identifies changesets as SHA1 hashes. [2] New Maintainer website (and process from Debian): https://nm.debian.org/newnm.php [3] Contributing to Ubuntu: https://wiki.ubuntu.com/ ContributeToUbuntu#Contributing%20to%20the%20Universe%20Repository %20(MOTU) [4] GPG Web of Trust: http://www.gnupg.org/gph/en/manual.html particularly: http://www.gnupg.org/gph/en/manual.html#WOT-EXAMPLES [5] Advogato's Trust Metric http://www.advogato.org/trust-metric.html [6] Wikipedia: Web of Trust: http://en.wikipedia.org/wiki/Web_of_trust [7] Wikipedia: GPG: http://en.wikipedia.org/wiki/GNU_Privacy_Guard [8] A short history of GPG: http://lists.gnupg.org/pipermail/gnupg-announce/2007q4/000268.html You will find libraries like GPGME much kinder to integration efforts than some others: http://lists.gnupg.org/pipermail/gnupg-announce/2010q1/000298.html [9] US Export restriction law (as recently touched a blender developer): http://www.bis.doc.gov/encryption/ and http://www.bis.doc.gov/encryption/pubavailencsourcecodenofify.html for US mirrors and hosting services. [10] Electronic Privacy Information Center: http://epic.org/ [11] GnuPG archive keys of the Debian archive: http://packages.debian.org/lenny/debian-archive-keyring [12] Debian's Web of Trust: https://nm.debian.org/nmgraph.php#manager [13] The debian-mentors FAQ: http://people.debian.org/~mpalmer/debian-mentors_FAQ.html _ http://www.mindrones.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Developer IRC meeting minutes, march 7, 2010
Hi all, Here is the summary of today's sunday IRC meeting. 1) Next release, 2.5 project - Everyone agrees we need a very good target todo list for the next steps. Ton will work with Matt on a proposal for how to get Blender out of alpha a.s.a.p. - It was mentioned that Emmanual Stone waits for review of his Nurbs branch, to get included in trunk. Meeting agrees on waiting with moving this code over until Blender is out of beta. - Ton emphasizes that we should be reluctant to add anything 'new' in Blender trunk. All efforts and invitations for help could go to the bug tracker and 2.5 todo list first! - Wiki status on 2.5 is highly outdated and confusing. Has to be fixed! 2) Durian news - Pablo Vazquez (Argentina) arrived today in Amsterdam and will join the project for the 2nd half. Dolf Veenvliet will also start here in two weeks, and William Reynish joins the team end of the month! Makes it 10 artists full time in Amsterdam, not counting part timers and online help even. - Two very cool new features: Brecht added 'per render-tile subdivision', which gives micropolygon quality displacements. Campbell added a tool to have quick camera-remapping of textures possible, via GIMP even! See http://durian.blender.org for details. 3) Other issues - Google Summer of Code starts again, this week is call for mentoring organizations to apply. Tom Musgrove volunteers to do the application and coordinate the Blender GSoC this year. - Blender's bug tracker and projects system will get upgraded, a volunteer from FusionForge http://fusionforge.org will help us with it. Result should be at least that searching in trackers work again! -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] Reference Images Proposal
Am 06.03.2010 23:43, schrieb Tom M: On Sat, Mar 6, 2010 at 1:36 PM, Matt Ebbm...@mke3.net wrote: [...] Matt, a script already exists in 2.49 to do that, called '2D Cutout image importer' from the UV menu Loosely related: Is the ALT-V (Scale Mesh to image aspect) still in Blender 2.50? Very valuable function also for such background images. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Developer IRC meeting minutes, march 7, 2010
Am 07.03.2010 17:26, schrieb Ton Roosendaal: Hi all, [...] - Two very cool new features: Brecht added 'per render-tile subdivision', which gives micropolygon quality displacements. Campbell This is in his render branch I guess? added a tool to have quick camera-remapping of textures possible, via GIMP even! Does this (cool) feature broke projection paint? I tried some projection paint today but no matter what UV layer I used as source the first seemed to be used. I know that I succesfully used projection paint in 2.5 some weeks ago, but maybe the mass of projection painting (reconstruction of broken ancient vases) I did in the last days with Blender 2.49 burned my head and I made a mistake... Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Developer IRC meeting minutes, march 7, 2010
Tested project paint and it works ok here, could you submit a file to the bug tracker? On Sun, Mar 7, 2010 at 7:59 PM, Carsten Wartmann c...@blenderbuch.de wrote: Am 07.03.2010 17:26, schrieb Ton Roosendaal: Hi all, [...] - Two very cool new features: Brecht added 'per render-tile subdivision', which gives micropolygon quality displacements. Campbell This is in his render branch I guess? added a tool to have quick camera-remapping of textures possible, via GIMP even! Does this (cool) feature broke projection paint? I tried some projection paint today but no matter what UV layer I used as source the first seemed to be used. I know that I succesfully used projection paint in 2.5 some weeks ago, but maybe the mass of projection painting (reconstruction of broken ancient vases) I did in the last days with Blender 2.49 burned my head and I made a mistake... Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ 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] Developer IRC meeting minutes, march 7, 2010
There is also an obscure step to make it works, in edit mode assing the texture in image editor that you want paint on. Check this thread in BlenderArtist, it could help you out. http://blenderartists.org/forum/showthread.php?t=180936 2010/3/7 Carsten Wartmann c...@blenderbuch.de: Am 07.03.2010 17:26, schrieb Ton Roosendaal: Hi all, [...] - Two very cool new features: Brecht added 'per render-tile subdivision', which gives micropolygon quality displacements. Campbell This is in his render branch I guess? added a tool to have quick camera-remapping of textures possible, via GIMP even! Does this (cool) feature broke projection paint? I tried some projection paint today but no matter what UV layer I used as source the first seemed to be used. I know that I succesfully used projection paint in 2.5 some weeks ago, but maybe the mass of projection painting (reconstruction of broken ancient vases) I did in the last days with Blender 2.49 burned my head and I made a mistake... Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ 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] Developer IRC meeting minutes, march 7, 2010
Ups! Sorry, the thread is: http://blenderartists.org/forum/showthread.php?t=180925 2010/3/7 Agustin Benavidez agustinbenavi...@gmail.com: There is also an obscure step to make it works, in edit mode assing the texture in image editor that you want paint on. Check this thread in BlenderArtist, it could help you out. http://blenderartists.org/forum/showthread.php?t=180936 2010/3/7 Carsten Wartmann c...@blenderbuch.de: Am 07.03.2010 17:26, schrieb Ton Roosendaal: Hi all, [...] - Two very cool new features: Brecht added 'per render-tile subdivision', which gives micropolygon quality displacements. Campbell This is in his render branch I guess? added a tool to have quick camera-remapping of textures possible, via GIMP even! Does this (cool) feature broke projection paint? I tried some projection paint today but no matter what UV layer I used as source the first seemed to be used. I know that I succesfully used projection paint in 2.5 some weeks ago, but maybe the mass of projection painting (reconstruction of broken ancient vases) I did in the last days with Blender 2.49 burned my head and I made a mistake... Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ 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 Projects: Blender Extensions Add-Ons (scripts/plugins).
hi. Luca: Thanks for your response. On Mar 7, 2010, at 11:00 AM, mindrones wrote: --- On Sun, 3/7/10, jonathan d p ferguson wrote: Is this a general I? Or really the role of a package maintainer? At the moment Brandon is taking care of scripts, but generally all of those with bf-extensions svn access can do that if the script is in trunk/ and really malicious. OK. I'm asking these questions for the purpose of clarifying the roles you've created in the community, and to articulate why a web of trust is a good idea. Perhaps no clarification is needed. Any malicious code the Dev will be immediately banned until an explanation is provided and accepted (unlikely!) You will be tried hung by your peers. Be Warned. I think it was meant to be ironic :) So do I. Yet, in policy-making, irony is unwelcome. I call it out because some may read the above statement as a challenge. How difficult is it to write well concealed malicious code? How hard would it be to get it past the maintainers? etc... Isn't the goal to prevent the development of malicious code in the first place? People come and go in FOSS communities for all kinds of reasons... I argue that formal accountability can only help reduce the chaff of anonymity... But yes, I doubt that you can trust again a code that has consciously written some malicious code no? Yep, and that's why I'm asking if you had considered a formal web of trust model, and if not, to consider it. Debian [2,13], Ubuntu [3], and other notable projects use the Web of Trust [4,5,6,12] created by GnuPG keyrings [7] to keep all packages (think Operating System Extensions) secure, and tamper free [11,12]. (There are other technical benefits too). The key difference, is that of guaranteed contributor accountability [12]. Perhaps the Blender project would be wise to adopt something similar for developers and script-writers? It's been a lot of work discussing about it and then establishing this, I really hope we don't change it now that it's all setup... :) I'm sure it has, and I understand and respect the work you have all done to arrive at an agreeable process. I wrote to express my thoughts on the matter of accountability and trust when it comes to trying to: On Mar 5, 2010, at 9:16 AM, Brendon Murphy wrote: ... provide a safe, friendly simple system to handle trusted external scripts and plugins (extensions) their development. Many very smart people have spent decades figuring out how to handle trust in distributed communities. I wrote to suggest that the Blender community, like others, may wish to build on that work. Also, everyone is on 2.5 now, jesterking will be away for a while so I think that there arent many human resources to do something more elaborate for a bit. OK. Thanks for the heads up. I understand that developer resources are finite. Meanwhile we can trust opinions from the incolved extensions developers, which is a good start I think. Indeed. My comments are forward looking to the days when Blender sees greater adoption as it matures. As I'm sure you all know, 2.5 will catapult that adoption curve forward. I am already seeing a greater willingness on the behalf of students and Indie professionals (in the game industry) to adopt Blender. This will lead to a shifting user base. I commend all of the Blender developers for the huge increases in usability, portability, and flexibility of 2.5. As the number of users and developers increases, the question of trust becomes more relevant. My point is that formal systems to discourage abuse have been developed, are entirely GPL, and available for integration--- IF desired. That integration may occur now, it may occur later when the need is more apparent. Thanks for all the hard work! By the way, Brandon told me he will be offline for a week for connectivity problems, I guess he will take care to answer this thread when he'll be back eventually. Thanks, I look forward to his response. have a day.yad jdpf [1] Git is very good at this kind of integration, down to the level of the source-code, btw. This is because git identifies changesets as SHA1 hashes. [2] New Maintainer website (and process from Debian): https://nm.debian.org/newnm.php [3] Contributing to Ubuntu: https://wiki.ubuntu.com/ ContributeToUbuntu#Contributing%20to%20the%20Universe%20Repository %20(MOTU) [4] GPG Web of Trust: http://www.gnupg.org/gph/en/manual.html particularly: http://www.gnupg.org/gph/en/manual.html#WOT-EXAMPLES [5] Advogato's Trust Metric http://www.advogato.org/trust-metric.html [6] Wikipedia: Web of Trust: http://en.wikipedia.org/wiki/ Web_of_trust [7] Wikipedia: GPG: http://en.wikipedia.org/wiki/GNU_Privacy_Guard [8] A short history of GPG: http://lists.gnupg.org/pipermail/gnupg-announce/2007q4/000268.html You will find libraries like GPGME much kinder to integration efforts than
Re: [Bf-committers] Blender Projects: Blender Extensions Add-Ons (scripts/plugins).
just omit references to malicious developers from any documents. If a developer gains our trust by contributing and then does something obviously malicious we can deal with it when it happens. So far hasn't happened, IMHO its a waste of time to discuss it. On Sun, Mar 7, 2010 at 9:26 PM, jonathan d p ferguson jdpf.p...@gmail.com wrote: hi. Luca: Thanks for your response. On Mar 7, 2010, at 11:00 AM, mindrones wrote: --- On Sun, 3/7/10, jonathan d p ferguson wrote: Is this a general I? Or really the role of a package maintainer? At the moment Brandon is taking care of scripts, but generally all of those with bf-extensions svn access can do that if the script is in trunk/ and really malicious. OK. I'm asking these questions for the purpose of clarifying the roles you've created in the community, and to articulate why a web of trust is a good idea. Perhaps no clarification is needed. Any malicious code the Dev will be immediately banned until an explanation is provided and accepted (unlikely!) You will be tried hung by your peers. Be Warned. I think it was meant to be ironic :) So do I. Yet, in policy-making, irony is unwelcome. I call it out because some may read the above statement as a challenge. How difficult is it to write well concealed malicious code? How hard would it be to get it past the maintainers? etc... Isn't the goal to prevent the development of malicious code in the first place? People come and go in FOSS communities for all kinds of reasons... I argue that formal accountability can only help reduce the chaff of anonymity... But yes, I doubt that you can trust again a code that has consciously written some malicious code no? Yep, and that's why I'm asking if you had considered a formal web of trust model, and if not, to consider it. Debian [2,13], Ubuntu [3], and other notable projects use the Web of Trust [4,5,6,12] created by GnuPG keyrings [7] to keep all packages (think Operating System Extensions) secure, and tamper free [11,12]. (There are other technical benefits too). The key difference, is that of guaranteed contributor accountability [12]. Perhaps the Blender project would be wise to adopt something similar for developers and script-writers? It's been a lot of work discussing about it and then establishing this, I really hope we don't change it now that it's all setup... :) I'm sure it has, and I understand and respect the work you have all done to arrive at an agreeable process. I wrote to express my thoughts on the matter of accountability and trust when it comes to trying to: On Mar 5, 2010, at 9:16 AM, Brendon Murphy wrote: ... provide a safe, friendly simple system to handle trusted external scripts and plugins (extensions) their development. Many very smart people have spent decades figuring out how to handle trust in distributed communities. I wrote to suggest that the Blender community, like others, may wish to build on that work. Also, everyone is on 2.5 now, jesterking will be away for a while so I think that there arent many human resources to do something more elaborate for a bit. OK. Thanks for the heads up. I understand that developer resources are finite. Meanwhile we can trust opinions from the incolved extensions developers, which is a good start I think. Indeed. My comments are forward looking to the days when Blender sees greater adoption as it matures. As I'm sure you all know, 2.5 will catapult that adoption curve forward. I am already seeing a greater willingness on the behalf of students and Indie professionals (in the game industry) to adopt Blender. This will lead to a shifting user base. I commend all of the Blender developers for the huge increases in usability, portability, and flexibility of 2.5. As the number of users and developers increases, the question of trust becomes more relevant. My point is that formal systems to discourage abuse have been developed, are entirely GPL, and available for integration--- IF desired. That integration may occur now, it may occur later when the need is more apparent. Thanks for all the hard work! By the way, Brandon told me he will be offline for a week for connectivity problems, I guess he will take care to answer this thread when he'll be back eventually. Thanks, I look forward to his response. have a day.yad jdpf [1] Git is very good at this kind of integration, down to the level of the source-code, btw. This is because git identifies changesets as SHA1 hashes. [2] New Maintainer website (and process from Debian): https://nm.debian.org/newnm.php [3] Contributing to Ubuntu: https://wiki.ubuntu.com/ ContributeToUbuntu#Contributing%20to%20the%20Universe%20Repository %20(MOTU) [4] GPG Web of Trust: http://www.gnupg.org/gph/en/manual.html particularly: http://www.gnupg.org/gph/en/manual.html#WOT-EXAMPLES [5] Advogato's Trust Metric http://www.advogato.org/trust-metric.html [6]
Re: [Bf-committers] Developer IRC meeting minutes, march 7, 2010
Am 07.03.2010 20:45, schrieb Agustin Benavidez: There is also an obscure step to make it works, in edit mode assing the texture in image editor that you want paint on. Check this thread in BlenderArtist, it could help you out. Obscure? Seems quite logical to me. Of course I have assigned images, both for source and target. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] New Developer Meeting Minutes
http://wiki.blender.org/index.php/Dev:SundayMeetingAgenda/NewDev_meetings/2010-03-07th#Proposed_Topics big thanks to ideasman, theeth, and Letterrip. Great job, tons of valuable info. --Roger Check out my website at www.rogerwickes.com for a good deal on my book and training course, as well as information about my latest activities. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] My current projects
Hey Andy! Fantastic news. I used the script when I was going for my patent, and I modeled the device in Blender. When it came time to make the drawings, they only wanted line drawings. While toon gave me the outside edge and some internals, the wireframe script gave me the best results. One trouble was getting it to not show all the edges that were nearly co-planar (not show a grid effect on flat surfaces, the underlying geometry). If you could include that as an option, sort of like the smooth function does where you set the angle, and if the faces on either side of the edge are less than the angle set, the wire for that edge is not drawn. That would be awesome. --Roger patent link (You will need a TIF viewer applet to see the images) http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO2Sect2=HITOFFp=1u=%2Fnetahtml%2FPTO%2Fsearch-bool.htmlr=1f=Gl=50co1=ANDd=PTXTs1=6796205.PN.OS=PN/6796205RS=PN/6796205 Check out my website at www.rogerwickes.com for a good deal on my book and training course, as well as information about my latest activities. From: Andy Braham andybra...@hotmail.com To: bf-committers@blender.org Sent: Sun, March 7, 2010 9:39:24 AM Subject: [Bf-committers] My current projects Hey all, Just to let everyone know which projects I am working on if anyone else has anything that needs to be done please send me a message... 1.) Mesh to Wireframe - Convert from python script to modifier 2.) BMesh - Working with Joe Thanks Andy Braham [Smurfinator] ___ 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] Developer IRC meeting minutes, march 7, 2010
On Sun, Mar 7, 2010 at 8:26 AM, Ton Roosendaal t...@blender.org wrote: - It was mentioned that Emmanual Stone waits for review of his Nurbs branch, to get included in trunk. Meeting agrees on waiting with moving this code over until Blender is out of beta. That sounds fair. Are there any predictions for when Blender will be out of beta? -Emmanuel ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] OFF export/import, and N-Gones/B-Mesh
First of all, if this is an inappropriate place for this question, I'm sorry, I'm still a bit new here. :) Anyway, at the new developers meeting this morning (which was a good meeting, thank you for it), I was told that it would be a good idea to pick up on some of blender 2.5's neglected features. In particular, it was recomended that I updated the .off importer/exporter file. I've gotten a chance to look over the file, and the import file uses quite a hack to get n-gons into blender. It seems as if the face is larger than 4 vertices, it will make a bunch of faces formed out of 3 vertex faces, which while it looks the same, really is not optimal. Anyway, I remember seeing all over the place about blender 2.5 being able to support n-gons, which would mean I could take out the hack in the importer. However, looking at the current version of blender, I don't see n-gon support anywhere. Am I missing something, or is it just not put in there yet (only available as an external module at the moment, or something like that)? The file that I'm looking at is off_import.py and off_export.py in the release/script directory. Again, thank you all very much for your support, and for making such a great platform from which to work upon. ~Leif Andersen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OFF export/import, and N-Gones/B-Mesh
On Sun, Mar 7, 2010 at 7:45 PM, Leif Andersen leif.a.ander...@gmail.com wrote: However, looking at the current version of blender, I don't see n-gon support anywhere. Am I missing something, or is it just not put in there yet (only available as an external module at the moment, or something like that)? Ngon support will come when the bmesh branch is merged into Blender, which is anticipated in the next month or so. LetterRip ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers