Re: [Bf-committers] Frame Rate: Time Remapping

2011-03-23 Thread Troy Sobotka
On Sun, Mar 13, 2011 at 5:46 PM, Troy Sobotka  wrote:
> Whilst mucking about retiming, I noticed that I was unable to get any
> sort of output shift on frame input to output ratio using the Time
> Remapping Old and New values.
>
> Has anyone tested it recently and gotten it to work? If so, what dark
> alchemy did you invoke?

Am I to assume that no one has / is actually used this feature since
the dark ages?

Sorry to bump, but I believe this should at least get looked at.

Sincerely,
TJS
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[Bf-committers] Change scene by python API

2011-03-23 Thread revuedelibre .
Hello,

Is there a solution to change Scene by python API ?

I found that we can change it by screen.scene = bpy.data.scene['NewScene'].

Juste after that, bpy.ops.mesh.primitive_cube_add() have does :

- add a cube in the new selected scene when these 2 actions are done step by
step in python console
- add a cube in previous selected scene when these 2 actions are in a
script.

--> Strange to have a difference in these 2 actions


And what about background mode ( not tested ) ? It's quite strange to use
"screen" for change scene in background mode ( no screen ! )

Thanks & Regards,

Ju
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[Bf-committers] Participating GSoC and the 'straighten' tool

2011-03-23 Thread Sergey Kurdakov
Hi LetterRip,

thanks for clarifications,

I would give a link now to talk at blendernation

http://blenderartists.org/forum/showthread.php?212444-GSoC-UV-ideas
designers already noted lack of my knowledge of new UV tools ;)

but
already few things surfaced

-cut seams etc in the UV window.
-operate on multiple object UVs simultaneously. This one is definitely a
must.


at least  a list of what should be done - grows, so that shuvro might have a
good piece of work.

Regards
Sergey

>
>
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Re: [Bf-committers] Compile problem on Fedora linux (cmake) svn 35657

2011-03-23 Thread Nathan Letwory
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 23.3.2011 5:36, Richard Shaw wrote:
> /builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada/AnimationImporter.cpp:
> In member function 'void
> AnimationImporter::add_fcurves_to_object(Object*,
> std::vector&, char*, int, TransformReader::Animation*)':
> /builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada/AnimationImporter.cpp:200:75:
> error: expected primary-expression before ',' token
> /builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada/AnimationImporter.cpp:200:77:
> error: 'name' was not declared in this scope
> /builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada/AnimationImporter.cpp:200:81:
> error: 'offsetof' was not declared in this scope

Hi Richard,

Can you try r35718?

/Nathan

- -- 
Nathan Letwory
Letwory Interactive | Studio Lumikuu
http://www.letworyinteractive.com | http://www.lumikuu.com
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Re: [Bf-committers] Compile problem on Fedora linux (cmake) svn 35657

2011-03-23 Thread Dave Plater
On 03/23/2011 05:36 AM, Richard Shaw wrote:
> It get's a little further now...
>
> [ 47%] Building CXX object
> source/blender/collada/CMakeFiles/bf_collada.dir/ArmatureExporter.cpp.o
> cd /builddir/build/BUILD/blender-2.56.svn35706/Build/source/blender/collada
> &&  /usr/lib64/ccache/c++   -D__SSE__ -D__MMX__ -D__SSE2__
> -DNAN_BUILDINFO -O2 -g -pipe -Wall -Wp,-D_FORTIFY_SOURCE=2
> -fexceptions -fstack-protector --param=ssp-buffer-size=4 -m64
> -mtune=generic -pipe -fPIC -funsigned-char -fno-strict-aliasing -g
> -ggdb  -D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64
> -D_LARGEFILE64_SOURCE -fopenmp  -msse2  -msse -pipe -fPIC
> -funsigned-char -fno-strict-aliasing  -Wall -Wno-invalid-offsetof
> -Wno-sign-compare -fpermissive
> -I/builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada
> -I/builddir/build/BUILD/blender-2.56.svn35706/source/blender/blenlib
> -I/builddir/build/BUILD/blender-2.56.svn35706/source/blender/blenkernel
> -I/builddir/build/BUILD/blender-2.56.svn35706/source/blender/blenloader
> -I/builddir/build/BUILD/blender-2.56.svn35706/source/blender/windowmanager
> -I/builddir/build/BUILD/blender-2.56.svn35706/source/blender/makesdna
> -I/builddir/build/BUILD/blender-2.56.svn35706/source/blender/makesrna
> -I/builddir/build/BUILD/blender-2.56.svn35706/source/blender/editors/include
> -I/builddir/build/BUILD/blender-2.56.svn35706/intern/guardedalloc
> -I/usr/COLLADAStreamWriter/include -I/usr/COLLADABaseUtils/include
> -I/usr/COLLADAFramework/include
> -I/usr/COLLADASaxFrameworkLoader/include   -o
> CMakeFiles/bf_collada.dir/ArmatureExporter.cpp.o -c
> /builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada/ArmatureExporter.cpp
> /builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada/AnimationImporter.cpp:
> In member function 'void
> AnimationImporter::add_fcurves_to_object(Object*,
> std::vector&, char*, int, TransformReader::Animation*)':
> /builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada/AnimationImporter.cpp:200:75:
> error: expected primary-expression before ',' token
> /builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada/AnimationImporter.cpp:200:77:
> error: 'name' was not declared in this scope
> /builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada/AnimationImporter.cpp:200:81:
> error: 'offsetof' was not declared in this scope
> /builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada/AnimationImporter.cpp:
> In member function 'void AnimationImporter::add_bone_fcurve(Object*,
> COLLADAFW::Node*, FCurve*)':
> /builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada/AnimationImporter.cpp:1142:72:
> error: expected primary-expression before ',' token
> /builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada/AnimationImporter.cpp:1142:74:
> error: 'name' was not declared in this scope
> /builddir/build/BUILD/blender-2.56.svn35706/source/blender/collada/AnimationImporter.cpp:1142:78:
> error: 'offsetof' was not declared in this scope
> /usr/bin/make -f source/kernel/CMakeFiles/bf_gen_system.dir/build.make
> source/kernel/CMakeFiles/bf_gen_system.dir/depend
> make[2]: *** 
> [source/blender/collada/CMakeFiles/bf_collada.dir/AnimationImporter.cpp.o]
> Error 1
> make[2]: *** Waiting for unfinished jobs
> make[2]: Entering directory 
> `/builddir/build/BUILD/blender-2.56.svn35706/Build'
i've built rev 35701 successfully for openSUSE with both patched for py3.1 and 
py3.2 but the Fedora build is stuck on a spec conditional 
"parse error: expression gives -1" atm.  Try
"%define collada 0" to build without collada and see if it succeeds.

To Campbell and Nathan, blender has gcc46 bild problems, possibly just need 
"#include " in the failing files.:

cd /usr/src/packages/BUILD/blender-2.56.35701/Build/source/blender/nodes && 
/usr/bin/gcc  -D__SSE__ -D__MMX__ -D__SSE2__ -DWITH_PYTHON 
-fmessage-length=0 -O2 -Wall -D_FORTIFY_SOURCE=2 -fstack-protector 
-funwind-tables -fasynchronous-unwind-tables -g -pipe -fPIC 
-funsigned-char -fno-strict-aliasing -g -ggdb  -D_LARGEFILE_SOURCE 
-D_FILE_OFFSET_BITS=64 -D_LARGEFILE64_SOURCE -fopenmp  -msse2  -msse 
-pipe -fPIC -funsigned-char -fno-strict-aliasing  -Wall -Wcast-align 
-Werror=declaration-after-statement 
-Werror=implicit-function-declaration -Werror=return-type -Wstrict-prototypes 
-Wno-char-subscripts -Wno-unknown-pragmas -Wpointer-arith 
-Wunused-parameter -Wwrite-strings 
-I/usr/src/packages/BUILD/blender-2.56.35701/source/blender/nodes 
-I/usr/src/packages/BUILD/blender-2.56.35701/source/blender/blenkernel 
-I/usr/src/packages/BUILD/blender-2.56.35701/source/blender/blenlib 
-I/usr/src/packages/BUILD/blender-2.56.35701/source/blender/blenloader 
-I/usr/src/packages/BUILD/blender-2.56.35701/source/blender/gpu 
-I/usr/src/packages/BUILD/blender-2.56.35701/source/blender/imbuf 
-I/usr/src/packages/BUILD/blender-2.56.35701/source/blender/makesdna 
-I/usr/src/packages/BUILD/blender-2.56.35701/source/blender/makesrna 
-I/usr/src/packages/BUILD/b

[Bf-committers] A win32 build to try the remesh modifier.

2011-03-23 Thread jmsoler
hi,
in this archive : win32_RemeshMod_110323.zip on : 
http://www.zoo-logique.org/3D.Blender/index.php3?zoo=com

regards.
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Re: [Bf-committers] Compile problem on Fedora linux (cmake) svn 35657

2011-03-23 Thread Nathan Letwory
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 23.3.2011 12:42, Dave Plater wrote:
> To Campbell and Nathan, blender has gcc46 bild problems, possibly just need 
> "#include " in the failing files.:

I committed a fix an hour before your reply :) (r35718)

/Nathan


- -- 
Nathan Letwory
Blender Foundation | Letwory Interactive
http://www.blender.org | http://www.letworyinteractive.com
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[Bf-committers] GSoC11 - Projects with a mathematical bent?

2011-03-23 Thread Mitchell Jeffrey
Hi all,

I've just been having a look at some of the project ideas on the Summer of
Code wiki page.  Automatic seam creation for UV unwrapping, camera
tracking/motion capture and nodification of game logic have all caught my
attention.

While I have little experience in any 3D modelling or animation, I've
recently become interested in the software development aspect of packages
such as Blender.  I'm a 3rd year maths/physics major with a range of
languages/CS courses/software experience under my belt.  I'd imagine at
least the differential geometry course I took last semester would come in
handy.  While I'm all for picking up the necessary skills and competencies
along the way, I was hoping to discuss with possible mentors whether my
background is appropriate for contributing to Blender - perhaps related to
the aforementioned ideas - this (Northern) summer.

Cheers,
Mitchell
---
Melbourne, Australia
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[Bf-committers] r35724 compile error on FreeBSD

2011-03-23 Thread pete larabell
CMakeFiles/blender.dir/creator.c.o(.text+0x1d71): In function 'load_file':
: undefned refernce to 'DAG_on_load_update'
*** Error code 1

:(

Is this an easy fix?
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[Bf-committers] Blender's Material system enhancments

2011-03-23 Thread Islam Wazery
Hi,

My name is Islam Wazery and i want to participate in GSoC this year for
Blender,
i have an idea for the material system and i want to discuss it with you
guys. I don't know if it can be a GSoC project or no.

*Blender's Material system* has a set of nodes that varies from being
Material, Texture and Composition nodes.
There is no way to define new node types.
New nodes will give the shader programmers the ability to write their own
GLSL shaders and extend
the current set of nodes, not only that they can package and save a library
of their new nodes.

My idea is to provide an easy interface for creating new node types which
consists of:
- A wizard for specifying node parameters like
   - The name of the node
   - The type of the node (one node or group of nodes)
   - Inputs to it
   - Outputs form it
   - The Source GLSL code of it which it will performs and replaces in the
shader code list

- A preview for the output effect

- Shader code list window for each node

And also i am thinking of writing a lot more nodes to be provided with
blender's material system as built-in nodes

And to make the idea clear here is a video that have a similar interface
http://www.youtube.com/watch?v=JOoV7j6BhfQ
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Re: [Bf-committers] Compile problem on Fedora linux (cmake) svn 35657

2011-03-23 Thread Dave Plater
On 03/23/2011 02:38 PM, Nathan Letwory wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> On 23.3.2011 12:42, Dave Plater wrote:
>> To Campbell and Nathan, blender has gcc46 bild problems, possibly just need 
>> "#include" in the failing files.:
> I committed a fix an hour before your reply :) (r35718)
>
> /Nathan
>
>
> - -- 
> Nathan Letwory
> Blender Foundation | Letwory Interactive
> http://www.blender.org | http://www.letworyinteractive.com
>
We're only going on to gcc46 in a few weeks when factory becomes active again 
but I should have reported this a while ago.
Thanks for the fix.

Dave P
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Re: [Bf-committers] Blender's Material system enhancments

2011-03-23 Thread Knapp
On Wed, Mar 23, 2011 at 3:52 PM, Islam Wazery  wrote:

> Hi,
>
> My name is Islam Wazery and i want to participate in GSoC this year for
> Blender,
> i have an idea for the material system and i want to discuss it with you
> guys. I don't know if it can be a GSoC project or no.
>
> *Blender's Material system* has a set of nodes that varies from being
> Material, Texture and Composition nodes.
> There is no way to define new node types.
> New nodes will give the shader programmers the ability to write their own
> GLSL shaders and extend
> the current set of nodes, not only that they can package and save a library
> of their new nodes.
>
> My idea is to provide an easy interface for creating new node types which
> consists of:
> - A wizard for specifying node parameters like
>   - The name of the node
>   - The type of the node (one node or group of nodes)
>   - Inputs to it
>   - Outputs form it
>   - The Source GLSL code of it which it will performs and replaces in the
> shader code list
>
> - A preview for the output effect
>
> - Shader code list window for each node
>
> And also i am thinking of writing a lot more nodes to be provided with
> blender's material system as built-in nodes
> 



I for one would love to see many more really cool nodes but I think Blender
already has something like what you are talking about. Take a look at the
last node in the list on this page. There was a demo video posted here too
but I don't have the link.
http://wiki.blender.org/index.php/Doc:Manual/Materials/Nodes/Types

-- 
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/
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Re: [Bf-committers] Compile problem on Fedora linux (cmake) svn 35657

2011-03-23 Thread Richard Shaw
On Wed, Mar 23, 2011 at 10:00 AM, Dave Plater  wrote:
> On 03/23/2011 02:38 PM, Nathan Letwory wrote:
>> -BEGIN PGP SIGNED MESSAGE-
>> Hash: SHA1
>>
>> On 23.3.2011 12:42, Dave Plater wrote:
>>> To Campbell and Nathan, blender has gcc46 bild problems, possibly just need 
>>> "#include" in the failing files.:
>> I committed a fix an hour before your reply :) (r35718)
>>
>> /Nathan
>>
>>
>> - --
>> Nathan Letwory
>> Blender Foundation | Letwory Interactive
>> http://www.blender.org | http://www.letworyinteractive.com
>>
> We're only going on to gcc46 in a few weeks when factory becomes active again 
> but I should have reported this a while ago.
> Thanks for the fix.

Yup! Got a successful build for Fedora 15 which uses gcc 4.6!

Should I keep the -fpermissive CXX compile flag?

Thanks,
Richard
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Re: [Bf-committers] Blender's Material system enhancments

2011-03-23 Thread Remo Pini
if I understood correctly, the node you refer to runs Python code on the CPU... 
the one proposed here would be GLSL which usually runs on the GPU.

Having a freely programmable GLSL node would be really nice :)

> -Original Message-
> From: bf-committers-boun...@blender.org [mailto:bf-committers-
> boun...@blender.org] On Behalf Of Knapp
> Sent: Mittwoch, 23. März 2011 4:14
> To: bf-blender developers
> Subject: Re: [Bf-committers] Blender's Material system enhancments
> 
> On Wed, Mar 23, 2011 at 3:52 PM, Islam Wazery 
> wrote:
> 
> > Hi,
> >
> > My name is Islam Wazery and i want to participate in GSoC this year for
> > Blender,
> > i have an idea for the material system and i want to discuss it with you
> > guys. I don't know if it can be a GSoC project or no.
> >
> > *Blender's Material system* has a set of nodes that varies from being
> > Material, Texture and Composition nodes.
> > There is no way to define new node types.
> > New nodes will give the shader programmers the ability to write their own
> > GLSL shaders and extend
> > the current set of nodes, not only that they can package and save a library
> > of their new nodes.
> >
> > My idea is to provide an easy interface for creating new node types which
> > consists of:
> > - A wizard for specifying node parameters like
> >   - The name of the node
> >   - The type of the node (one node or group of nodes)
> >   - Inputs to it
> >   - Outputs form it
> >   - The Source GLSL code of it which it will performs and replaces in the
> > shader code list
> >
> > - A preview for the output effect
> >
> > - Shader code list window for each node
> >
> > And also i am thinking of writing a lot more nodes to be provided with
> > blender's material system as built-in nodes
> > 
> 
> 
> 
> I for one would love to see many more really cool nodes but I think Blender
> already has something like what you are talking about. Take a look at the
> last node in the list on this page. There was a demo video posted here too
> but I don't have the link.
> http://wiki.blender.org/index.php/Doc:Manual/Materials/Nodes/Types
> 
> --
> 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/
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Re: [Bf-committers] Compile problem on Fedora linux (cmake) svn 35657

2011-03-23 Thread Richard Shaw
> On Wed, Mar 23, 2011 at 10:00 AM, Dave Plater  
> wrote:
>> On 03/23/2011 02:38 PM, Nathan Letwory wrote:
>>> -BEGIN PGP SIGNED MESSAGE-
>>> Hash: SHA1
>>>
>>> On 23.3.2011 12:42, Dave Plater wrote:
 To Campbell and Nathan, blender has gcc46 bild problems, possibly just 
 need "#include" in the failing files.:
>>> I committed a fix an hour before your reply :) (r35718)

On a related note, I'm still using a patch which adds the "#include
" to several files but does some other things as well. If
someone could review the patch and see if it would be appropriate to
get this added to svn so I can stop using the patch I would greatly
appreciate it.

Thanks,
Richard
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35727] trunk/blender/source/blender/ collada: COLLADA: supporting barebone class for support (incomplete ).

2011-03-23 Thread Ken Hughes
I know the commit says this is incomplete, but it breaks compiling on 
Linux for me:

In file included from 
/home/blender/opencollada/COLLADASaxFrameworkLoader/include/COLLADASaxFWLIExtraDataCallbackHandler.h:15,
  from source/blender/collada/ExtraHandler.h:34,
  from source/blender/collada/ExtraHandler.cpp:31
/home/blender/opencollada/COLLADASaxFrameworkLoader/include/COLLADASaxFWLXmlTypes.h:17:32:
 
error: GeneratedSaxParser.h: No such file or directory

I have GeneratedSaxParser.h on the system, but not in the search paths 
being supplied for the compilation.

I'm using opencollada r827 (the last one I saw commits related to).  
Campbell says he thinks we're supposed to be using r836, the latest 
svn.  I'll try building against that (opencollada is a pain to build), 
but is there some official version number we're supposed to use?  Who 
decides that, and how is that information disseminated?

Ken

On 03/23/2011 07:25 AM, Nathan Letwory wrote:
> Revision: 35727
>
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=35727
> Author:   jesterking
> Date: 2011-03-23 14:25:35 + (Wed, 23 Mar 2011)
> Log Message:
> ---
> COLLADA: supporting barebone class for  support (incomplete).
>
> Modified Paths:
> --
>  trunk/blender/source/blender/collada/CMakeLists.txt
>  trunk/blender/source/blender/collada/DocumentImporter.cpp
>  trunk/blender/source/blender/collada/SConscript
>
> Added Paths:
> ---
>  trunk/blender/source/blender/collada/ExtraHandler.cpp
>  trunk/blender/source/blender/collada/ExtraHandler.h

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Re: [Bf-committers] GSoC11 - Projects with a mathematical bent?

2011-03-23 Thread Tom M
Hi Mitchell,

Many of our devs come from a physics background - math/physics double
majors and math/comp sci. double majors.

The camera tracking work requires heavy interface knowledge on the
Blender side, so unless you already have significant blender
experience it will be a poor fit.

There is a possibility of two devs for the camera tracking work (one
to work purely on the libmv side) which would be heavy math/physics
based but it is unclear what the feasibility of that is currently.

Automatic seam creation is certainly a possibility.

Nodification of game logic - you'll need to talk to Benoit regarding
that (hopefully he will reply).  I'll add his proposal for it to the
wiki

http://wiki.blender.org/index.php/Dev:Source/GameEngine/NodalLogic

Personally I'd recommend all individuals new to the code base to pick
a task with lots of small successes instead of a large project with a
single success at the end.

You might want to look at the retopology tool polishing; uv tool
polishing; and skinning wieghting polishing -  those are much more
likely to end up with a 'success' for a new developer.  80% success on
projects with lots of small milestones is easier to call a success
than 80% success on a big project with a single milestone.

Also you might try and do one of the items from the polishing lists
and submit a patch just to see if you can successfully hack the code
base and prove to us that you can.

Tom M.
LetterRip



On Wed, Mar 23, 2011 at 5:09 AM, Mitchell Jeffrey  wrote:
> Hi all,
>
> I've just been having a look at some of the project ideas on the Summer of
> Code wiki page.  Automatic seam creation for UV unwrapping, camera
> tracking/motion capture and nodification of game logic have all caught my
> attention.
>
> While I have little experience in any 3D modelling or animation, I've
> recently become interested in the software development aspect of packages
> such as Blender.  I'm a 3rd year maths/physics major with a range of
> languages/CS courses/software experience under my belt.  I'd imagine at
> least the differential geometry course I took last semester would come in
> handy.  While I'm all for picking up the necessary skills and competencies
> along the way, I was hoping to discuss with possible mentors whether my
> background is appropriate for contributing to Blender - perhaps related to
> the aforementioned ideas - this (Northern) summer.
>
> Cheers,
> Mitchell
> ---
> Melbourne, Australia
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[Bf-committers] bpy.dll

2011-03-23 Thread Paolo Basso
Hi all,

I compiled Blender source following the instructions in this post:
http://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule
in order to get a python module instead of the Blender.exe

My OS is Windows7 and consequently I got a bpy.dll instead of a bpy.so.

The problem is that I don't know what to do now
I tried importing the bpy.dll using ctypes but I get an error, any help is
appreciated!

Thanks,

Paolo
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Re: [Bf-committers] bpy.dll

2011-03-23 Thread Mitchell Stokes
On Windows, C Extension modules for Python have the extension .pyd
instead. So, try renaming the module from bpy.dll to bpy.pyd.

Cheers,
Mitchell
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Re: [Bf-committers] Frame Rate: Time Remapping

2011-03-23 Thread Dalai Felinto
Hi Troy,

I've used this in 2.49 and there it works fine. I remember Ton fixing a bug
1-2 years ago on that and mentioning that the whole remapping implementation
was a bit hacky. He may feel that without a proper re-design it's not a good
thing to keep maintaining. The official current status is: "half
implemented/candidate to be removed" (not my words) [1].

There are also two bug reports related to that in the tracker. Remember that
the search function in the tracker can show you closed items as well. That
helps to track back if an issue is supposed to be fixed, it's in the Todo
tracker or it was never reported.

[1] -
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Animation
[2] -
http://projects.blender.org/search/?type_of_search=artifact&group_id=9&atid=498&words=remap&Search.x=0&Search.y=0

Cheers,
Dalai

2011/3/23 Troy Sobotka 

> On Sun, Mar 13, 2011 at 5:46 PM, Troy Sobotka 
> wrote:
> > Whilst mucking about retiming, I noticed that I was unable to get any
> > sort of output shift on frame input to output ratio using the Time
> > Remapping Old and New values.
> >
> > Has anyone tested it recently and gotten it to work? If so, what dark
> > alchemy did you invoke?
>
> Am I to assume that no one has / is actually used this feature since
> the dark ages?
>
> Sorry to bump, but I believe this should at least get looked at.
>
> Sincerely,
> TJS
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Re: [Bf-committers] Frame Rate: Time Remapping

2011-03-23 Thread Tobias Oelgarte
I already submitted a bug report some weeks ago. Don't know anymore who 
reacted to this. But in the end it should be added to the todo-list. The 
feature works partially, but some strange things are happening: Timeline 
does not update correctly (at least if you try to navigate), Rendering 
will be aborted at wrong points, and some animation features are stuttering.

I would like to have this feature back or reimplemented, since it is the 
only simple way to adjust the timing.

Am 23.03.2011 19:31, schrieb Dalai Felinto:
> Hi Troy,
>
> I've used this in 2.49 and there it works fine. I remember Ton fixing a bug
> 1-2 years ago on that and mentioning that the whole remapping implementation
> was a bit hacky. He may feel that without a proper re-design it's not a good
> thing to keep maintaining. The official current status is: "half
> implemented/candidate to be removed" (not my words) [1].
>
> There are also two bug reports related to that in the tracker. Remember that
> the search function in the tracker can show you closed items as well. That
> helps to track back if an issue is supposed to be fixed, it's in the Todo
> tracker or it was never reported.
>
> [1] -
> http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Animation
> [2] -
> http://projects.blender.org/search/?type_of_search=artifact&group_id=9&atid=498&words=remap&Search.x=0&Search.y=0
>
> Cheers,
> Dalai
>
> 2011/3/23 Troy Sobotka
>
>> On Sun, Mar 13, 2011 at 5:46 PM, Troy Sobotka
>> wrote:
>>> Whilst mucking about retiming, I noticed that I was unable to get any
>>> sort of output shift on frame input to output ratio using the Time
>>> Remapping Old and New values.
>>>
>>> Has anyone tested it recently and gotten it to work? If so, what dark
>>> alchemy did you invoke?
>> Am I to assume that no one has / is actually used this feature since
>> the dark ages?
>>
>> Sorry to bump, but I believe this should at least get looked at.
>>
>> Sincerely,
>> TJS
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Re: [Bf-committers] bpy.dll

2011-03-23 Thread Paolo Basso
I tried also this way but I get the following error message (translated from
italian):

ImportError: DLL load failed: %1 is not a Win32 valid application.

It is possible that the dll has to be compiled with the same compiler as
python (visual studio)?
I compiled using mgwin.

http://docs.python.org/py3k/extending/windows.html
4.3. Using DLLs in Practice

Thanks,

P

2011/3/23 Mitchell Stokes 

> On Windows, C Extension modules for Python have the extension .pyd
> instead. So, try renaming the module from bpy.dll to bpy.pyd.
>
> Cheers,
> Mitchell
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Re: [Bf-committers] bpy.dll

2011-03-23 Thread Campbell Barton
Added support for windows r35735

Updated wiki.
http://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule

On windows the function needed exporting, defining Py_ENABLE_SHARED does this.

On Wed, Mar 23, 2011 at 6:45 PM, Paolo Basso  wrote:
> I tried also this way but I get the following error message (translated from
> italian):
>
> ImportError: DLL load failed: %1 is not a Win32 valid application.
>
> It is possible that the dll has to be compiled with the same compiler as
> python (visual studio)?
> I compiled using mgwin.
>
> http://docs.python.org/py3k/extending/windows.html
> 4.3. Using DLLs in Practice
>
> Thanks,
>
> P
>
> 2011/3/23 Mitchell Stokes 
>
>> On Windows, C Extension modules for Python have the extension .pyd
>> instead. So, try renaming the module from bpy.dll to bpy.pyd.
>>
>> Cheers,
>> Mitchell
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-- 
- Campbell
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