Re: [Bf-committers] OS X update to XCode 4 breaks compiling

2011-03-27 Thread Shaul Kedem
Hi,
 I managed compiling and running blender in xcode 4.

 download cmake 2.8.4 and install it.

 After following the instructions at:
http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Mac run
"cmake-gui ../blender/"

 Make sure you create an xcode project.

 CMAKE_CXX_COMPILER should be /usr/bin/c++

 config and generate the project.

 Open the project within xcode4 and choose from the sub projects drop
down "install". press the "build and run" button.

 After this step ends choose "blender" from the dropdown and build and
run. at this stage blender runs on my setup.

shul

On Sun, Mar 20, 2011 at 7:09 AM, Damien Plisson  wrote:
> Hi Ton,
>
> It seems we'll need to move to XCode 4, but XCode 3.x is still available. (I 
> even use an external HS to boot on 10.5 to build libs, with XCode 3.0).
> I'll soon get XCode 4, but I'm never in a rush to get a x.0 release, I always 
> prefer to wait for the x.1 with its bug fixes...
>
> But I do have currently an issue with 10.4 libs, namely Python 3.2. Python 
> needs to be compiled on the target platform (cross compiling, even when 
> succeeding to get a build, gives errors in the python modules at runtime).
> So to be able to make the next release with 10.4 builds, we need to get 
> builders who still have 10.4.
> Unfortunately my contacts who made the Python 3.1 10.4 builds have upgraded 
> to 10.5...
>
> Damien
>
> Le 19 mars 2011 à 15:30, Ton Roosendaal a écrit :
>
>> Hi Damien,
>>
>> I had the impression that an upgrade to XCode4 replaces XCode3
>> entirely? That would make it a complex issue, it seems xcode4 is
>> especially needed for ipad/phone devs.
>>
>> With 10.7 announced for "this summer" we can wait for this release
>> first, check what's needed to keep it all work and then make a final
>> 10.4 decision.
>>
>> -Ton-
>>
>> 
>> Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>>
>> On 19 Mar, 2011, at 13:36, Damien Plisson wrote:
>>
>>> BTW, why rushing to XCode 4?
>>> I mean Blender is not a native Cocoa application with heavy
>>> Interface Builder use, and other fancy stuff that'll take advantage
>>> of the new XCode 4 ?
>>>
>>> Personally, I'm staying with XCode 3 for Blender build & debug for
>>> now.
>>>
>>> But the 10.4 support question remains: do we still want to support
>>> 10.4 for Blender now that 10.7 is announced ?
>>> Leaving 10.4 support will help also for library (including Python)
>>> support. Building only 1 version (the 10.5 universal) instead of 3.
>>>
>>> Damien
>>>
>>> Le 14 mars 2011 à 17:04, Ton Roosendaal a écrit :
>>>
 Hi OSX devs,

 Apple's new development update XCode 4 now is available (only when
 you
 pay FIVE dollars!).
 Someone in irc mentioned blender doesn't compile (at all) for it.
 Further, this XCode revision drops compiling for older OSX versions
 (10.4 and 10.5) and the install removes all libs/headers for it.

 Here's a report:
 http://www.blender.org/forum/viewtopic.php?t=19500

 -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] GSoC Proposal

2011-03-27 Thread philipp oeser

in your proposal you mention NITE being open source. cant find the info right 
now (not in front of my computer) but i am pretty sure it is not. they only 
provide a licensce key for free. will dig out the license tomorrow if i can 
find it.

good luck anyways, its a very interesting field to work in.


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[Bf-committers] Linux build error: svn 35825

2011-03-27 Thread Richard Shaw
Here's the error:
error: /builddir/build/SPECS/blender.spec:153: parseExpressionBoolean returns -1
/builddir/build/BUILD/blender-2.56.svn35825/source/blender/python/generic/py_capi_utils.c:61:2:
error: implicit declaration of function '_Py_atomic_load_relaxed'

Richard
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[Bf-committers] GSoC proposal

2011-03-27 Thread Yousef Hurfoush



hi all

nice feature but wouldn't it be better to go for an anonymous device type for 
capturing rather than kinect. 
basically for low salary countries like mine paying 650$ to get a double kinect 
is not much of a choice :)

here is sample of a capture software using  an anonymous camera device, they 
use PS3 camera as recommended device and you can use any good quality camera, 
i tried it with two cheap cameras (10$ for each) @ home and it worked very good 
and the software is able to handle about 6 cameras for accuracy.

thanks
Yousef Harfoush

i'm sending this again after subscription 
  
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[Bf-committers] Towards RC - blenderplayer problem

2011-03-27 Thread Sergey Kurdakov
Hi Brecht.

>Unless it's a really serious bug that e.g. causes data loss,

OK

I will report later found bugs and their causes, when I track them
 (transparent figure in gameplayer and not in Blender Game mode ) in bug
tracker.
somehow it is not visible ( though I'm almost half a year looking at Blender
code ).
But search will return me where to report bugs, thanks for pointer.

Regards
Sergey

On Sun, Mar 27, 2011 at 10:15 PM, Brecht Van Lommel <
brechtvanlom...@pandora.be> wrote:

> Hi Sergey,
>
> The game player will always draw in texture draw mode, that's
> intentional, the other draw modes are intended for testing while
> working on the game. There is also no 3d view editor in the game
> player.
>
> Unless it's a really serious bug that e.g. causes data loss, this kind
> of thing can just be reported in the bug tracker, it's easier to keep
> track of it and assign to the right developer that way.
>
> Thanks,
> Brecht.
>
>
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Re: [Bf-committers] Towards RC - blenderplayer problem

2011-03-27 Thread Brecht Van Lommel
Hi Sergey,

The game player will always draw in texture draw mode, that's
intentional, the other draw modes are intended for testing while
working on the game. There is also no 3d view editor in the game
player.

Unless it's a really serious bug that e.g. causes data loss, this kind
of thing can just be reported in the bug tracker, it's easier to keep
track of it and assign to the right developer that way.

Thanks,
Brecht.

On Sun, Mar 27, 2011 at 7:18 PM, Sergey Kurdakov  wrote:
> Hi all,
>
> I understand it is better to submit a bug report, but as
>
>  RC nears here is description of the problem, I think - which should not be
> in release
>
> Model in Blender (game mode ) and Blenderplayer are shown differently.
>
> Maybe model is 'strange' with strange modifiers, still it might shed light
> on possible problems in other cases.
>
> so here is a model
>
> http://www.sim-ai.org/S01a.blend
>
> So far I found one place of difference
>
> source\gameengine\BlenderRoutines\BL_KetsjiEmbedStart.cpp
>
>  ketsjiengine->SetDrawType(v3d->drawtype);
>  ketsjiengine->SetCameraZoom(camzoom);
>
> drawtype of v3d  is not set to blenderplayer and this results in different
> render output,
> but there are more problems.
>
> I look for more - but now you can trace the problem too
>
> Regards
> Sergey
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[Bf-committers] Towards RC - blenderplayer problem

2011-03-27 Thread Sergey Kurdakov
Hi all,

I understand it is better to submit a bug report, but as

 RC nears here is description of the problem, I think - which should not be
in release

Model in Blender (game mode ) and Blenderplayer are shown differently.

Maybe model is 'strange' with strange modifiers, still it might shed light
on possible problems in other cases.

so here is a model

http://www.sim-ai.org/S01a.blend

So far I found one place of difference

source\gameengine\BlenderRoutines\BL_KetsjiEmbedStart.cpp

 ketsjiengine->SetDrawType(v3d->drawtype);
 ketsjiengine->SetCameraZoom(camzoom);

drawtype of v3d  is not set to blenderplayer and this results in different
render output,
but there are more problems.

I look for more - but now you can trace the problem too

Regards
Sergey
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Re: [Bf-committers] GSoC proposal

2011-03-27 Thread Davis Sorenson
Hi,
I'm not a developer or someone who knows about implementing such a project,
but I happened to see a paper from Microsoft about their body tracking
algorithm, which I would assume is the one actually used in the xbox. There
was also a video about it, that I haven't watched.
http://research.microsoft.com/pubs/145347/BodyPartRecognition.pdf
http://www.youtube.com/watch?v=HNkbG3KsY84

I hope this helps in some way. :)

Davis

On Sun, Mar 27, 2011 at 5:35 PM, Sergey Kurdakov wrote:

> Hi Suvro,
>
>
> I also suggest you look at following links
>
>
>
> http://blenderartists.org/forum/showthread.php?207281-Using-OSC-in-Blender-2.5-Game-Engine-(with-Kinect-captured-data)
> here a script to import animation data is developed ( based on Nite etc )
>
> and papers to estimate skeleton based on my suggestions ( two Kinects )
>
> http://www.andreagiachetti.it/ActiveSkel/lcg_mirage2009.pdf
> http://www.win.tue.nl/~alext/ALEX/PAPERS/VisSym02/dskel.pdf
> http://alexandria.tue.nl/extra1/wskrap/publichtml/200638.pdf
> http://iwi.eldoc.ub.rug.nl/FILES/root/2008/LNCSReniers/2008LNCSReniers.pdf
>
> Regards
> Sergey
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[Bf-committers] Blender developer IRC minutes, 27 March 2011

2011-03-27 Thread Sergey Kurdakov
Hi all,

concerning RC

there is currently a problem ( which I investigate ) - that blenderplayer
and blender do show different results.

So far I found one place -
source\gameengine\BlenderRoutines\BL_KetsjiEmbedStart.cpp

 ketsjiengine->SetDrawType(v3d->drawtype);
 ketsjiengine->SetCameraZoom(camzoom);

drawtype of v3d  is not set to blenderplayer and this results in different
output.

but there are more differences (BlenderPlayer doesn't show parts (maybe due
to they  are marked with 'transparency' check box ) while
blender game mode do show.

So I investigate this and  would report  as soon as I know.

But the question is - is this a problem to be resolved or is it OK that
blenderplayer and blender in game mode show different results?

I can provide example models ( after I consult with designers ) to show
problems in case of any interest to resolve this.

Regards
Sergey
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[Bf-committers] Blender developer IRC minutes, 27 March 2011

2011-03-27 Thread Ton Roosendaal
Hi all,

1) 2.5x project, 2.57 release

- Ton mentioned he added code to prevent 3d window to redraw during  
initialize render stage. Someone reported a drawing glitch for this,  
needs to be confirmed and pinned down.

- Keymaps save/load (or assign/unassign) has open issues, especially  
for the Maya keymap. Martin Poirier will check on it.

- RC0 test builds are here: http://download.blender.org/release/Blender2.57/

- Linux RC0 64 bits has bad openAL (crashes on ALT+A). Might need an  
updated chroot? Campbell and Sergey offered help to check.

- Linux script to run software Opengl is currently broken. Campbell or  
one of the release builds could check.

- SOX: blenderplayer.app is not building currently.

- Windows installer is still not back. Caleb Joseph (Dobx) offers help  
here, he will work with Nathan Letwory on it.

- New startup.blend still has to be added, Ton will do asap.

- Planning: call for a RC1 tuesday/wednesday, next sunday review of  
status. Then decide to call for release or another RC2 test.

- Autobuild system: still needs a linux chroot, Sergey will help  
Brecht with it.

- Test files for regression will be updated too.

2) GSoC

- Tomorrow students can apply for the Google Summer of Code.

- Ideas list has been reviewed, updated a bit:
http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2011/Ideas

- Tom Musgrove suggests everyone to make advertisement for GSoC, we  
love to see a lot of submissions!

-Ton-


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

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[Bf-committers] GSoC proposal

2011-03-27 Thread Sergey Kurdakov
Hi Suvro,


I also suggest you look at following links


http://blenderartists.org/forum/showthread.php?207281-Using-OSC-in-Blender-2.5-Game-Engine-(with-Kinect-captured-data)
here a script to import animation data is developed ( based on Nite etc )

and papers to estimate skeleton based on my suggestions ( two Kinects )

http://www.andreagiachetti.it/ActiveSkel/lcg_mirage2009.pdf
http://www.win.tue.nl/~alext/ALEX/PAPERS/VisSym02/dskel.pdf
http://alexandria.tue.nl/extra1/wskrap/publichtml/200638.pdf
http://iwi.eldoc.ub.rug.nl/FILES/root/2008/LNCSReniers/2008LNCSReniers.pdf

Regards
Sergey
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[Bf-committers] GSoC proposal

2011-03-27 Thread Sergey Kurdakov
Hi Shuvro

see also
http://nicolas.burrus.name/index.php/Research/KinectRgbDemoV5?from=Research.KinectRgbDemoV4

Regards
Sergey
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[Bf-committers] GSoC proposal

2011-03-27 Thread Sergey Kurdakov
Hi Shuvro,

I believe, that there are could actually many directions in implementing
what I mentioned in previous message.

1)st auto calibrate kinect(s) see available software
http://graphics.cs.msu.ru/en/science/research/calibration/cpp
2)a reconstruct scene from kinect using  http://vimeo.com/21096739 ( diff
here http://www.pasteall.org/20117/diff )
using either Kreilos approach or maybe
http://www.ros.org/wiki/openni/Contests/ROS%203D/RGBD-6D-SLAM approach
2) b fit
generic figures to captured data ( generic figures could be taken from
MakeHuman, I think )
3) estimate motion. see additionally link
http://www.ros.org/wiki/openni/Contests/ROS%203D/Skeleton%20Tracker%20Teleoperation%20Package%20for%20Mobile%20Robot

so
pretty much to do.

but unlike your proposal - it does not rely on patented pending approach
implemented in Nite based code (Extraction of skeletons from 3D maps United
States Patent Application 20110052006 ) and potentially provides much more
reliable
motion data capture.

as for Blender and Nite you may see here
http://www.youtube.com/watch?v=UxIcwuo5Rts it is already tested with
http://www.brekel.com/  tool - which is basically a wrapper around Nite.

I just add some info to think on if the way you describe is really worth
pursuite

Regards
Sergey
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[Bf-committers] Daylight saving in europe, IRC meeting 14 UTC :)

2011-03-27 Thread Ton Roosendaal
Hi,

As topic said; we get a couple of weeks daylight start/ending saving  
confusements again.
The only constant is that meetings always are at 16h central european  
time :)

-Ton-


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

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[Bf-committers] GSoC proposal

2011-03-27 Thread Sergey Kurdakov
Hi Shuvro,

I have one thought to share on subject of motion capture

 that while there are a lot of samples now when  kinect allows to get motion
capture data
ex http://www.brekel.com/
- one kinect is very hard to make to produce good animation data.

so, while there are quite a bit examples to use Kinect to make motion
capture - it exibits weakness here and there - captures mostly standing
persons, feet sleeps, etc.

There is another approach though.
To use two kinects.

You might look at Oliver Kreylos

http://idav.ucdavis.edu/~okreylos/ResDev/Kinect/ page and also
http://www.cs.ubc.ca/labs/imager/tr/2009/eltopo/eltopo.html software - then,
I expect, it is possible to reconstruct skeleton at each time frame.


To estimate mesh from Oliver Kreylos  data you might use recently
implemented double contouring  algorithm
see http://vimeo.com/21096739 ( diff here http://www.pasteall.org/20117/diff
 )


this way - it would be possible to capture professional quality motion
capture data and not something with sleeping feet.

as a side note you may look at paper
http://openmesh.org/uploads/media/Hornung_TR10.pdf
while not directly related - it might be of some help in implementing above
mentioned approach.


Regards
Sergey

On Sun, Mar 27, 2011 at 11:01 AM, shuvro sarker  wrote:
>
> This is the link of my GSoC proposal. There are two links in the following
> page -
>
> http://wiki.blender.org/index.php/User:Shuvro
>
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[Bf-committers] GSoC proposal

2011-03-27 Thread shuvro sarker
This is the link of my GSoC proposal. There are two links in the following
page -

http://wiki.blender.org/index.php/User:Shuvro

Please review the proposals and give me any kind of advice regarding the
improvement, edit and
your thoughts about the ideas.

Stay fine. Thanks.

Shuvro
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