Re: [Bf-committers] Reference Images Proposal

2010-03-07 Thread Wahooney
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
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Re: [Bf-committers] Reference Images Proposal

2010-03-07 Thread Seppo Tukiainen

 

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
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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

2010-03-07 Thread Campbell Barton
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



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Re: [Bf-committers] New add-on: Add Gears

2010-03-07 Thread Campbell Barton
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
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[Bf-committers] carve boolean blender

2010-03-07 Thread Tom M
ken,

whatever happened with the carve boolean work you did?

LetterRip
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[Bf-committers] Issues reaching 'Stable PyAPI' for Blender2.5

2010-03-07 Thread Campbell Barton
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
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[Bf-committers] My current projects

2010-03-07 Thread Andy Braham
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]
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Re: [Bf-committers] Tesbuild ahoy: alpha2

2010-03-07 Thread Stefan Gartner
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
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Re: [Bf-committers] Blender Projects: Blender Extensions Add-Ons (scripts/plugins).

2010-03-07 Thread Stephen Swaney
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
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Re: [Bf-committers] Blender Projects: Blender Extensions Add-Ons (scripts/plugins).

2010-03-07 Thread mindrones
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


  
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[Bf-committers] Developer IRC meeting minutes, march 7, 2010

2010-03-07 Thread Ton Roosendaal
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

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Re: [Bf-committers] Reference Images Proposal

2010-03-07 Thread Carsten Wartmann
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
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Re: [Bf-committers] Developer IRC meeting minutes, march 7, 2010

2010-03-07 Thread Carsten Wartmann
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
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Re: [Bf-committers] Developer IRC meeting minutes, march 7, 2010

2010-03-07 Thread Campbell Barton
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
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Re: [Bf-committers] Developer IRC meeting minutes, march 7, 2010

2010-03-07 Thread 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.

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
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Re: [Bf-committers] Developer IRC meeting minutes, march 7, 2010

2010-03-07 Thread Agustin Benavidez
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
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Re: [Bf-committers] Blender Projects: Blender Extensions Add-Ons (scripts/plugins).

2010-03-07 Thread jonathan d p ferguson
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).

2010-03-07 Thread Campbell Barton
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

2010-03-07 Thread Carsten Wartmann
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
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[Bf-committers] New Developer Meeting Minutes

2010-03-07 Thread Roger Wickes
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.



  
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Re: [Bf-committers] My current projects

2010-03-07 Thread Roger Wickes
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]
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Re: [Bf-committers] Developer IRC meeting minutes, march 7, 2010

2010-03-07 Thread Emmanuel Stone
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
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[Bf-committers] OFF export/import, and N-Gones/B-Mesh

2010-03-07 Thread Leif Andersen
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
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Re: [Bf-committers] OFF export/import, and N-Gones/B-Mesh

2010-03-07 Thread Tom M
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
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