[Bf-committers] GSoC 2011
Hi all, I'm sure you all know Google Summer of Code 2011 has commenced and now underway. I personally am looking forward to completing a GSoC project for Blender Organization. Because I'm very much interested in Blender development and I have worked with Blender developers in COLLADA support for the last few months or so. But I still don't know for sure about the current stand on Blender Organization regarding GSoC 2011. The submission of mentoring organizations applications for GSoC 2011 has begun and the deadline is on March 11th. Has the Blender Organization submitted a Mentoring Organization application? And also is there a idea list being compiled? I already inquired similar matters in the IRC channels and thought it would be OK to start a discussion in the mailing list as well. Thanks, Regards, -- Sukhitha Jayathilake (Phabtar), Undergraduate, Computer Science and Engineering, University of Moratuwa, Sri Lanka. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] bump mapping - white is down black is up???
Things get blacker as you leave earth's atmosphere and head into space :) On 3/2/11, Knapp magick.c...@gmail.com wrote: On Tue, Mar 1, 2011 at 12:34 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: right.. we could come up with a million analogies for one or the other side. Anyway I've done some investigation and the other mainstream software I checked all use white for height an black for down. We could have a fix like the one they did for normal maps cheers Daniel Salazar www.3developer.com I have yet to see one where things get blacker as they go up. Do you have one? Just asking out of fun though. -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Sent from my mobile device From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] GSoC 2011
I have the application 95% completed. Just one paragraph I need to fill in some details for and a few pages I need to set up on the wiki. LetterRip On Tue, Mar 1, 2011 at 11:08 PM, Sukhitha Jayathilake pr.jayathil...@gmail.com wrote: Hi all, I'm sure you all know Google Summer of Code 2011 has commenced and now underway. I personally am looking forward to completing a GSoC project for Blender Organization. Because I'm very much interested in Blender development and I have worked with Blender developers in COLLADA support for the last few months or so. But I still don't know for sure about the current stand on Blender Organization regarding GSoC 2011. The submission of mentoring organizations applications for GSoC 2011 has begun and the deadline is on March 11th. Has the Blender Organization submitted a Mentoring Organization application? And also is there a idea list being compiled? I already inquired similar matters in the IRC channels and thought it would be OK to start a discussion in the mailing list as well. Thanks, Regards, -- Sukhitha Jayathilake (Phabtar), Undergraduate, Computer Science and Engineering, University of Moratuwa, Sri Lanka. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] GSoC 2011
Here is the ideas page http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2011/Ideas for those interested. LetterRip On Tue, Mar 1, 2011 at 11:29 PM, Tom M letter...@gmail.com wrote: I have the application 95% completed. Just one paragraph I need to fill in some details for and a few pages I need to set up on the wiki. LetterRip On Tue, Mar 1, 2011 at 11:08 PM, Sukhitha Jayathilake pr.jayathil...@gmail.com wrote: Hi all, I'm sure you all know Google Summer of Code 2011 has commenced and now underway. I personally am looking forward to completing a GSoC project for Blender Organization. Because I'm very much interested in Blender development and I have worked with Blender developers in COLLADA support for the last few months or so. But I still don't know for sure about the current stand on Blender Organization regarding GSoC 2011. The submission of mentoring organizations applications for GSoC 2011 has begun and the deadline is on March 11th. Has the Blender Organization submitted a Mentoring Organization application? And also is there a idea list being compiled? I already inquired similar matters in the IRC channels and thought it would be OK to start a discussion in the mailing list as well. Thanks, Regards, -- Sukhitha Jayathilake (Phabtar), Undergraduate, Computer Science and Engineering, University of Moratuwa, Sri Lanka. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] bump mapping - white is down black is up???
Only if you don't accidentally head in direction of the sun ;-) Am 02.03.2011 09:09, schrieb Luke Frisken: Things get blacker as you leave earth's atmosphere and head into space :) On 3/2/11, Knappmagick.c...@gmail.com wrote: On Tue, Mar 1, 2011 at 12:34 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: right.. we could come up with a million analogies for one or the other side. Anyway I've done some investigation and the other mainstream software I checked all use white for height an black for down. We could have a fix like the one they did for normal maps cheers Daniel Salazar www.3developer.com I have yet to see one where things get blacker as they go up. Do you have one? Just asking out of fun though. -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] New MinGW Maintainer
Ervin Weber (lusque) has been added to to keep MinGW supported tested since no active devs were supporting it well. While this isn't a glamorous job it helps devs who were getting kicked for breaking MinGW (mostly me!). He would like to learn other areas of blender too so it might not all be tedious maintenance :) Welcome Ervin! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] New MinGW Maintainer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2.3.2011 16:02, Campbell Barton wrote: Ervin Weber (lusque) has been added to to keep MinGW supported tested since no active devs were supporting it well. While this isn't a glamorous job it helps devs who were getting kicked for breaking MinGW (mostly me!). He would like to learn other areas of blender too so it might not all be tedious maintenance :) Welcome Ervin! Hurray! /Nathan - -- Nathan Letwory Letwory Interactive http://www.letworyinteractive.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJNbk4gAAoJEKtfN7KsE0TtGS4H/RnSDyONGI+0KW+ad4Bvak6E HeewkdrVzX0SUbuwljvX45lGtjtBBxlvDPv2m2ZKnc8NQitisSISELvoZLbfz3V0 CgaL91odwyakKogzQtWQR2BbbkFkdLeddYLsqs7AkUhaU9WLpmHSUDcsPp1y6E7A Yyr/z8KeLucDJcUYtupgjSj6wV4LH671El7KyjvGhHVgn1Imk/GN1mImaeTkPnwG xxj7ndcD6oP8rTLKLj1BVtg5sF7BJLTSNopi8nXzRea3ganNA0fHu111jizPBhfF IxXjQ3/4emoapR6aGSe7ZZGYel75WZivJI+xhuInU4mL37UL6bxoY9CDJHe6sOg= =7/Go -END PGP SIGNATURE- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] New MinGW Maintainer
Welcome aboard, Ervin! Nathan Letwory wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2.3.2011 16:02, Campbell Barton wrote: Ervin Weber (lusque) has been added to to keep MinGW supported tested since no active devs were supporting it well. While this isn't a glamorous job it helps devs who were getting kicked for breaking MinGW (mostly me!). He would like to learn other areas of blender too so it might not all be tedious maintenance :) Welcome Ervin! Hurray! /Nathan - -- Nathan Letwory Letwory Interactive http://www.letworyinteractive.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJNbk4gAAoJEKtfN7KsE0TtGS4H/RnSDyONGI+0KW+ad4Bvak6E HeewkdrVzX0SUbuwljvX45lGtjtBBxlvDPv2m2ZKnc8NQitisSISELvoZLbfz3V0 CgaL91odwyakKogzQtWQR2BbbkFkdLeddYLsqs7AkUhaU9WLpmHSUDcsPp1y6E7A Yyr/z8KeLucDJcUYtupgjSj6wV4LH671El7KyjvGhHVgn1Imk/GN1mImaeTkPnwG xxj7ndcD6oP8rTLKLj1BVtg5sF7BJLTSNopi8nXzRea3ganNA0fHu111jizPBhfF IxXjQ3/4emoapR6aGSe7ZZGYel75WZivJI+xhuInU4mL37UL6bxoY9CDJHe6sOg= =7/Go -END PGP SIGNATURE- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey I. Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] New MinGW Maintainer
Am 02.03.2011 15:02, schrieb Campbell Barton: Ervin Weber (lusque) has been added to to keep MinGW supported tested since no active devs were supporting it well. Welcome Ervin! I am one of the guys who use Mingw. Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35300] trunk/blender/source/blender: From the OFTL (old fart todo list)
Am 02.03.2011 15:09, schrieb Ton Roosendaal: Revision: 35300 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35300 Author: ton Date: 2011-03-02 14:09:54 + (Wed, 02 Mar 2011) Log Message: --- From the OFTL (old fart todo list) Haha! What else is on this list? I am curious. Maybe Transform with Cursor keys? Right Mouse on area edges has menu to Split or Join. Works like 2.4. Finally no more mouse stress due to seaching for little tiny corner icons :-) Caroldfartsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Feature idea: material assigment for modifiers
On Mon, Feb 28, 2011 at 7:41 PM, Bassam Kurdali bkurd...@freefactory.org wrote: I spoke with Campbell on irc, and he suggested I mail this to the list as a general proposal. It came up from me wanting a different material assignment for the inner and outer faces of a solidify modifier (as opposed to just the rim). Campbell suggested that hacking this in would be easy but a bit ugly; he proposed that a more generalized feature that would work for any modifier, in a consistent way, would be better. Indeed I could easily imagine this being desirable for at least: Solidify (currently just rim, but also inner outer) Mirror Bevel Array Boolean (already works by inheriting original materials?) List of concerns: -Blender does not guarantee material order is the same (e.g. when joining) -a way to modify materials used might not work reliably -doing it only for Solidify feels arbitrary, since it might be useful anytime you generate new faces-a more general way would be better (hence this proposal) -referencing material by index is crappy and likely to break -referencing directly could work, with the restriction that it exists in the mesh/object (is this a certain restriction? could it just be there in the scene?) -referencing the materials using an offset rather than index, so you can have multiple materials assigned to the mesh, and offset them for generated faces. -an imperfect but general known way that works for all modifiers would be acceptable. I think I've covered everything we talked about; My current need is only for solidify (rigged thin sheets with a requirement to have something only printed on one side)- and I can work around this in multiple ways, so no real pressure. A more general solution would be more useful/ future proof. cheers Bassam PS- whatever the choice, the assignment, whether by material, index, or index offset should be visible in the modifier panel; just a checkbox would be ultimately ugly, since (other than tooltips) there would be no user visible/adjustable way of selecting the required material. (you can do so for indexes in the material properties by putting the right materials in the right slots, but this feels quite hidden) Hi Bassam, Ton is ok with using a material index offset for modifiers, will try add to solidify today. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Has there been any word on Aligorith?
Doug, We have been in contact with Aligorith (Joshua Leung) - He is okay. -Sean On Wed, Mar 2, 2011 at 1:02 PM, Doug Ollivier d...@flipdesign.co.nz wrote: I've heard from DDWagnz who is another Blender user here in Christchurch, but have not heard from Aligorith. I'll check if ddwagnz has heard something from him. It certainly was dramatic. I just got power last night, so depending on where he is located he may simply have had no access to the internet. Hopefully it is nothing more serious. Doug (Alltaken) On 23/02/2011 5:16 a.m., Mike Belanger wrote: I was wondering about that today too. Man the latest earthquakes look horrific. I hope Aligorith is ok. Its safe to say if he's ok, he'll reply to this thread. On 2011-02-22, at 11:11 AM, Jaevixa McNomera wrote: Sorry if this is not the place for this email, but can it stated in here when someone hears word on Aligorith? The IP's I can get to are somewhat restricted here in the hospital (but of course I can get Google) so I can't always see other sites (notably graphicall.org is blocked from in here...) Thanks. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- ||-- Instant Messengers -- || ICQ at 11133295 || AIM at shatterstar98 || MSN Messenger at shatte...@hotmail.com || Yahoo Y! at the_7th_samuri ||-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Bullet physics update
The BGE already has a perfect location for such 'exportBulletFile' method in KX_PyConstraintBinding.cpp This would only be around 10 lines of code, and I will add this debugging/export option soon. Doing it outside of this KX_PyConstraintBinding.cpp might require much more work.It requires an up and running Bullet physics world btDiscreteDynamicsWorld. Is someone volunteering to do this work? Thanks, Erwin On 2 March 2011 14:11, Juha Mäki-Kanto kiskos...@gmail.com wrote: Hi, As Dalai Felinto said, I use the 2.49b export patch atm. to get the physics data out of blender. I do this from makefiles so I've added a GE commandline param (-g) export_physics = filename; with it the gameengine initializes, does export and sets exitrequested to true before the main-loop. All in all it's not neat so a bpy-function with similar results would be nice from a model-exporters perspective, possibly with an init_bge_pyscript-parameter which would allow advanced users to create things only available from within the GE. I'm pretty new to bullet and blender development so I'm not sure what problems this would cause compared to just having a purely bge based solution. Thanks, Juha 2011/3/2 Mitchell Stokes moguri...@gmail.com Nice to see you around again Erwin! bpy is available in the BGE if you're running from inside Blender. However, not from the Blenderplayer. Since this is more of a debug thing, I think this would be acceptable. Cheers, Mitchell Stokes On Tue, Mar 1, 2011 at 11:38 AM, Erwin Coumans erwin.coum...@gmail.com wrote: Hi, That is a good idea but I don't think it is a full replacement unless BPY is available within the BGE. Having the option to export within the BGE allows you to 'debug' and export a full running simulation. Some constraints/joints are only added at run-time (vehicles for example). Is BPY that can access a running Bullet simulation, available inside BGE? Thanks, Erwin On 1 March 2011 11:23, Dalai Felinto dfeli...@gmail.com wrote: Hi Erwin, I plan to add a single BGE physics API to export to a .bulle file, for example exportBullet(char* fileName); What if instead of a BGE API you do it as a bpy API? That way one can write an addon to export the .bulle files. It should already be possible now, but having an API for that can be easier I guess. (as a matter of fact Juha Mäki-Kanto, who submitted the RigidBodyJoint patch, uses Blender exactly for this, to export the .bulle for his engine) -- Dalai ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Bullet physics update
I am sorry, I wasn't being clear; my intention was that there'd be a bpy-side python function that would start gameengine with the only intent of exporting a bullet-file (similarly to what I do with 2.49b). Would not require much coding since this would would effectively use the same c++-code as the bge-side function. I don't know if there are some hidden problems to this and I think both bge- and bpy-export functions are required since they serve different purposes. Bpy-version would just provide clean access for exporting the data. Newbie, be patient please :) 2011/3/3 Mitchell Stokes moguri...@gmail.com Joshua Leung's (Aligorith's) GSoC project last year involved Bullet simulations in Blender (without using the BGE). I think he updated Bullet in his branch. You might want to have a chat with him. Cheers, Mitchell Stokes On Wed, Mar 2, 2011 at 2:23 PM, Erwin Coumans erwin.coum...@gmail.com wrote: The BGE already has a perfect location for such 'exportBulletFile' method in KX_PyConstraintBinding.cpp This would only be around 10 lines of code, and I will add this debugging/export option soon. Doing it outside of this KX_PyConstraintBinding.cpp might require much more work.It requires an up and running Bullet physics world btDiscreteDynamicsWorld. Is someone volunteering to do this work? Thanks, Erwin On 2 March 2011 14:11, Juha Mäki-Kanto kiskos...@gmail.com wrote: Hi, As Dalai Felinto said, I use the 2.49b export patch atm. to get the physics data out of blender. I do this from makefiles so I've added a GE commandline param (-g) export_physics = filename; with it the gameengine initializes, does export and sets exitrequested to true before the main-loop. All in all it's not neat so a bpy-function with similar results would be nice from a model-exporters perspective, possibly with an init_bge_pyscript-parameter which would allow advanced users to create things only available from within the GE. I'm pretty new to bullet and blender development so I'm not sure what problems this would cause compared to just having a purely bge based solution. Thanks, Juha 2011/3/2 Mitchell Stokes moguri...@gmail.com Nice to see you around again Erwin! bpy is available in the BGE if you're running from inside Blender. However, not from the Blenderplayer. Since this is more of a debug thing, I think this would be acceptable. Cheers, Mitchell Stokes On Tue, Mar 1, 2011 at 11:38 AM, Erwin Coumans erwin.coum...@gmail.com wrote: Hi, That is a good idea but I don't think it is a full replacement unless BPY is available within the BGE. Having the option to export within the BGE allows you to 'debug' and export a full running simulation. Some constraints/joints are only added at run-time (vehicles for example). Is BPY that can access a running Bullet simulation, available inside BGE? Thanks, Erwin On 1 March 2011 11:23, Dalai Felinto dfeli...@gmail.com wrote: Hi Erwin, I plan to add a single BGE physics API to export to a .bulle file, for example exportBullet(char* fileName); What if instead of a BGE API you do it as a bpy API? That way one can write an addon to export the .bulle files. It should already be possible now, but having an API for that can be easier I guess. (as a matter of fact Juha Mäki-Kanto, who submitted the RigidBodyJoint patch, uses Blender exactly for this, to export the .bulle for his engine) -- Dalai ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal: Make Net Render an addon
Very nice :) Daniel Salazar www.3developer.com 2011/2/28 Martin Poirier the...@yahoo.com: I already have the change here, just want to check one last thing with Campbell first. Martin --- On Mon, 2/28/11, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: From: Daniel Salazar - 3Developer.com zan...@gmail.com Subject: [Bf-committers] Proposal: Make Net Render an addon To: bf-blender developers bf-committers@blender.org Received: Monday, February 28, 2011, 6:50 PM Hi, I'd like to be able to switch off netrender. Could it become an addon? cheers, Daniel Salazar ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers