[Bf-committers] Defining new node types with Python

2011-03-03 Thread Tom Edwards
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...
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Re: [Bf-committers] Defining new node types with Python

2011-03-03 Thread Xavier Thomas
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...
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Re: [Bf-committers] Defining new node types with Python

2011-03-03 Thread Tom Edwards
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...
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Re: [Bf-committers] Paging Dave Plater

2011-03-03 Thread Dan Eicher
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
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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
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Re: [Bf-committers] Paging Dave Plater

2011-03-03 Thread Richard Shaw
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
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Re: [Bf-committers] Paging Dave Plater

2011-03-03 Thread Richard Shaw
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
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Re: [Bf-committers] Paging Dave Plater

2011-03-03 Thread Dan Eicher
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
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Re: [Bf-committers] Paging Dave Plater

2011-03-03 Thread Richard Shaw
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
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Re: [Bf-committers] Paging Dave Plater

2011-03-03 Thread Dan Eicher
There's also an osx package building ability which is completely
untested if some mac person wants to play too

Dan
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35338] trunk/blender/source/blender: bugfix #26267

2011-03-03 Thread Sergey I. Sharybin
  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

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[Bf-committers] Python 3.2 libs for Windows committed

2011-03-03 Thread Nathan Letwory
-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
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