[Bf-committers] Drivers Delayed (Dependency Issue)

2011-02-20 Thread Tobias Oelgarte
I made some tests with the drivers and found out that they are delayed. 
Actually they get evaluated first. Before the objects they are depending 
on are getting updated. Even if there is no cyclic dependency they will 
be first, getting the input of the previous frame, making them lag one 
frame behind the changes.

I posted a bugreport yesterday, but the tracker seams to be down 
currently. Since i think, that this is a serious issue, i posted it also 
on this mailing list.

I uploaded a very simple example to http://www.pasteall.org/blend/5309
It contains a tiny armature consisting of one parent bone base, 
followed by a chain of the bones consisting of rot1 and rot2. rot2 
is animated and will be used as the input for bone driven, that is a 
child of base. Last steps ensures that rot1/rot2 are not depending 
on driven. driven has a single driver that updates the location of 
the bone, depending on the rotational difference between rot1 and rot2.

Ideally rot2 would be changed by the animation first, then driven 
would evaluated. But instead the driver is evaluated first, ignoring the 
dependency.

Greetings from
Tobias Oelgarte

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Re: [Bf-committers] Drivers Delayed (Dependency Issue)

2011-02-20 Thread Joshua Leung
Incorrect analysis...
... and it's not really a bug by our tracker definitions either!

What is really happening is this:
- Animation is ALWAYS executed first (this is done per frame change,
not per update). This is before any data (namely objects) get
evaluated. For the bones here, the values get written to the
pchan-loc/eul/quat/size/etc. vars at this point.
- Before updates occur (including frame change), the depsgraph only
tags objects with their object and/or object data needing updates.
- When updates occur, objects are evaluated by these block tags. In
this case, it means that the pose matrices (pchan-pose_mat), which
give the final transforms of bones (which you see in the viewport),
are calculated for all bones that an object has (in a single
pass/step) when the object has an object data tag
- Drivers for bones (strictly speaking, for PoseChannels, also known
via the PyAPI as PoseBones) and also for animation data are rooted at
Object-level. That is why you'll find the actions for posebone
animation attached to the Object-level AnimData block, as the Pose
data which contains the collection of PoseBones is attached to the
Object NOT Armature datablock.
- The practical implication for this story here, is that Object-level
data (including drivers) is evaluated before Object-data gets
evaluated (i.e. the Drivers will be run BEFORE any of the PoseBones
get evaluated)
- Rotational difference uses the pose matrices of the bones it depends
on (i.e. pchan-pose_mat)
- Hence, the phenomenon you see is all caused by the drivers reading
the last values they could find in the pchan-pose_mat's of the bones
it uses as input. Since the drivers are run before the pchan's will
get updated by being evaluated using newly flushed animation values
(and thus updating their pose_mat's), you will get a lagging
phenomenon.


On Sun, Feb 20, 2011 at 9:39 PM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
 I made some tests with the drivers and found out that they are delayed.
 Actually they get evaluated first. Before the objects they are depending
 on are getting updated. Even if there is no cyclic dependency they will
 be first, getting the input of the previous frame, making them lag one
 frame behind the changes.

 I posted a bugreport yesterday, but the tracker seams to be down
 currently. Since i think, that this is a serious issue, i posted it also
 on this mailing list.

 I uploaded a very simple example to http://www.pasteall.org/blend/5309
 It contains a tiny armature consisting of one parent bone base,
 followed by a chain of the bones consisting of rot1 and rot2. rot2
 is animated and will be used as the input for bone driven, that is a
 child of base. Last steps ensures that rot1/rot2 are not depending
 on driven. driven has a single driver that updates the location of
 the bone, depending on the rotational difference between rot1 and rot2.

 Ideally rot2 would be changed by the animation first, then driven
 would evaluated. But instead the driver is evaluated first, ignoring the
 dependency.

 Greetings from
 Tobias Oelgarte

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Re: [Bf-committers] Drivers Delayed (Dependency Issue)

2011-02-20 Thread Tobias Oelgarte
Without trying to insult anyone: Please tell me a solution. How could i 
drive a bone depending on the animation of another bone without 1 frame 
lag? It seams to be impossible and makes drivers for bone-properties 
useless to me. (pointless feature)

What you describe is horrible. Why do we have dependencies for bones if 
they are not accounted for? Any combination without circular 
dependencies should be allowed to be evaluated in one frame without lag.

- Animation first is fine
- Drivers on object level are really ugly, they should be always 
evaluated last or in dependency order.

Why not update by dependency only (child/parent, driver/source, ...)?


Am 20.02.2011 10:29, schrieb Joshua Leung:
 Incorrect analysis...
 ... and it's not really a bug by our tracker definitions either!

 What is really happening is this:
 - Animation is ALWAYS executed first (this is done per frame change,
 not per update). This is before any data (namely objects) get
 evaluated. For the bones here, the values get written to the
 pchan-loc/eul/quat/size/etc. vars at this point.
 - Before updates occur (including frame change), the depsgraph only
 tags objects with their object and/or object data needing updates.
 - When updates occur, objects are evaluated by these block tags. In
 this case, it means that the pose matrices (pchan-pose_mat), which
 give the final transforms of bones (which you see in the viewport),
 are calculated for all bones that an object has (in a single
 pass/step) when the object has an object data tag
 - Drivers for bones (strictly speaking, for PoseChannels, also known
 via the PyAPI as PoseBones) and also for animation data are rooted at
 Object-level. That is why you'll find the actions for posebone
 animation attached to the Object-level AnimData block, as the Pose
 data which contains the collection of PoseBones is attached to the
 Object NOT Armature datablock.
 - The practical implication for this story here, is that Object-level
 data (including drivers) is evaluated before Object-data gets
 evaluated (i.e. the Drivers will be run BEFORE any of the PoseBones
 get evaluated)
 - Rotational difference uses the pose matrices of the bones it depends
 on (i.e. pchan-pose_mat)
 - Hence, the phenomenon you see is all caused by the drivers reading
 the last values they could find in the pchan-pose_mat's of the bones
 it uses as input. Since the drivers are run before the pchan's will
 get updated by being evaluated using newly flushed animation values
 (and thus updating their pose_mat's), you will get a lagging
 phenomenon.


 On Sun, Feb 20, 2011 at 9:39 PM, Tobias Oelgarte
 tobias.oelga...@googlemail.com  wrote:
 I made some tests with the drivers and found out that they are delayed.
 Actually they get evaluated first. Before the objects they are depending
 on are getting updated. Even if there is no cyclic dependency they will
 be first, getting the input of the previous frame, making them lag one
 frame behind the changes.

 I posted a bugreport yesterday, but the tracker seams to be down
 currently. Since i think, that this is a serious issue, i posted it also
 on this mailing list.

 I uploaded a very simple example to http://www.pasteall.org/blend/5309
 It contains a tiny armature consisting of one parent bone base,
 followed by a chain of the bones consisting of rot1 and rot2. rot2
 is animated and will be used as the input for bone driven, that is a
 child of base. Last steps ensures that rot1/rot2 are not depending
 on driven. driven has a single driver that updates the location of
 the bone, depending on the rotational difference between rot1 and rot2.

 Ideally rot2 would be changed by the animation first, then driven
 would evaluated. But instead the driver is evaluated first, ignoring the
 dependency.

 Greetings from
 Tobias Oelgarte

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu

2011-02-20 Thread Carsten Wartmann
Am 20.02.2011 06:47, schrieb Dalai Felinto:
 Any final word on whether this will be reverted or not?

Seems not. Silence in the woods as we say in Germany ;-)

 If the commit is here to stay I think for BGE we will need some changes.

What are theese?

Carsten

-- 
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Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lu

2011-02-20 Thread Thomas Dinges
Am 20.02.2011 06:47, schrieb Dalai Felinto:
 Any final word on whether this will be reverted or not?
I don't think so. ;-) I guess it will stay in trunk.
 If the commit is here to stay I think for BGE we will need some changes.

 --
 Dalai

 # -- Re: New Render Pipeline Panel #
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Re: [Bf-committers] MinGW debug builds do not run

2011-02-20 Thread Peter Kümmel

On 20.02.2011 04:24, Campbell Barton wrote:


Whats supported isn't set in stone, its more a case of which
configurations are tested  known to work.


OK, thanks. And what is mostly used for the Windows releases?



this works for me.
- windows xp
- mingw-gcc4.5.2, (from mingw's main site)
- cmake 2.8 (build type set to Release or RelWithDebInfo)
- blender (tested r34959)


I had a little bit outdated checkout with 4.4, W7-64Bit, and
problems with release and debug.



A crash on startup may be a real bug rather then lack of support, you
could run with gdb and see why its crashing.
If you are unable to figure out how to fix you could file a bug and
include a backtace.


I assume not really a error in blender code, it's the mixture of
pre-compiled binaries, compiler used for blender, OS, and runtime
libraries.

Best is to build everyting with the same compiler.



Another way to help find the cause of the crash is to disable all
WITH_* options in cmake configuration, WITH_OPENAL, WITH_IMAGE_OPENEXR
... etc.

If this works you could try again with usable settings (so you get an
interface),
all off except WITH_PYTHON WITH_INSTALL and WITH_PYTHON_INSTALL.


I already had the idea to try it without python ;)


After that its trial and error to see which library causes the crash,
the offending lib could be disabled by default with mingw until its
fixed properly.

One other thing, you were getting the error 'PyModule_Create2'
interestingly I got this error too on Linux when trying to load a
library built with a debug python but finding a release library.


I could link against the lib/windows version with attached patch.



On Sat, Feb 19, 2011 at 3:26 PM, Peter Kümmelsyntheti...@gmx.net  wrote:

Tested it with cmake too. It links after a small fix, but
crashes immediately after starting. Seems mingw isn't supported.

Peter
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Index: python/lib/python31_d.def
===
--- python/lib/python31_d.def	(revision 34883)
+++ python/lib/python31_d.def	(working copy)
@@ -56,6 +56,7 @@
 PyEval_ReleaseThread
 PyExc_AttributeError
 PyExc_ImportError
+PyExc_IOError
 PyExc_IndexError
 PyExc_KeyError
 PyExc_MemoryError
Index: python/lib/python_mw_update.bat
===
--- python/lib/python_mw_update.bat	(revision 34883)
+++ python/lib/python_mw_update.bat	(working copy)
@@ -1,5 +1,5 @@
-cd X:\b\lib\windows\python\lib
-C:\MinGW\mingw32\bin\dlltool.exe --dllname python31_d.dll --input-def python31_d.def --output-lib python31mw_d.lib
-C:\MinGW\mingw32\bin\dlltool.exe --dllname python31.dll --input-def python31_d.def --output-lib python31mw.lib
+::cd X:\b\lib\windows\python\lib
+dlltool.exe -v --dllname python31_d.dll --input-def python31_d.def --output-lib python31mw_d.lib
+dlltool.exe -v --dllname python31.dll --input-def python31_d.def --output-lib python31mw.lib
 @ECHO OFF
 SET USRINPUT=
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[Bf-committers] Another svn/projects migrate coming!

2011-02-20 Thread Ton Roosendaal
Hi all,

Last December the projects site and svn were migrated to a new server.  
Since then this system has given weird errors occasionally. There's  
something bad with the hardware apparently.

We'll ditch this server and move it all to a new system (there's a  
spare).

Currently the server is down and not responding to remote reboots,  
will try to get in the colocation center today to kick it with some  
terminal magic :)

This means the bug trackers and svn is not accessible until further  
notice. We're on it!

-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] normal maps, red/green channel inverted

2011-02-20 Thread Ton Roosendaal
Hi,

I think Carsten's proposal is the nicest way, even when a bit ugly.
We can add a version patch in .blend files that sets this button  
active for all old .blends, but not active for newly created textures.

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 19 Feb, 2011, at 23:47, Carsten Wartmann wrote:

 Am 19.02.2011 23:08, schrieb Dalai Felinto:
 I wonder if instead of a commandline it would be possible to do this
 conversion with Python. I'm not sure of the current status of bpy for
 image handling, but it would be neat to have an addon for that.

 My idea was having a Button inside the Texture Context, Image Tab
 (beneath the Normal Map Button) to use old Blender Normal maps.

 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] normal maps, red/green channel inverted

2011-02-20 Thread Dalai Felinto
Instead of old Blender Normal maps couldn't it be invert color
channels [tooltip: old Blender Normal Maps - invert red/green
channels? Or Blender was really the only software out there using
those inverted?

I remember this being discussed a while ago (1year or +) but don't
remember what was the outcome of it.

--
Dalai

2011/2/20 Ton Roosendaal t...@blender.org:
 Hi,

 I think Carsten's proposal is the nicest way, even when a bit ugly.
 We can add a version patch in .blend files that sets this button
 active for all old .blends, but not active for newly created textures.

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 19 Feb, 2011, at 23:47, Carsten Wartmann wrote:

 Am 19.02.2011 23:08, schrieb Dalai Felinto:
 I wonder if instead of a commandline it would be possible to do this
 conversion with Python. I'm not sure of the current status of bpy for
 image handling, but it would be neat to have an addon for that.

 My idea was having a Button inside the Texture Context, Image Tab
 (beneath the Normal Map Button) to use old Blender Normal maps.

 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] MinGW debug builds do not run

2011-02-20 Thread Campbell Barton
IIRC MSVC2008 full version is used for releases,
I have a free MSVC2010 which has a similar problem to MinGW, debug
builds fail to run with strange popup dialog error.

Re Crash on startup:
 If its a crash (not a linking/error message), best not assume blender
is without fault, debug info  call-stack can help a lot in tracking
down these problems.

The IOError define is already in lib/windows, committed shortly after
changing the exception.
I use an update alias which does both repo's before building to
prevent these kinds of errors.

Do you still get the crash on startup?

On Sun, Feb 20, 2011 at 11:54 AM, Peter Kümmel syntheti...@gmx.net wrote:
 On 20.02.2011 04:24, Campbell Barton wrote:

 Whats supported isn't set in stone, its more a case of which
 configurations are tested  known to work.

 OK, thanks. And what is mostly used for the Windows releases?


 this works for me.
 - windows xp
 - mingw-gcc4.5.2, (from mingw's main site)
 - cmake 2.8 (build type set to Release or RelWithDebInfo)
 - blender (tested r34959)

 I had a little bit outdated checkout with 4.4, W7-64Bit, and
 problems with release and debug.


 A crash on startup may be a real bug rather then lack of support, you
 could run with gdb and see why its crashing.
 If you are unable to figure out how to fix you could file a bug and
 include a backtace.

 I assume not really a error in blender code, it's the mixture of
 pre-compiled binaries, compiler used for blender, OS, and runtime
 libraries.

 Best is to build everyting with the same compiler.


 Another way to help find the cause of the crash is to disable all
 WITH_* options in cmake configuration, WITH_OPENAL, WITH_IMAGE_OPENEXR
 ... etc.

 If this works you could try again with usable settings (so you get an
 interface),
 all off except WITH_PYTHON WITH_INSTALL and WITH_PYTHON_INSTALL.

 I already had the idea to try it without python ;)

 After that its trial and error to see which library causes the crash,
 the offending lib could be disabled by default with mingw until its
 fixed properly.

 One other thing, you were getting the error 'PyModule_Create2'
 interestingly I got this error too on Linux when trying to load a
 library built with a debug python but finding a release library.

 I could link against the lib/windows version with attached patch.


 On Sat, Feb 19, 2011 at 3:26 PM, Peter Kümmelsyntheti...@gmx.net  wrote:

 Tested it with cmake too. It links after a small fix, but
 crashes immediately after starting. Seems mingw isn't supported.

 Peter
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-- 
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Re: [Bf-committers] Fluid particles refactoring

2011-02-20 Thread François T .
so mine :)

2011/2/19 Mats Holmberg mats.holmb...@2me.fi


 On 19.2.2011, at 20.20, ra...@info.upr.edu.cu wrote:

  Is on the way ;)

 This comment really made my day =D Thanks.

 -mats
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Re: [Bf-committers] Fluid particles refactoring

2011-02-20 Thread Janne Karhu
On Sat, 19 Feb 2011 00:57:39 +0200, Michael Fox mfoxd...@gmail.com wrote:

 i don't like how size is now being used as ui tend to use size deflect
 with some random size which means if i increase the size, hence the
 radius then the particles will float above the collision object.

I've used size deflect in pretty much all my fluid tests and using  
particle size to influence the interaction radius too only seems natural  
to me. Perhaps I didn't make it clear enough that the idea is not to have  
interaction radius = particle size, but that the size defines a sensible  
radius so that enough neighbors are included in the calculations (for  
example 4 * size). So I don't quite get how this would make the particles  
float above the surface.. but can you please explain your work flow a bit  
more so I can understand the problem?


On Sat, 19 Feb 2011 01:11:28 +0200, Carsten Wartmann c...@blenderbuch.de  
wrote:

 BTW: Is there a documentation in one place for all the new particles?
 Even in your blog it is hard to keep track.

Yes the existing documentation is quite outdated. Once I get these changes  
ready I'll make a proper tutorial or perhaps even a couple on how to use  
the fluids in different cases, so that will hopefully help to get you  
started.

 And yes I do know that this will break old simulations, and that you  
 book
 writers have to do some pages all over again, but my sincere intention  
 is
 a better user experience with the particle fluids, so please forgive me.

 See above ;-) Beside us writers I don't think there is much use of them
 at the moment beside self contained demos and some effects, so I think
 it is acceptable to break some old simulations.

This is very nice to hear :)

And yes like Raul said surfacing is being worked on by him and Stephen, so  
hopefully we'll have some really usable fluid particles before the 2.6 is  
out! :)

janne
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[Bf-committers] IRC Meeting minutes February 20 2011

2011-02-20 Thread Thomas Dinges
Hi,
we had a short meeting, here some infos:

1) Blender 2.5x project

-Infos about the improvements for the fluid particles are on c.b.o
http://code.blender.org/index.php/2011/02/particle-fluids-refactoring-under-way/
Janne Karhu asks for some feedback :)
If there are no big issues he can commit during next week.

-New Material Pipeline panel
For normal materials we will stick to the old interface, for node 
materials we will use the pipeline panel. This should clear things up 
again. :)
Erwin Weber will do a new patch. Thomas Dinges will review and commit.

-First stable 2.5 version (2.57) is still planned for March.
Priority remains on bug fixing and to-do items.

2) Current projects / branches

-Sergey Sharybin// mentions that the svg importer is nearly finished and 
can be committed to addons repository soon.
This is still wip, so please contact him directly if you find bugs.

-Janne Karhu want to implement paged particles into Blender.
This would bring back Reactor particles for example.

-particles-2010 branch: Lukas Tönne reports work has been done on node 
basics and especially group handling over the past few days

-Jeroen Bakker will give more infos about his Tile based / OpenCL 
compositor project next week.

Thanks,

Thomas
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Re: [Bf-committers] Fluid particles refactoring

2011-02-20 Thread Carsten Wartmann
Am 20.02.2011 16:27, schrieb Janne Karhu:
 On Sat, 19 Feb 2011 00:57:39 +0200, Michael Foxmfoxd...@gmail.com  wrote:
...
 hopefully we'll have some really usable fluid particles before the 2.6 is
 out! :)

Erm, the next release is 2.5x I am not wrong, and Roland is not a 
clairvoyant ;-) So you got 1 or 2 years ;-)

Carsten, hopes you meant 2.5x

-- 
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Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] Another svn/projects migrate coming!

2011-02-20 Thread Ton Roosendaal
Hi,

SVN and trackers are running again. An fsck does miracles :)
Still, according our sysadm the motherboard is rotten, so we'll move  
it over asap.

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 20 Feb, 2011, at 14:29, Ton Roosendaal wrote:

 Hi all,

 Last December the projects site and svn were migrated to a new server.
 Since then this system has given weird errors occasionally. There's
 something bad with the hardware apparently.

 We'll ditch this server and move it all to a new system (there's a
 spare).

 Currently the server is down and not responding to remote reboots,
 will try to get in the colocation center today to kick it with some
 terminal magic :)

 This means the bug trackers and svn is not accessible until further
 notice. We're on it!

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org 
 www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The  
 Netherlands

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Re: [Bf-committers] Another svn/projects migrate coming!

2011-02-20 Thread Ton Roosendaal
Hi,

Oh, he just decided to do this right away :) In the process, svn/ 
trackers are not accessible!

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 20 Feb, 2011, at 17:01, Ton Roosendaal wrote:

 Hi,

 SVN and trackers are running again. An fsck does miracles :)
 Still, according our sysadm the motherboard is rotten, so we'll move
 it over asap.

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org 
 www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The  
 Netherlands

 On 20 Feb, 2011, at 14:29, Ton Roosendaal wrote:

 Hi all,

 Last December the projects site and svn were migrated to a new  
 server.
 Since then this system has given weird errors occasionally. There's
 something bad with the hardware apparently.

 We'll ditch this server and move it all to a new system (there's a
 spare).

 Currently the server is down and not responding to remote reboots,
 will try to get in the colocation center today to kick it with some
 terminal magic :)

 This means the bug trackers and svn is not accessible until further
 notice. We're on it!

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org
 www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

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Re: [Bf-committers] Drivers Delayed (Dependency Issue)

2011-02-20 Thread Tobias Oelgarte
Why are bones are not treated like separate objects? Driven Shapekeys on 
objects are not lagging behind. Neither do Constraints. But on Bones 
anything (location, rotation,... , influence on constraints,...) lags 
behind. I think this is a big issue, since you can't drive a bone with a 
bone correctly, as long they are inside the same armature. So far you 
stated the reason for this behavior. I can follow the reasons and it 
seams correct to me.

But isn't this not a general design flaw? As far as i can see, anything 
should be handled in one dependency tree. Updating anything first, that 
does not depend on anything else. Bones should also be part of this tree 
and not be treated separately. Otherwise not anything is animatable. 
At least not in a way you want to.

Am 20.02.2011 10:29, schrieb Joshua Leung:
 Incorrect analysis...
 ... and it's not really a bug by our tracker definitions either!

 What is really happening is this:
 - Animation is ALWAYS executed first (this is done per frame change,
 not per update). This is before any data (namely objects) get
 evaluated. For the bones here, the values get written to the
 pchan-loc/eul/quat/size/etc. vars at this point.
 - Before updates occur (including frame change), the depsgraph only
 tags objects with their object and/or object data needing updates.
 - When updates occur, objects are evaluated by these block tags. In
 this case, it means that the pose matrices (pchan-pose_mat), which
 give the final transforms of bones (which you see in the viewport),
 are calculated for all bones that an object has (in a single
 pass/step) when the object has an object data tag
 - Drivers for bones (strictly speaking, for PoseChannels, also known
 via the PyAPI as PoseBones) and also for animation data are rooted at
 Object-level. That is why you'll find the actions for posebone
 animation attached to the Object-level AnimData block, as the Pose
 data which contains the collection of PoseBones is attached to the
 Object NOT Armature datablock.
 - The practical implication for this story here, is that Object-level
 data (including drivers) is evaluated before Object-data gets
 evaluated (i.e. the Drivers will be run BEFORE any of the PoseBones
 get evaluated)
 - Rotational difference uses the pose matrices of the bones it depends
 on (i.e. pchan-pose_mat)
 - Hence, the phenomenon you see is all caused by the drivers reading
 the last values they could find in the pchan-pose_mat's of the bones
 it uses as input. Since the drivers are run before the pchan's will
 get updated by being evaluated using newly flushed animation values
 (and thus updating their pose_mat's), you will get a lagging
 phenomenon.


 On Sun, Feb 20, 2011 at 9:39 PM, Tobias Oelgarte
 tobias.oelga...@googlemail.com  wrote:
 I made some tests with the drivers and found out that they are delayed.
 Actually they get evaluated first. Before the objects they are depending
 on are getting updated. Even if there is no cyclic dependency they will
 be first, getting the input of the previous frame, making them lag one
 frame behind the changes.

 I posted a bugreport yesterday, but the tracker seams to be down
 currently. Since i think, that this is a serious issue, i posted it also
 on this mailing list.

 I uploaded a very simple example to http://www.pasteall.org/blend/5309
 It contains a tiny armature consisting of one parent bone base,
 followed by a chain of the bones consisting of rot1 and rot2. rot2
 is animated and will be used as the input for bone driven, that is a
 child of base. Last steps ensures that rot1/rot2 are not depending
 on driven. driven has a single driver that updates the location of
 the bone, depending on the rotational difference between rot1 and rot2.

 Ideally rot2 would be changed by the animation first, then driven
 would evaluated. But instead the driver is evaluated first, ignoring the
 dependency.

 Greetings from
 Tobias Oelgarte

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Re: [Bf-committers] Another svn/projects migrate coming!

2011-02-20 Thread Steve Obbayi
That explains a lot. Thanks



Steve Obbayi: Software Developer 
Homepage: http://www.sobbayi.com 


- Ton Roosendaal t...@blender.org wrote:

 Hi,
 
 Oh, he just decided to do this right away :) In the process, svn/ 
 trackers are not accessible!
 
 -Ton-
 
 
 Ton Roosendaal  Blender Foundation   t...@blender.org   
 www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands
 
 On 20 Feb, 2011, at 17:01, Ton Roosendaal wrote:
 
  Hi,
 
  SVN and trackers are running again. An fsck does miracles :)
  Still, according our sysadm the motherboard is rotten, so we'll
 move
  it over asap.
 
  -Ton-
 
 
 
  Ton Roosendaal  Blender Foundation   t...@blender.org 
  www.blender.org
  Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The  
  Netherlands
 
  On 20 Feb, 2011, at 14:29, Ton Roosendaal wrote:
 
  Hi all,
 
  Last December the projects site and svn were migrated to a new  
  server.
  Since then this system has given weird errors occasionally.
 There's
  something bad with the hardware apparently.
 
  We'll ditch this server and move it all to a new system (there's a
  spare).
 
  Currently the server is down and not responding to remote reboots,
  will try to get in the colocation center today to kick it with
 some
  terminal magic :)
 
  This means the bug trackers and svn is not accessible until
 further
  notice. We're on it!
 
  -Ton-
 
 
 
  Ton Roosendaal  Blender Foundation   t...@blender.org
  www.blender.org
  Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
  Netherlands
 
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Re: [Bf-committers] MinGW debug builds do not run

2011-02-20 Thread Ρυακιωτάκης Αντώνης
A bit unrelated maybe but a possible cause of crashes for MinGW, both Scons
and cmake is (unfortunately) ray-traced optimizations. It only happens on
render.
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[Bf-committers] blender-snapshot

2011-02-20 Thread Dan Eicher
I'm pretty sure simply changing the name of the .deb package to
blender-snapshot doesn't actually fix the 'bug' that was reported.

From what I understand the 'a' -- i.e. 2.49a -- was the issue and not
the package name which the debian folks solved by converting the
subversions to numbers, 2.49a = 2.49.1, 2.49b = 2.49.2, etc...

And, to top it all off, the blender-snapshot package conflicts with
the regular (stable) blender package so you can't even have two
different versions installed which is the only valid reason I can come
up with to have a different name.

To summarize, the issue is the way *blender* names releases and has
nothing to do with the debian package (which is what I said multiple
times in the bug report).

So, not a bug and as author of the original patch I'd appreciate if
the name were changed back.

Dan
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Re: [Bf-committers] MinGW debug builds do not run

2011-02-20 Thread Peter Kümmel
It compiles now out of the box but still crashes.
Seems I have to go the 'hard' way you described.

On 20.02.2011 14:46, Campbell Barton wrote:
 IIRC MSVC2008 full version is used for releases,
 I have a free MSVC2010 which has a similar problem to MinGW, debug
 builds fail to run with strange popup dialog error.

 Re Crash on startup:
   If its a crash (not a linking/error message), best not assume blender
 is without fault, debug info  call-stack can help a lot in tracking
 down these problems.

 The IOError define is already in lib/windows, committed shortly after
 changing the exception.
 I use an update alias which does both repo's before building to
 prevent these kinds of errors.

 Do you still get the crash on startup?

 On Sun, Feb 20, 2011 at 11:54 AM, Peter Kümmelsyntheti...@gmx.net  wrote:
 On 20.02.2011 04:24, Campbell Barton wrote:

 Whats supported isn't set in stone, its more a case of which
 configurations are testedknown to work.

 OK, thanks. And what is mostly used for the Windows releases?


 this works for me.
 - windows xp
 - mingw-gcc4.5.2, (from mingw's main site)
 - cmake 2.8 (build type set to Release or RelWithDebInfo)
 - blender (tested r34959)

 I had a little bit outdated checkout with 4.4, W7-64Bit, and
 problems with release and debug.


 A crash on startup may be a real bug rather then lack of support, you
 could run with gdb and see why its crashing.
 If you are unable to figure out how to fix you could file a bug and
 include a backtace.

 I assume not really a error in blender code, it's the mixture of
 pre-compiled binaries, compiler used for blender, OS, and runtime
 libraries.

 Best is to build everyting with the same compiler.


 Another way to help find the cause of the crash is to disable all
 WITH_* options in cmake configuration, WITH_OPENAL, WITH_IMAGE_OPENEXR
 ... etc.

 If this works you could try again with usable settings (so you get an
 interface),
 all off except WITH_PYTHON WITH_INSTALL and WITH_PYTHON_INSTALL.

 I already had the idea to try it without python ;)

 After that its trial and error to see which library causes the crash,
 the offending lib could be disabled by default with mingw until its
 fixed properly.

 One other thing, you were getting the error 'PyModule_Create2'
 interestingly I got this error too on Linux when trying to load a
 library built with a debug python but finding a release library.

 I could link against the lib/windows version with attached patch.


 On Sat, Feb 19, 2011 at 3:26 PM, Peter Kümmelsyntheti...@gmx.netwrote:

 Tested it with cmake too. It links after a small fix, but
 crashes immediately after starting. Seems mingw isn't supported.

 Peter
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Re: [Bf-committers] Fluid particles refactoring

2011-02-20 Thread Alex Fraser
Hi Janne,

Thanks for putting together this proposal.

- Original Message -
 I've been refactoring the fluid particles recently, and before I
 actually start getting ready to commit this I'd like to get some
 feedback on my current progress and ideas.
 
 http://code.blender.org/index.php/2011/02/particle-fluids-refactoring-under-way/

We have been using the SPH solver for engineering simulations. In our 
experiments, we often vary the fluid interaction radius independently from the 
collision radius. For example, if the size of a hole in a container mesh 
changes, I might want to make the collision radius smaller. Then again, it 
might make sense to make the interaction radius smaller too, so that the 
particles still flow nicely through the hole.

I suppose what I really want to do is change the resolution of the simulation 
without drastically changing the way the fluid behaves (e.g. double the number 
of particles, but maintain the same volume). If you can acheive this by 
changing the rest density at the same time as the interaction radius, I'm all 
for it. Will there be a way to find out what the interaction radius is, for the 
sake of writing reports? Also, what will the Advanced  Rest Length setting do?

One big challenge for us has been finding out how the parameters presented in 
the UI relate to physical quantities. The information doesn't seem to be 
available in the paper the Blender SPH code is based on:

http://www.iro.umontreal.ca/labs/infographie/papers/Clavet-2005-PVFS/

Perhaps the simulation in Blender is unphysical. We intend to implement a 
classical SPH algorithm, i.e. one without the double density relaxation, to 
perform further experiments with. We expect it will be more physically accurate 
(although perhaps lacking surface tension), and easier to make multi-threaded.

Cheers,
Alex

-- 
Alex Fraser
Software Engineer
The Victorian Partnership for Advanced Computing
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Re: [Bf-committers] blender-snapshot

2011-02-20 Thread Campbell Barton
Dan, since you added the debian package spec best you to make decisions on this.
If its a simple rename I can commit otherwise send in a patch.

On a related topic, just moved release/VERSION vars into BKE_blender.h
This way we can construct version strings from scanning the header in
either format...
  2.56a-beta - external release name we use on blender.org.
  2.56.2 - internal version string using subversion, internal blender use.

the string thats currently 'beta' could be used to detect if blender
is a release or not for generating packages.
the value could be set to 'alpha/beta/rc/release', and check for
'release', to made a package without the svn revision included.

I'd rather not become too involved in packaging discussions, devs who
maintain package spec's can choose which name, version string to use
which fits with their own distro/package guidelines.

- Campbell

On Sun, Feb 20, 2011 at 9:21 PM, Dan Eicher d...@trollwerks.org wrote:
 I'm pretty sure simply changing the name of the .deb package to
 blender-snapshot doesn't actually fix the 'bug' that was reported.

 From what I understand the 'a' -- i.e. 2.49a -- was the issue and not
 the package name which the debian folks solved by converting the
 subversions to numbers, 2.49a = 2.49.1, 2.49b = 2.49.2, etc...

 And, to top it all off, the blender-snapshot package conflicts with
 the regular (stable) blender package so you can't even have two
 different versions installed which is the only valid reason I can come
 up with to have a different name.

 To summarize, the issue is the way *blender* names releases and has
 nothing to do with the debian package (which is what I said multiple
 times in the bug report).

 So, not a bug and as author of the original patch I'd appreciate if
 the name were changed back.

 Dan
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-- 
- Campbell
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