Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [32047] trunk/blender/source/blender/ blenkernel/intern/unit.c: patch [#23796] Full support for unit buttons: area, volume, mass,

2010-09-23 Thread Carsten Wartmann
Am 22.09.2010 15:18, schrieb Lorenzo:
> On 22/09/2010 12:29, Carsten Wartmann wrote:
>> Am 22.09.2010 04:36, schrieb Campbell Barton:
>> I wish that I could also enter "2cm/s" or "30°/s" into the BGE Logic
>> Bricks. Of course the Fps setting in the World needs to be taken into
>> account for this.
>>
>> Cheers,
>> Carsten
>
> For speeds and accelerations I've implemented only a small subset of units:

I thought that if the system knows 1m=100cm it would be smart enough to 
convert/parse it in parts?

However, where can I enter a speed in Blenders GUI?

But my main concern is that you cant use units in the Game Engine Logic 
Bricks at all!

Also in the Motion LogicBrick it makes no sense to enter a speed at the 
moment, because now we have there a distance which the object travels in 
one Frame (means 1/FPS seconds) which is already a speed. However for a 
beginner it would be much easier to enter a speed directly, and have the 
motion actuator convert it to a distance per frame.

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] About programming Blender device control interface

2010-09-23 Thread Sergey Kurdakov
Hi Anthony,

>on creating a new interface that can
>translate the real-life actions into 3D coordinates.

You could  be interested in this project -
http://forge.lifl.fr/PIRVI/wiki/MTUtils/blenderTUIO it adds 3D input from
screen, the code is on the site - so you might look at what they changed.

Regards
Sergey
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[Bf-committers] Properties and Properties? What?

2010-09-23 Thread Carsten Wartmann
Hi,

I have a small problem, the NKEY Panel is called Properties and the 
former "Buttons" are also called Properties. So when you write a 
tutorial there is a problem to tell the reader which Properties you are 
referring.

Can we come up with another name here? Maybe Context?

Carsten
-- 
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Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] Properties and Properties? What?

2010-09-23 Thread Joshua Leung
One is "Properties Editor" (old buttons window). The others are
"Properties Region".

On Thu, Sep 23, 2010 at 11:32 PM, Carsten Wartmann  wrote:
> Hi,
>
> I have a small problem, the NKEY Panel is called Properties and the
> former "Buttons" are also called Properties. So when you write a
> tutorial there is a problem to tell the reader which Properties you are
> referring.
>
> Can we come up with another name here? Maybe Context?
>
> 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] Properties and Properties? What?

2010-09-23 Thread Carsten Wartmann
Am 23.09.2010 13:35, schrieb Joshua Leung:
> One is "Properties Editor" (old buttons window). The others are
> "Properties Region".

So then we need to write "Properties Editor" in the Editor Menu at 
least. Like Graph Editor etc.

And lets stay with Properties (without Region, the Tools/ToolShelf also 
no regions) for NKey.

Carsten

-- 
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Homepage: http://blenderbuch.de/
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [32047] trunk/blender/source/blender/ blenkernel/intern/unit.c: patch [#23796] Full support for unit buttons: area, volume, mass,

2010-09-23 Thread Lorenzo
On 23/09/2010 09:51, Carsten Wartmann wrote:
> Am 22.09.2010 15:18, schrieb Lorenzo:
>> On 22/09/2010 12:29, Carsten Wartmann wrote:
>>> Am 22.09.2010 04:36, schrieb Campbell Barton:
>>> I wish that I could also enter "2cm/s" or "30°/s" into the BGE Logic
>>> Bricks. Of course the Fps setting in the World needs to be taken into
>>> account for this.
>>>
>>> Cheers,
>>> Carsten
>>
>> For speeds and accelerations I've implemented only a small subset of units:
>
> I thought that if the system knows 1m=100cm it would be smart enough to
> convert/parse it in parts?

Units, even derived ones like area and velocity, are hardcoded for now. 
Blender doesn't know that cm, cm² and cm/s are related.

> However, where can I enter a speed in Blenders GUI?

I used props created ad hoc during testing, so I don't know.

> But my main concern is that you cant use units in the Game Engine Logic
> Bricks at all!

Indeed I've just noticed that. Making buttons unit-compatible is trivial 
but there isn't enough room inside buttons. Those logic bricks' frames 
are too small and oftentimes the label is inside the button itself.

> Also in the Motion LogicBrick it makes no sense to enter a speed at the
> moment, because now we have there a distance which the object travels in
> one Frame (means 1/FPS seconds) which is already a speed. However for a
> beginner it would be much easier to enter a speed directly, and have the
> motion actuator convert it to a distance per frame.

I'm not familiar with GE code, so I don't know how time is handled there.

Lorenzo Tozzi
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[Bf-committers] unlimited clay update

2010-09-23 Thread raulf
hi all :)

 Following the 80-20 rule that says:
 -you will make the first 80% of your code in the 20% of the time and will
spend the remaining 80% of the time in the last 20% of your code :P I'm
progressing slow but steady :)

 I've just solved today a nasty bug that prevented to properly sculpt over
EditMesh struct, this is the most critical and important step in the
rewritting of Unlimited Clay as a modifier.
 For non familiar with this when you sculpt rigth now you sculpt over a
mesh or using multires that creates other advances structures, well,
unlimited clay use the EditMesh of the object to take advantage of its
dynamic nature.

  Luckily the most critical step is nearly done ;)  stay tunned

   Cheers  Farsthary

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Re: [Bf-committers] Build problem for X64

2010-09-23 Thread Damir Prebeg
Hi all,

Yes, I use 64bit command prompt and there's nothing special in my
user-config.py (http://www.pasteall.org/15805/python), as you can see it's
just a
copy of the one that you can find here
http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Windows#Configure_Options,
except that I have
disabled ffmpeg because if ffmpeg is enabled compile also fails in VC++ IDE
so I recon there's still no x64 support for it.

Here's the error log: http://www.pasteall.org/15806/dos

Since I'm using VC++ 2008 Express, I've had to add 'amd64' in supported_arch
list at line 235 in file
scons\scons-local-1.2.0.d20090223\SCons\Tool\MSCommon\vs.py
(supported_arch=['x86', 'amd64'])

Not related with this problem to this, about a week a go (before I've tried
to compile 64bit) I've started to have problems with 32 bit builds in VC++
IDE because some files in ffmpeg libs are missing (libfaac-0.dll,
libfaad-2.dll, libmp3lame-0.dll, libx264-67.dll and xvidcore.dll)


On 23 September 2010 07:09, Nathan Letwory wrote:

> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> On 23.9.2010 2:49, Anthony LAU wrote:
> >   Did such error(s) come when you compiled the project in Debug mode? I
> received similar libraries linking problems (with VC++2008) and tried to
> look for
> > the library files that caused the problem... it turned out its absence
> > from the library directory. (The one I had problem was Iex_d.lib from
> Openerx of Win64 library set)
> > lib\windows\openexr\lib_vs2008
> > lib\win64\openexr\lib_vs2008
> >
> >   Once I switched to compile in Release mode, everything was resolved.
> > Even compiling with SCons was working fine, as long as it's in release
> > mode. (I also failed to compile Blender with SCons for Debug mode
> before.)
> >
> >   I'm wondering if Blender 64-bit is intended to be compiled in Release
> mode only. (And I don't know how many other win64 libraries got the Debug
> mode components missing)
>
> If you have trouble compiling Blender for 64bit Windows using SCons and
> MSVC, could you please put your error logs and user-config.py in
> pasteall.org and reply with them to this message? Both building
> WITH_DEBUG=True and WITH_DEBUG=False in user-config.py should just work
> fine (to be sure I compiled debug build just now).
>
> /Nathan 'sconsmaster jesterKing' Letwory
>
>
> - --
> Nathan Letwory
> Letwory Interactive
> http://www.letworyinteractive.com
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