Re: [Bf-committers] Proposal for Animation Actuators in BGE for Blender 2.50

2010-06-16 Thread Dalai Felinto
Hi Aligorith/Joshua,

 * Why the need for armature and shapekey modes still? I can
 understand a potential reason for having the shapekey one, but why a
 separate one for bones? Does the GE really need such different
 settings there?

Currently Armature/Shape Key actuators have the options:
 blendin, priority, continue

F-Curve (old IPO) has Child + Force, Add, Local (those 3 only
effective for dynamics objects.

Do you think those settings are possible/compatible for all animation
cases (bones, shapes and actions) ?

It looks to me that parameters such as blendin and priority only make
sense for actions of the same type, but them how to determine that?

I think this is the only reason I see for keeping separate subtypes
for animations.

--
Dalai

2010/6/8 Joshua Leung aligor...@gmail.com:
 Hi,

 Some thoughts about this:
 * +1 for doing away with several different actuators. Having a single
 one is probably enough :)
 * Why the need for armature and shapekey modes still? I can
 understand a potential reason for having the shapekey one, but why a
 separate one for bones? Does the GE really need such different
 settings there?
 * Action Groups can be used for specific optimisations (i.e. only
 evaluating certain sets of F-Curves). However, remember to make these
 known well, since not everybody will use the default keyingsets and
 the grouping that those impose.

 Regards,
 Aligorith

 On Tue, Jun 8, 2010 at 3:26 PM, Dalai Felinto dfeli...@gmail.com wrote:
 Hi there,
 Campbell asked me to give some thought on how to adjust the animation
 actuators for the new animation system in Blender 2.50.
 I think it's a good opportunity to enhance the current system and I
 hope this is something Jörg can work in his GSOC project.

 Therefore this is my humble contribution:
 http://wiki.blender.org/index.php/User:Dfelinto/AnimationActuator2.50

 I would love to hear feedback on that. (and if the wiki formatting is
 too bad well I can look at that later).
 Cheers,

 Dalai
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[Bf-committers] Fixes for sculpting on shape keys

2010-06-16 Thread Sergey I. Sharybin
Hi, Blender Community!

I've been working under sculpting on shape keys (to fix troubles 
reported in 
http://projects.blender.org/tracker/?func=detailaid=22262group_id=9atid=498).
I've wrote about problems, which were leading to such behaviour and 
attached patch here: 
https://projects.blender.org/tracker/?func=detailaid=22601group_id=9atid=127

It'll be very good if Brecht will look at this fix and tell his opinion.

And i've got one more qyestion. It's about undo stuff. If i do such 
sequence:
1. create object with two keys (i.e. basis and key 1)
2. lock key 1
3. Enter sculpt mode
4. make several strokes
5. switch to basis
6. make one more stroke
7. try to undo this stroke

After the last action shape from key 1 would be propagated to basis, 
which isn't good.

So, question: which behaviour would be the most expected and maybe 
somebody have any ideas how this behaviour could be reached?

-- 
With best regards, Sergey I. Sharybin

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[Bf-committers] PyAPI breakage and possible solutions

2010-06-16 Thread mindrones
Hello,

sorry for the long mail, there is some stuff that came up in irc that 
I'd like we discuss here.

Introduction
=

There has been some discussion in #blenderpython about what to do with 
broken scripts in bf-extensions svn: basically someone isn't 
comfortable including scripts in the category Broken.

There's been some argument about the fact that people use Graphicall 
builds with scripts bundled in, and this has been my exact proposition 
when I first proposed bf-extensions workflow (tracker - svn contrib - 
svn trunk).
I believe that having Graphicall distributing builds with embedded 
contrib scripts is cool because people can test and report (and BTW, 
Dingto added a Report Bug button to the addons panel so now it should 
be easy to have feedback from users).

But, there is some feeling that for this same reason we should provide 
un-broken scripts. I don't think so. Graphicall is cool, but if it takes 
scripts from bf-extensions it depends on the work being done in 
bf-extensions, not the opposite.

I don't think that we can maintain bf-extensions as it was a Release 
each given day :)

It might happen that an API change breaks a scripts or two and Campbell 
already fixes scripts when he changes the API, but he confirms he 
usually doesn't check contrib so some script might slip, it happens.

Also, script developers can disappear at any time, even if their script 
is in trunk. So if a script remains unmaintained for a long time we 
should remove it, if it stays there broken for a reasonable time (means 
days or a couple of weeks) IMO it can stay. It is also a good motivation 
to fix it.

Meta-Androcto also talked about moving contrib scripts in Graphicall 
(which isn't very clear statement indeed) but I don't think this is 
desirable, especially if the development will happen outside of a public 
svn.


I propose here 2 solutions for 2 problems:
- how to solve broken scripts stuff
- how to have contrib scripts in blender


BROKEN SCRIPTS PROBLEM
=

Two usual cases:

A) We enable the addon (we don't install it)

To do this in the bl_addon_info dict we can add a status key that 
could be = 'WORKING' or 'BROKEN'

Based on that, we do somthing similar to this mockup:
http://www.pasteall.org/pic/show.php?id=4003
Like this, when we enable an addon it is evident it is broken.


B) We install the script so that next times it is already enabled.

If after a commit an installed script becomes broken, again we could 
use the status key in the bl_addon_info dict to:
 - disable the script (unregistering it?), and
 - alert the user with a popup

If this approach is ok, we could even think about put this info in the 
startup panel, but it's not important now.


CONTRIB SCRIPTS PROBLEM
=

Currently this folder
https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons/
is fetched into blender/release/scripts/addons.

We can do the same for contrib: this folder
https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/
could be fetched into a subfolder of blender/release/scripts/addons, 
like blender/release/scripts/addons/contrib

This are source folders, not officially released folders.

So if in Scons/CMake we could put a new variable like
WITH_CONTRIB_INSTALL:BOOL = OFF (cmake)
or
WITH_CONTRIB_INSTALL = 'false' (scons)

and this would mean that we DON'T copy scripts from 
blender/release/scripts/addons/contrib in the usual 
./blender/scripts/addons or not

If we know this and wanto to do it, we set up
WITH_CONTRIB_INSTALL:BOOL = ON (cmake)
or
WITH_CONTRIB_INSTALL = 'true' (scons)
to include contrib scripts into out build.

Like this, one has to know what he's doing to enable contrib scripts, it 
cannot happen by default, and this applies also to Graphicall builds.

=


Suggestion are more than welcome! :)

PS: we're not discussing py security issues here, please dont use this 
thread to start again discussing about sandboxing and blabla, thanks.

Regards,
Luca

_

http://www.mindrones.com
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Re: [Bf-committers] PyAPI breakage and possible solutions

2010-06-16 Thread Daniel Salazar - 3Developer.com
 One important thing to consider is the needed ability to separate
Blender release cycles and addons update cycles, we propose a
third-party addon repository hosted at graphicall because of that
reason. Script maintainers could push updates without the need for
people to download a new blender version. This is specially important
for people who do not use unofficial builds

cheers

Daniel Salazar
www.3developer.com



On Wed, Jun 16, 2010 at 8:02 AM, mindrones mindro...@gmail.com wrote:
 Hello,

 sorry for the long mail, there is some stuff that came up in irc that
 I'd like we discuss here.

 Introduction
 =

 There has been some discussion in #blenderpython about what to do with
 broken scripts in bf-extensions svn: basically someone isn't
 comfortable including scripts in the category Broken.

 There's been some argument about the fact that people use Graphicall
 builds with scripts bundled in, and this has been my exact proposition
 when I first proposed bf-extensions workflow (tracker - svn contrib -
 svn trunk).
 I believe that having Graphicall distributing builds with embedded
 contrib scripts is cool because people can test and report (and BTW,
 Dingto added a Report Bug button to the addons panel so now it should
 be easy to have feedback from users).

 But, there is some feeling that for this same reason we should provide
 un-broken scripts. I don't think so. Graphicall is cool, but if it takes
 scripts from bf-extensions it depends on the work being done in
 bf-extensions, not the opposite.

 I don't think that we can maintain bf-extensions as it was a Release
 each given day :)

 It might happen that an API change breaks a scripts or two and Campbell
 already fixes scripts when he changes the API, but he confirms he
 usually doesn't check contrib so some script might slip, it happens.

 Also, script developers can disappear at any time, even if their script
 is in trunk. So if a script remains unmaintained for a long time we
 should remove it, if it stays there broken for a reasonable time (means
 days or a couple of weeks) IMO it can stay. It is also a good motivation
 to fix it.

 Meta-Androcto also talked about moving contrib scripts in Graphicall
 (which isn't very clear statement indeed) but I don't think this is
 desirable, especially if the development will happen outside of a public
 svn.


 I propose here 2 solutions for 2 problems:
 - how to solve broken scripts stuff
 - how to have contrib scripts in blender


 BROKEN SCRIPTS PROBLEM
 =

 Two usual cases:

 A) We enable the addon (we don't install it)

    To do this in the bl_addon_info dict we can add a status key that
 could be = 'WORKING' or 'BROKEN'

    Based on that, we do somthing similar to this mockup:
    http://www.pasteall.org/pic/show.php?id=4003
    Like this, when we enable an addon it is evident it is broken.


 B) We install the script so that next times it is already enabled.

    If after a commit an installed script becomes broken, again we could
 use the status key in the bl_addon_info dict to:
     - disable the script (unregistering it?), and
     - alert the user with a popup

 If this approach is ok, we could even think about put this info in the
 startup panel, but it's not important now.


 CONTRIB SCRIPTS PROBLEM
 =

 Currently this folder
 https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons/
 is fetched into blender/release/scripts/addons.

 We can do the same for contrib: this folder
 https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/
 could be fetched into a subfolder of blender/release/scripts/addons,
 like blender/release/scripts/addons/contrib

 This are source folders, not officially released folders.

 So if in Scons/CMake we could put a new variable like
 WITH_CONTRIB_INSTALL:BOOL = OFF (cmake)
 or
 WITH_CONTRIB_INSTALL = 'false' (scons)

 and this would mean that we DON'T copy scripts from
 blender/release/scripts/addons/contrib in the usual
 ./blender/scripts/addons or not

 If we know this and wanto to do it, we set up
 WITH_CONTRIB_INSTALL:BOOL = ON (cmake)
 or
 WITH_CONTRIB_INSTALL = 'true' (scons)
 to include contrib scripts into out build.

 Like this, one has to know what he's doing to enable contrib scripts, it
 cannot happen by default, and this applies also to Graphicall builds.

 =


 Suggestion are more than welcome! :)

 PS: we're not discussing py security issues here, please dont use this
 thread to start again discussing about sandboxing and blabla, thanks.

 Regards,
 Luca

 _

 http://www.mindrones.com
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Re: [Bf-committers] PyAPI breakage and possible solutions

2010-06-16 Thread Bassam Kurdali
Scripts that are bundled with Blender release must be working, correct?
bf-extensions tracker having a broken category doesn't seem bad, since
this is not release. script maintainers then have the responsibility of
keeping their own scripts working.
API breakage is a temporary problem; once blender reaches release
status, I suspect Python api won't be changing for quite some time.
I don't see why moving extensions to graphicall really changes anything.

On Wed, 2010-06-16 at 08:10 -0600, Daniel Salazar - 3Developer.com
wrote:
 One important thing to consider is the needed ability to separate
 Blender release cycles and addons update cycles, we propose a
 third-party addon repository hosted at graphicall because of that
 reason. Script maintainers could push updates without the need for
 people to download a new blender version. This is specially important
 for people who do not use unofficial builds
 
 cheers
 
 Daniel Salazar
 www.3developer.com
 
 
 
 On Wed, Jun 16, 2010 at 8:02 AM, mindrones mindro...@gmail.com wrote:
  Hello,
 
  sorry for the long mail, there is some stuff that came up in irc that
  I'd like we discuss here.
 
  Introduction
  =
 
  There has been some discussion in #blenderpython about what to do with
  broken scripts in bf-extensions svn: basically someone isn't
  comfortable including scripts in the category Broken.
 
  There's been some argument about the fact that people use Graphicall
  builds with scripts bundled in, and this has been my exact proposition
  when I first proposed bf-extensions workflow (tracker - svn contrib -
  svn trunk).
  I believe that having Graphicall distributing builds with embedded
  contrib scripts is cool because people can test and report (and BTW,
  Dingto added a Report Bug button to the addons panel so now it should
  be easy to have feedback from users).
 
  But, there is some feeling that for this same reason we should provide
  un-broken scripts. I don't think so. Graphicall is cool, but if it takes
  scripts from bf-extensions it depends on the work being done in
  bf-extensions, not the opposite.
 
  I don't think that we can maintain bf-extensions as it was a Release
  each given day :)
 
  It might happen that an API change breaks a scripts or two and Campbell
  already fixes scripts when he changes the API, but he confirms he
  usually doesn't check contrib so some script might slip, it happens.
 
  Also, script developers can disappear at any time, even if their script
  is in trunk. So if a script remains unmaintained for a long time we
  should remove it, if it stays there broken for a reasonable time (means
  days or a couple of weeks) IMO it can stay. It is also a good motivation
  to fix it.
 
  Meta-Androcto also talked about moving contrib scripts in Graphicall
  (which isn't very clear statement indeed) but I don't think this is
  desirable, especially if the development will happen outside of a public
  svn.
 
 
  I propose here 2 solutions for 2 problems:
  - how to solve broken scripts stuff
  - how to have contrib scripts in blender
 
 
  BROKEN SCRIPTS PROBLEM
  =
 
  Two usual cases:
 
  A) We enable the addon (we don't install it)
 
 To do this in the bl_addon_info dict we can add a status key that
  could be = 'WORKING' or 'BROKEN'
 
 Based on that, we do somthing similar to this mockup:
 http://www.pasteall.org/pic/show.php?id=4003
 Like this, when we enable an addon it is evident it is broken.
 
 
  B) We install the script so that next times it is already enabled.
 
 If after a commit an installed script becomes broken, again we could
  use the status key in the bl_addon_info dict to:
  - disable the script (unregistering it?), and
  - alert the user with a popup
 
  If this approach is ok, we could even think about put this info in the
  startup panel, but it's not important now.
 
 
  CONTRIB SCRIPTS PROBLEM
  =
 
  Currently this folder
  https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons/
  is fetched into blender/release/scripts/addons.
 
  We can do the same for contrib: this folder
  https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/
  could be fetched into a subfolder of blender/release/scripts/addons,
  like blender/release/scripts/addons/contrib
 
  This are source folders, not officially released folders.
 
  So if in Scons/CMake we could put a new variable like
  WITH_CONTRIB_INSTALL:BOOL = OFF (cmake)
  or
  WITH_CONTRIB_INSTALL = 'false' (scons)
 
  and this would mean that we DON'T copy scripts from
  blender/release/scripts/addons/contrib in the usual
  ./blender/scripts/addons or not
 
  If we know this and wanto to do it, we set up
  WITH_CONTRIB_INSTALL:BOOL = ON (cmake)
  or
  WITH_CONTRIB_INSTALL = 'true' (scons)
  to include contrib scripts into out build.
 
  Like this, one 

Re: [Bf-committers] Normal perturbation paper

2010-06-16 Thread Roger Wickes
speaking of normals, another CG package has introduced a Vector Normal image 
type. The image is formed by baking a sculpted, high-res model (which started 
as a grid) to a 2D image. Each RGB value for a pixel is a normalized point in 
space and is used to displace the corresponding vertex in 3D space. This image 
is applied as a texture/modifier to a flat mesh. It looks like a normal 
image, depending on how it was sculpted, but it can contain bends and curves, 
not just a 1-axis displacement. Sliders allow you to control how big you want 
the ... extrusion... to be. 

The idea is that you can bake complicated stuff like ears, horns, plants, etc 
and get actual geometry out of a 2D image. 

 --Roger


  
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Re: [Bf-committers] PyAPI breakage and possible solutions

2010-06-16 Thread Campbell Barton
I'm not really interested in mailing list discussion on this topic, We
can agree addons for release must be stable.
Further, the script module owners can come to some consensus on the matter.

Which raises the topic... who are the module owner? :(
no script reference except for UI:
http://wiki.blender.org/index.php/User:DingTo/ModuleOwners-New

From memory Brendon Murphy, Luca Bonavita and myself, Please correct
me if I'm wrong!

We can meet on IRC and decide if any changes are needed.

On Wed, Jun 16, 2010 at 4:10 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
  One important thing to consider is the needed ability to separate
 Blender release cycles and addons update cycles, we propose a
 third-party addon repository hosted at graphicall because of that
 reason. Script maintainers could push updates without the need for
 people to download a new blender version. This is specially important
 for people who do not use unofficial builds

 cheers

 Daniel Salazar
 www.3developer.com



 On Wed, Jun 16, 2010 at 8:02 AM, mindrones mindro...@gmail.com wrote:
 Hello,

 sorry for the long mail, there is some stuff that came up in irc that
 I'd like we discuss here.

 Introduction
 =

 There has been some discussion in #blenderpython about what to do with
 broken scripts in bf-extensions svn: basically someone isn't
 comfortable including scripts in the category Broken.

 There's been some argument about the fact that people use Graphicall
 builds with scripts bundled in, and this has been my exact proposition
 when I first proposed bf-extensions workflow (tracker - svn contrib -
 svn trunk).
 I believe that having Graphicall distributing builds with embedded
 contrib scripts is cool because people can test and report (and BTW,
 Dingto added a Report Bug button to the addons panel so now it should
 be easy to have feedback from users).

 But, there is some feeling that for this same reason we should provide
 un-broken scripts. I don't think so. Graphicall is cool, but if it takes
 scripts from bf-extensions it depends on the work being done in
 bf-extensions, not the opposite.

 I don't think that we can maintain bf-extensions as it was a Release
 each given day :)

 It might happen that an API change breaks a scripts or two and Campbell
 already fixes scripts when he changes the API, but he confirms he
 usually doesn't check contrib so some script might slip, it happens.

 Also, script developers can disappear at any time, even if their script
 is in trunk. So if a script remains unmaintained for a long time we
 should remove it, if it stays there broken for a reasonable time (means
 days or a couple of weeks) IMO it can stay. It is also a good motivation
 to fix it.

 Meta-Androcto also talked about moving contrib scripts in Graphicall
 (which isn't very clear statement indeed) but I don't think this is
 desirable, especially if the development will happen outside of a public
 svn.


 I propose here 2 solutions for 2 problems:
 - how to solve broken scripts stuff
 - how to have contrib scripts in blender


 BROKEN SCRIPTS PROBLEM
 =

 Two usual cases:

 A) We enable the addon (we don't install it)

    To do this in the bl_addon_info dict we can add a status key that
 could be = 'WORKING' or 'BROKEN'

    Based on that, we do somthing similar to this mockup:
    http://www.pasteall.org/pic/show.php?id=4003
    Like this, when we enable an addon it is evident it is broken.


 B) We install the script so that next times it is already enabled.

    If after a commit an installed script becomes broken, again we could
 use the status key in the bl_addon_info dict to:
     - disable the script (unregistering it?), and
     - alert the user with a popup

 If this approach is ok, we could even think about put this info in the
 startup panel, but it's not important now.


 CONTRIB SCRIPTS PROBLEM
 =

 Currently this folder
 https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons/
 is fetched into blender/release/scripts/addons.

 We can do the same for contrib: this folder
 https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/
 could be fetched into a subfolder of blender/release/scripts/addons,
 like blender/release/scripts/addons/contrib

 This are source folders, not officially released folders.

 So if in Scons/CMake we could put a new variable like
 WITH_CONTRIB_INSTALL:BOOL = OFF (cmake)
 or
 WITH_CONTRIB_INSTALL = 'false' (scons)

 and this would mean that we DON'T copy scripts from
 blender/release/scripts/addons/contrib in the usual
 ./blender/scripts/addons or not

 If we know this and wanto to do it, we set up
 WITH_CONTRIB_INSTALL:BOOL = ON (cmake)
 or
 WITH_CONTRIB_INSTALL = 'true' (scons)
 to include contrib scripts into out build.

 Like this, one has to know what he's doing to enable contrib scripts, it
 

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [29496] branches/render25: Render Branch: remove a few options

2010-06-16 Thread Tom M
On Wed, Jun 16, 2010 at 11:12 AM, Brecht Van Lommel bre...@blender.org wrote:

 * Doubled Sided Lighting: just always do this, not much use in being able
  to turn this off, and it works only in the viewport anyway.

Brecht - turning off double sided gives drastic viewport speedup -
probably double?

LetterRip
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [29496] branches/render25: Render Branch: remove a few options

2010-06-16 Thread Daniel Salazar - 3Developer.com
You are right it's complicated to read the displayed normals, there
was a patch a million years ago that faded out the normal drawing and
gave a great sense of direction, maybe this can be added?

(way to turn a conversation into a feature request)

Daniel Salazar
www.3developer.com



On Wed, Jun 16, 2010 at 2:24 PM, GSR gsr@infernal-iceberg.com wrote:
 Hi,
 letter...@gmail.com (2010-06-16 at 1138.23 -0800):
 On Wed, Jun 16, 2010 at 11:12 AM, Brecht Van Lommel bre...@blender.org 
 wrote:

  * Doubled Sided Lighting: just always do this, not much use in being able
   to turn this off, and it works only in the viewport anyway.

 Brecht - turning off double sided gives drastic viewport speedup -
 probably double?

 And does it not help when creating things where correct normal
 matters, like games or 3d printing? Yes, I know, there is show
 normals, but that can get messy.

 GSR

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