[Bf-committers] Defining new node types with Python
I'd like to create a new node graph type to define how an external game engine treats exports from a scene. Similar things exist already http://i3.photobucket.com/albums/y84/starwind168/AnimTree.jpg. The bad news is that creating new node types is not currently possible with Python, and that the output I want is too esoteric to justify building into Blender itself. The good news is that my design is pure Python does not require anything outside the existing API: its output is a small script file, and all the heavy lifting is done by an existing external compiler. I could actually create it today, and the only missing element would be the visual aid of the node editor. My question, then, is how feasible supporting the definition of new node/graph types in Python is. We can already instance and modify existing ones... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Defining new node types with Python
Hi Tom, Hi would be interested in such a solution too. Maybe youwill be interested in my current work also: http://code.google.com/p/gamekit/source/browse/branches/AnimKit/Dependencies/Source/GameKit/AnimKit/ It is a animation library designed to be similar to Havok animation or playstation Edge. It's meant to be used by gamekit but is generic enought and dependence free to be used by any project (and lisenced without copyleft) It is still under heavy development but already support: Animating all you want to (including skeleton) Animation blending (including additive) SSE on Linux I am planning on adding animation blend tree to it as soon as I finish SSE on windows. As Blender already serves as authoring tool for gamekit. I would be verry interested in the possibility to edit animation blend tree in Blender too. Xavier 2011/3/3 Tom Edwards cont...@steamreview.org: I'd like to create a new node graph type to define how an external game engine treats exports from a scene. Similar things exist already http://i3.photobucket.com/albums/y84/starwind168/AnimTree.jpg. The bad news is that creating new node types is not currently possible with Python, and that the output I want is too esoteric to justify building into Blender itself. The good news is that my design is pure Python does not require anything outside the existing API: its output is a small script file, and all the heavy lifting is done by an existing external compiler. I could actually create it today, and the only missing element would be the visual aid of the node editor. My question, then, is how feasible supporting the definition of new node/graph types in Python is. We can already instance and modify existing ones... ___ 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] Defining new node types with Python
That sounds very interesting Xavier, but those jobs are already performed by the game engine's compiler in this case. I just need to generate a script for it to run. On 03/03/2011 5:39, Xavier Thomas wrote: Hi Tom, Hi would be interested in such a solution too. Maybe youwill be interested in my current work also: http://code.google.com/p/gamekit/source/browse/branches/AnimKit/Dependencies/Source/GameKit/AnimKit/ It is a animation library designed to be similar to Havok animation or playstation Edge. It's meant to be used by gamekit but is generic enought and dependence free to be used by any project (and lisenced without copyleft) It is still under heavy development but already support: Animating all you want to (including skeleton) Animation blending (including additive) SSE on Linux I am planning on adding animation blend tree to it as soon as I finish SSE on windows. As Blender already serves as authoring tool for gamekit. I would be verry interested in the possibility to edit animation blend tree in Blender too. Xavier 2011/3/3 Tom Edwardscont...@steamreview.org: I'd like to create a new node graph type to define how an external game engine treats exports from a scene. Similar things exist already http://i3.photobucket.com/albums/y84/starwind168/AnimTree.jpg. The bad news is that creating new node types is not currently possible with Python, and that the output I want is too esoteric to justify building into Blender itself. The good news is that my design is pure Python does not require anything outside the existing API: its output is a small script file, and all the heavy lifting is done by an existing external compiler. I could actually create it today, and the only missing element would be the visual aid of the node editor. My question, then, is how feasible supporting the definition of new node/graph types in Python is. We can already instance and modify existing ones... ___ 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] Paging Dave Plater
On Thu, Mar 3, 2011 at 9:47 AM, Richard Shaw hobbes1...@gmail.com wrote: I'm working on getting a build of 2.56 beta or newer built for Fedora and I was told that I should seek out Dave Plater as he's the Suse maintainer which also uses RPMs. I've downloaded the Suse src RPM and I have modified the spec file but I'm running into issues that are beyond my ability to fix and could use some help. Thanks, Richard ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers Don't know if it helps any but with cmake you can do a 'make package' and it spits out an rpm -- which also probably needs someone familiar with rpm based distros to look over/fix. Also needs to be tested on a red hat based distro since (I think) it's only been tried on suse. Dan ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Paging Dave Plater
On Thu, Mar 3, 2011 at 12:33 PM, Dan Eicher d...@trollwerks.org wrote: Don't know if it helps any but with cmake you can do a 'make package' and it spits out an rpm -- which also probably needs someone familiar with rpm based distros to look over/fix. I read that somewhere but wasn't sure how that would ultimately integrate with the unified build system. It's fine to get an installable package for me to test, but ultimately it's got to work with the Fedora build system that uses mock/rpmbuild. Also needs to be tested on a red hat based distro since (I think) it's only been tried on suse. I'll give it a try and see what blows up :) Thanks, Richard ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Paging Dave Plater
On Thu, Mar 3, 2011 at 12:33 PM, Dan Eicher d...@trollwerks.org wrote: Don't know if it helps any but with cmake you can do a 'make package' and it spits out an rpm -- which also probably needs someone familiar with rpm based distros to look over/fix. I tried 'make package' but got the following: $ make package make: *** No rule to make target `package'. Stop. I'm using the source from the Suse src package that appears to be SVN 34784. Any ideas? Richard ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Paging Dave Plater
On Thu, Mar 3, 2011 at 12:11 PM, Richard Shaw hobbes1...@gmail.com wrote: I tried 'make package' but got the following: $ make package make: *** No rule to make target `package'. Stop. I'm using the source from the Suse src package that appears to be SVN 34784. Any ideas? Richard You have to set up everything like a regular cmake build first then do the 'make package' thing. Also requires a fairly recent svn checkout, not too sure when it was committed. Dan ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Paging Dave Plater
On Thu, Mar 3, 2011 at 1:21 PM, Dan Eicher d...@trollwerks.org wrote: On Thu, Mar 3, 2011 at 12:11 PM, Richard Shaw hobbes1...@gmail.com wrote: I tried 'make package' but got the following: $ make package make: *** No rule to make target `package'. Stop. I'm using the source from the Suse src package that appears to be SVN 34784. Any ideas? Richard You have to set up everything like a regular cmake build first then do the 'make package' thing. Also requires a fairly recent svn checkout, not too sure when it was committed. Yup, I was already doing the cmake make part but the older svn checkout was the issue. I got it to run on a fresh svn checkout but it had some errors. Richard ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Paging Dave Plater
There's also an osx package building ability which is completely untested if some mac person wants to play too Dan ___ 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 [35338] trunk/blender/source/blender: bugfix #26267
Hi, Ton! I'm afraid this commit broke to much things. - After some changes to render settings/node tree render result could be incorrect (black textures) - Sculpt mode with texture is unworkable after undo - Fixed Texture isn't workable First two things are quite easy to be fixed, but i have no idea how to handle Fixed Texture for image piting and Tiled for sculpting. Idea of initializing image when stroke begins wouldn't work well from artists point of view. As i showed you in IRC texture could be procedural and when it's sized to brush radius it could have noticable boundary between different tiles, but if it'll be re-calculated for needed relative coord (from initial brush pos) it'll be continious. You could compare http://www.pasteall.org/pic/9577 and http://www.pasteall.org/pic/9578 (first image is made with texture image created form node at initial step, second one - with re-calculation on-demand (how it's implemented atm)). In both cases i've used Magic texture node. Not sure if it's really bad. If not -- i've already got fix for paiting mode and could make changes to sculpting mode. If not -- we should create something smarter. And i'm not 100% sure what's happening with this ntreeBeginExecTree/ntreeEndExecTree. I've tried to add this near texture recalculation in fixed texture brush handler and it worked fine (but really slow). But why it's not affected with threading issues? I mean what would happen if preview widget would be triggered to redraw between my ntreeBeginExecTree/ .. ntreeEndExecTree block? Wouldn't it also lead to wrong texture recalculation? And if it've got copy of node tree why this BeginExec/EndExec is necessery? And i'm also afraid of preview refresh triggering between ntreeBeginExecTree() and actual image generating from texture. One more thing, suclpting uses openmp threads and texture re-calculation in them. looks like this also wouldn;t work correct. P.S. I'm afraid i'll be online only after ~12 a-dam time, so trunk could be a bit unusable in this areas until this time. Original Message Subject: [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35338] trunk/blender/source/blender: bugfix #26267 From: Ton Roosendaal t...@blender.org To: bf-blender-...@blender.org Date: 03/03/2011 11:53 PM Revision: 35338 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35338 Author: ton Date: 2011-03-03 18:53:07 + (Thu, 03 Mar 2011) Log Message: --- bugfix #26267 ImageWindow + 3D view texture paint + texture preview render + texture nodes. Threading hell! But it works now :) Modified Paths: -- trunk/blender/source/blender/blenkernel/BKE_texture.h trunk/blender/source/blender/blenkernel/intern/node.c trunk/blender/source/blender/blenkernel/intern/texture.c trunk/blender/source/blender/editors/render/render_preview.c trunk/blender/source/blender/editors/sculpt_paint/paint_image.c ... -- With best regards, Sergey I. Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Python 3.2 libs for Windows committed
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, Just a quick notification to everybody that I committed new python 3.2 libs to lib/windows and lib/win64. The SCons build system (msvc) I already moved to the new era. CMake and MingW will follow soon. OSX libs will be committed soon, too. /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/ iQEcBAEBAgAGBQJNcDtcAAoJEKtfN7KsE0TtKqAH/i+C9DpW4fBkckoNYs/sL9ek l7eZ2szourg1S9jAUTRXq7wuhLTYc0Cl15Z/ufUHdw4lZyQzEOhIypWGkgAmqEEf +uQC/d6Spxgp/DLkqezN5fVokF+8a5aI02y9IMVFZuQ36qY2qvTxp6E55Jwe+U+w Qyo6NU1Ynh/Tg3dJtDd0ZDuzEIBoKQGcQtAZ0lptF0X1g+zbHwZ0n6PLxbq3L7if 3RJeDN863rbuo9N20M7E9ty2A3a5wbNYkIxA3y89+iVAV2tlnU7SgNP/JtbcpFyT hvPm5Y0HWZCxWTb4wY0Zld+Oyx1OUOY63uiynrV+Zcv/Q9RIWSHLg3aG9bN78Gk= =AcjU -END PGP SIGNATURE- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers