Re: [Bf-committers] Blender RC1 build!

2011-03-30 Thread Sergey I. Sharybin
  Ahh,, noticed this now. It doesn't happen in some frames, so was 
difficult to notice. Will try to fall back to ffmpeg from release builts 
(have no time to try newer builts/built myself). Will do this after 2.57.

Andre Tibben wrote:
> I noticed this pixalation also when compiling with dynamic libraries in
> previous versions of Ubuntu. There where some patches applied to swscale in
> trunk svn, so these probably where the reason. It doesn't happen anymore for
> me in Ubuntu 10.10. Current version of ffmpeg (libswscale0) I have is
> 4:0.6-2ubuntu6.
>
> Andre
>
> On Wed, Mar 30, 2011 at 5:42 PM, Ken Hughes  wrote:
>
>> I use the libraries from the blender svn trunk, prior to us removing
>> them sometime around 2.52.  I was never able to successfully build
>> static ffmpeg libraries from elsewhere.
>>
>> Ken
>>
>> On 03/30/2011 07:38 AM, Juan Pablo Bouza wrote:
>>> Ken, is there anything special that you do with ffmpeg when compiling for
>> linux?
>>> Cause me and some friends here have troubles with ffmpeg display in our
>> own compilations, everything looks pixalated.
>>> Your compilations don't have this issue... If you do anything strange
>> regarding this, Sergey should know :) and I want to know too :p
 From: t...@blender.org
 To: bf-committers@blender.org
 Date: Wed, 30 Mar 2011 15:53:48 +0200
 Subject: [Bf-committers] Blender RC1 build!

 Hi platform team,

 Let's do another official test build! This one should have fixed
 openAL for linux, and for Windows the installer too.

 - Try to stick to r35899
 - Put in the regular locations, I'll find/copy them and can align
 names too.
 - Names used will be like blender-2.57-RC1-r35899-platform.etc

 Platform builders:

 - Sergey Sharybin offered to do Linux builds, Ken has little time...
 and openAL and Collada are giving issues.
 - Damien: can you do OSX again?
 - Nathan L: Windows zip and exe
 - Pete Larabell: got a FreeBSD test for us?

 Thanks,

 -Ton-

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

 ___
 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
>


-- 
With best regards, Sergey I. Sharybin

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


[Bf-committers] gsoc applicantions

2011-03-30 Thread Tom M
Hey all,

if you are planning to apply to gsoc for Blender, please let me know
(by emailing me directly).

Currently there is only one application in the tracker, so perhaps you
won't have much competiton :)

Also be sure to encourage any computer science/math/physics students
you know to apply.

http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2011/Ideas

Let me know if you have any questions or need some help/suggestions on
your proposal.

Here is the gsoc page

http://socghop.appspot.com/gsoc/org/google/gsoc2011/blender

LetterRip
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Patches for gcc 4.6

2011-03-30 Thread Erwin Coumans
Hi,

I keep on receiving patches to add those constructors, and later another
patch to remove them again in those btSoftBody.h structs.

What is the actual error that is fixed by this btSoftBody patch?
Thanks,
Erwin


On 30 March 2011 06:57, Richard Shaw  wrote:

> I thought I had already posted this but I can't find it in my sent box
> and didn't get any response so I apologize if this is redundant.
>
> I have a gcc 4.6 patch I have to apply in order to get a clean build
> so I thought it may be a good idea to see if the patch was appropriate
> to integrate into svn.
>
> It's mostly just adding "#include " to several files but
> theres also some "struct" lines which I'm not sure exactly what it
> does as I'm not a C programmer.
>
> Patch is attached.
>
> Thanks,
> Richard M. Shaw
>
> ___
> 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] Blender RC1 build!

2011-03-30 Thread Andre Tibben
I noticed this pixalation also when compiling with dynamic libraries in
previous versions of Ubuntu. There where some patches applied to swscale in
trunk svn, so these probably where the reason. It doesn't happen anymore for
me in Ubuntu 10.10. Current version of ffmpeg (libswscale0) I have is
4:0.6-2ubuntu6.

Andre

On Wed, Mar 30, 2011 at 5:42 PM, Ken Hughes  wrote:

> I use the libraries from the blender svn trunk, prior to us removing
> them sometime around 2.52.  I was never able to successfully build
> static ffmpeg libraries from elsewhere.
>
> Ken
>
> On 03/30/2011 07:38 AM, Juan Pablo Bouza wrote:
> > Ken, is there anything special that you do with ffmpeg when compiling for
> linux?
> > Cause me and some friends here have troubles with ffmpeg display in our
> own compilations, everything looks pixalated.
> > Your compilations don't have this issue... If you do anything strange
> regarding this, Sergey should know :) and I want to know too :p
> >
> >> From: t...@blender.org
> >> To: bf-committers@blender.org
> >> Date: Wed, 30 Mar 2011 15:53:48 +0200
> >> Subject: [Bf-committers] Blender RC1 build!
> >>
> >> Hi platform team,
> >>
> >> Let's do another official test build! This one should have fixed
> >> openAL for linux, and for Windows the installer too.
> >>
> >> - Try to stick to r35899
> >> - Put in the regular locations, I'll find/copy them and can align
> >> names too.
> >> - Names used will be like blender-2.57-RC1-r35899-platform.etc
> >>
> >> Platform builders:
> >>
> >> - Sergey Sharybin offered to do Linux builds, Ken has little time...
> >> and openAL and Collada are giving issues.
> >> - Damien: can you do OSX again?
> >> - Nathan L: Windows zip and exe
> >> - Pete Larabell: got a FreeBSD test for us?
> >>
> >> Thanks,
> >>
> >> -Ton-
> >>
> >> 
> >> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> >> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
> >>
> >> ___
> >> 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] Blender RC1 build!

2011-03-30 Thread Sergey I. Sharybin
  I've got static libs installed from debian-multimedia repo. They leads 
to some additional library dependencies, which i've solved with static 
linking too. Not big issue due to --strip-all (my blender binary have 
got smaller size than in rc0). Quick tests were fine. So maybe it's no 
so big issue with using ffmpeg from multimedia repo?

Double-checking configuration atm (to be sure i haven't missed stuff) 
and making rules for blenderplayer and 32 bit (playing with 64bit builts 
atm).

 Original Message 
Subject: Re: [Bf-committers] Blender RC1 build!
From: Ken Hughes 
To: bf-blender developers 
Date: 03/30/2011 09:42 PM
> I use the libraries from the blender svn trunk, prior to us removing
> them sometime around 2.52.  I was never able to successfully build
> static ffmpeg libraries from elsewhere.
>
> Ken
>
> On 03/30/2011 07:38 AM, Juan Pablo Bouza wrote:
>> Ken, is there anything special that you do with ffmpeg when compiling for 
>> linux?
>> Cause me and some friends here have troubles with ffmpeg display in our own 
>> compilations, everything looks pixalated.
>> Your compilations don't have this issue... If you do anything strange 
>> regarding this, Sergey should know :) and I want to know too :p
>>
>>> From: t...@blender.org
>>> To: bf-committers@blender.org
>>> Date: Wed, 30 Mar 2011 15:53:48 +0200
>>> Subject: [Bf-committers] Blender RC1 build!
>>>
>>> Hi platform team,
>>>
>>> Let's do another official test build! This one should have fixed
>>> openAL for linux, and for Windows the installer too.
>>>
>>> - Try to stick to r35899
>>> - Put in the regular locations, I'll find/copy them and can align
>>> names too.
>>> - Names used will be like blender-2.57-RC1-r35899-platform.etc
>>>
>>> Platform builders:
>>>
>>> - Sergey Sharybin offered to do Linux builds, Ken has little time...
>>> and openAL and Collada are giving issues.
>>> - Damien: can you do OSX again?
>>> - Nathan L: Windows zip and exe
>>> - Pete Larabell: got a FreeBSD test for us?
>>>
>>> Thanks,
>>>
>>> -Ton-
>>>
>>> 
>>> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
>>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>>>
>>> ___
>>> 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
>


-- 
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] Blender RC1 build!

2011-03-30 Thread pete larabell
Thanks! Correct builds are now uploaded. My apologies for the mistake.

On Wed, Mar 30, 2011 at 1:08 PM, Ton Roosendaal  wrote:
> Hi Pete,
>
> Will remove now!
>
> -Ton-
>
> 
> Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> On 30 Mar, 2011, at 19:20, pete larabell wrote:
>
>> Ton,
>>
>> I forgot to build with Release turned on for optimizing. Can you clear
>> my two FreeBSD builds?? I'll rebuild and upload again.
>>
>>
>> On Wed, Mar 30, 2011 at 8:53 AM, Ton Roosendaal 
>> wrote:
>>> Hi platform team,
>>>
>>> Let's do another official test build! This one should have fixed
>>> openAL for linux, and for Windows the installer too.
>>>
>>> - Try to stick to r35899
>>> - Put in the regular locations, I'll find/copy them and can align
>>> names too.
>>> - Names used will be like blender-2.57-RC1-r35899-platform.etc
>>>
>>> Platform builders:
>>>
>>> - Sergey Sharybin offered to do Linux builds, Ken has little time...
>>> and openAL and Collada are giving issues.
>>> - Damien: can you do OSX again?
>>> - Nathan L: Windows zip and exe
>>> - Pete Larabell: got a FreeBSD test for us?
>>>
>>> Thanks,
>>>
>>> -Ton-
>>>
>>> 
>>> Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
>>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
>>> Netherlands
>>>
>>> ___
>>> 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] Blender RC1 build!

2011-03-30 Thread Ton Roosendaal
Hi Pete,

Will remove now!

-Ton-


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

On 30 Mar, 2011, at 19:20, pete larabell wrote:

> Ton,
>
> I forgot to build with Release turned on for optimizing. Can you clear
> my two FreeBSD builds?? I'll rebuild and upload again.
>
>
> On Wed, Mar 30, 2011 at 8:53 AM, Ton Roosendaal   
> wrote:
>> Hi platform team,
>>
>> Let's do another official test build! This one should have fixed
>> openAL for linux, and for Windows the installer too.
>>
>> - Try to stick to r35899
>> - Put in the regular locations, I'll find/copy them and can align
>> names too.
>> - Names used will be like blender-2.57-RC1-r35899-platform.etc
>>
>> Platform builders:
>>
>> - Sergey Sharybin offered to do Linux builds, Ken has little time...
>> and openAL and Collada are giving issues.
>> - Damien: can you do OSX again?
>> - Nathan L: Windows zip and exe
>> - Pete Larabell: got a FreeBSD test for us?
>>
>> Thanks,
>>
>> -Ton-
>>
>> 
>> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The  
>> Netherlands
>>
>> ___
>> 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] Blender RC1 build!

2011-03-30 Thread pete larabell
Ton,

I forgot to build with Release turned on for optimizing. Can you clear
my two FreeBSD builds?? I'll rebuild and upload again.


On Wed, Mar 30, 2011 at 8:53 AM, Ton Roosendaal  wrote:
> Hi platform team,
>
> Let's do another official test build! This one should have fixed
> openAL for linux, and for Windows the installer too.
>
> - Try to stick to r35899
> - Put in the regular locations, I'll find/copy them and can align
> names too.
> - Names used will be like blender-2.57-RC1-r35899-platform.etc
>
> Platform builders:
>
> - Sergey Sharybin offered to do Linux builds, Ken has little time...
> and openAL and Collada are giving issues.
> - Damien: can you do OSX again?
> - Nathan L: Windows zip and exe
> - Pete Larabell: got a FreeBSD test for us?
>
> Thanks,
>
> -Ton-
>
> 
> Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> ___
> 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] Blender RC1 build!

2011-03-30 Thread pete larabell
FreeBSD builds are up, with player :)

On Wed, Mar 30, 2011 at 11:40 AM, Dalai Felinto  wrote:
> And please remember to include blenderplayer ;)
>
> --
> 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] Blender RC1 build!

2011-03-30 Thread Dalai Felinto
And please remember to include blenderplayer ;)

--
Dalai
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] GSoC proposal - GE Nodes

2011-03-30 Thread Dalai Felinto
Hi Sven,
Benoit actually has some code done for that. It's not a lot, but if I
remember correctly it's already handling part of the ui and the
internal structure.

Mitchell had some complementary ideas on Nodal Logic too (and hand on
IRC) so it would be nice to talk to him too.

The way I see it is that if you can have the internal structure all
implemented, the ui and the python hook you wouldn't even need to
implement all the nodes. That's something that could come later with
time.

I'm glad you are interested on this project. Thumbs up.
Regards,
Dalai

2011/3/29 Sven von Brand :
> On 03/29/2011 11:24 PM, Mitchell Stokes wrote:
>> Hello,
>>
>> Nodal Logic is a pretty big task. Mostly because of the all the design
>> decisions to get it "right". I'm in the #blendercoders IRC channel
>> (freenode) quite a bit using the nick Moguri. So, come find me if you
>> want to chat. Also, I'd recommend talking with Campbell (Ideasman).
>
> My idea was take what is somehow known to be needed and implement at
> least a functional node logic, if it only implemented what it's
> currently in the logic bricks it would already be a step forward, but
> I'll find you during the week to chat about it,
>
>> Good luck!
>>
>
> thanks!
>
>> --Mitchell Stokes (Moguri)
>
> --
> Sven von Brand
> ___
> 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] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35896] trunk/blender/release/scripts/ startup/bl_operators: Quick effects operators:

2011-03-30 Thread Carsten Wartmann
Am 30.03.2011 15:35, schrieb Janne Karhu:
> Added a generic fur material!

Great!

>> I think the domain should be rotated not following the view direction
>> but global.
>
> Yes if would be very nice to be able to rotate the domain, but rendering
> smoke with a rotated domain is not really working like it should, so for
> now globally aligned domains it is :)

Hmm. Maybe you missunderstood me. Here the domains are generated in the 
view-orientation. I have checked "Align to View" for new Objects, so I 
think the operator does the right thing but not what you did expect (I 
think you have the global option on). So *I* have to alt-r the domain 
after Make Smoke...

> Are you sure? For me checking the "start baking" will start a fluid baking
> job just fine (this can be seen in the top header).

Yes, it is calculating something, but nothing to see with Alt-A or 
stepping through the anim. Maybe I forgot to save my file before baking?

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] Blender RC1 build!

2011-03-30 Thread pete larabell
I can certainly do so. :)

I already had 35900 up on graphicall.org :)

I will build and upload to ftp.


On Wed, Mar 30, 2011 at 10:42 AM, Ken Hughes  wrote:
> I use the libraries from the blender svn trunk, prior to us removing
> them sometime around 2.52.  I was never able to successfully build
> static ffmpeg libraries from elsewhere.
>
> Ken
>
> On 03/30/2011 07:38 AM, Juan Pablo Bouza wrote:
>> Ken, is there anything special that you do with ffmpeg when compiling for 
>> linux?
>> Cause me and some friends here have troubles with ffmpeg display in our own 
>> compilations, everything looks pixalated.
>> Your compilations don't have this issue... If you do anything strange 
>> regarding this, Sergey should know :) and I want to know too :p
>>
>>> From: t...@blender.org
>>> To: bf-committers@blender.org
>>> Date: Wed, 30 Mar 2011 15:53:48 +0200
>>> Subject: [Bf-committers] Blender RC1 build!
>>>
>>> Hi platform team,
>>>
>>> Let's do another official test build! This one should have fixed
>>> openAL for linux, and for Windows the installer too.
>>>
>>> - Try to stick to r35899
>>> - Put in the regular locations, I'll find/copy them and can align
>>> names too.
>>> - Names used will be like blender-2.57-RC1-r35899-platform.etc
>>>
>>> Platform builders:
>>>
>>> - Sergey Sharybin offered to do Linux builds, Ken has little time...
>>> and openAL and Collada are giving issues.
>>> - Damien: can you do OSX again?
>>> - Nathan L: Windows zip and exe
>>> - Pete Larabell: got a FreeBSD test for us?
>>>
>>> Thanks,
>>>
>>> -Ton-
>>>
>>> 
>>> Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
>>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>>>
>>> ___
>>> 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] Python callbacks and keeping properties in sync

2011-03-30 Thread Doug Hammond
Ah, that's it!

OK, I've added the main points I can think of, but I'm sure there's more
;)

Cheers,
Doug.


On 30 March 2011 16:46, Wenzel Jakob  wrote:

> Hello Doug,
>
> after signing up with the Wiki, I had to click on the link in the
> confirmation email before "Edit.." links appeared.
>
> Best,
> Wenzel
>
> On 03/30/2011 05:35 PM, Doug Hammond wrote:
> > Am I missing something? I can't edit that page to add my thoughts.
> >
> >
> > Cheers,
> > Doug.
> >
> >
> > On 30 March 2011 16:31, bartius crouch  wrote:
> >
> >> On Wed, Mar 30, 2011 at 4:23 PM, Wenzel Jakob
>  wrote:
> >>
> >>> Hello Ton and Doug,
> >>>
> >>> Campbell requested to put use cases at the bottom of his Wiki page
> >>> (http://wiki.blender.org/index.php/User:Ideasman42) so that a list of
> >>> requirements can be made.
> >>>
> >> Thanks for the heads-up, I've added a comment on that wiki page.
> >> Bart.
> >> ___
> >> 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] Python callbacks and keeping properties in sync

2011-03-30 Thread Wenzel Jakob
Hello Doug,

after signing up with the Wiki, I had to click on the link in the 
confirmation email before "Edit.." links appeared.

Best,
Wenzel

On 03/30/2011 05:35 PM, Doug Hammond wrote:
> Am I missing something? I can't edit that page to add my thoughts.
>
>
> Cheers,
> Doug.
>
>
> On 30 March 2011 16:31, bartius crouch  wrote:
>
>> On Wed, Mar 30, 2011 at 4:23 PM, Wenzel Jakob  wrote:
>>
>>> Hello Ton and Doug,
>>>
>>> Campbell requested to put use cases at the bottom of his Wiki page
>>> (http://wiki.blender.org/index.php/User:Ideasman42) so that a list of
>>> requirements can be made.
>>>
>> Thanks for the heads-up, I've added a comment on that wiki page.
>> Bart.
>> ___
>> 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] Blender RC1 build!

2011-03-30 Thread Ken Hughes
I use the libraries from the blender svn trunk, prior to us removing 
them sometime around 2.52.  I was never able to successfully build 
static ffmpeg libraries from elsewhere.

Ken

On 03/30/2011 07:38 AM, Juan Pablo Bouza wrote:
> Ken, is there anything special that you do with ffmpeg when compiling for 
> linux?
> Cause me and some friends here have troubles with ffmpeg display in our own 
> compilations, everything looks pixalated.
> Your compilations don't have this issue... If you do anything strange 
> regarding this, Sergey should know :) and I want to know too :p
>
>> From: t...@blender.org
>> To: bf-committers@blender.org
>> Date: Wed, 30 Mar 2011 15:53:48 +0200
>> Subject: [Bf-committers] Blender RC1 build!
>>
>> Hi platform team,
>>
>> Let's do another official test build! This one should have fixed
>> openAL for linux, and for Windows the installer too.
>>
>> - Try to stick to r35899
>> - Put in the regular locations, I'll find/copy them and can align
>> names too.
>> - Names used will be like blender-2.57-RC1-r35899-platform.etc
>>
>> Platform builders:
>>
>> - Sergey Sharybin offered to do Linux builds, Ken has little time...
>> and openAL and Collada are giving issues.
>> - Damien: can you do OSX again?
>> - Nathan L: Windows zip and exe
>> - Pete Larabell: got a FreeBSD test for us?
>>
>> Thanks,
>>
>> -Ton-
>>
>> 
>> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>>
>> ___
>> 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] Linux build error: svn 35825

2011-03-30 Thread Richard Shaw
On Wed, Mar 30, 2011 at 10:31 AM, Campbell Barton  wrote:
> On Wed, Mar 30, 2011 at 3:03 PM, Richard Shaw  wrote:
>> On Mon, Mar 28, 2011 at 8:11 AM, Richard Shaw  wrote:
>>> On Mon, Mar 28, 2011 at 6:44 AM, Campbell Barton  
>>> wrote:
 This is used by a macro to check if python interpreter is active:
 #define PYC_INTERPRETER_ACTIVE
 (((PyThreadState*)_Py_atomic_load_relaxed(&_PyThreadState_Current)) !=
 NULL)

 Py 3.1 works a bit differently, you could just check if
 PyThreadState_GET() is not NULL, in py3.2 that aborts blender so I had
 to look at pythons source.
>>
>> Campbell,
>>
>> That did the trick. My patch worked on the first try (which only
>> impresses me because I'm not a C programmer so I guessed at the
>> syntax).
>>
>> I got a good build but grep'ing through the build log I did find these 
>> warnings:
>>
>> Parsing file 
>> /builddir/buil/builddir/build/BUILD/blender-2.56.svn35889/source/blender/makesrna/intern/rna_ui_api.c:77:
>> Warning: include file UI_icons.h not found, perhaps you forgot to add
>> its directory to INCLUDE_PATH?
>> Prep/builddir/build/BUILD/blender-2.56.svn35889/intern/iksolver/intern/TNT/vecadaptor.h:254:
>> Warning: include file iostream not found, perhaps you forgot to add
>> its directory to INCLUDE_PATH?
>>
>> Anything to worry about?
>>
>> Thanks,
>> Richard
>
> Thats strange, if the file isnt found blender shouldnt build, the
> include is added
> ./source/blender/makesrna/intern/CMakeLists.txt:145
>
> Just built with gcc4.6 and it doesn't give any warnings about missing
> includes with  RNA.

Never mind. After investigating I'm pretty sure the error is from
doxygen and not the build process.

Thanks,
Richard
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Python callbacks and keeping properties in sync

2011-03-30 Thread Doug Hammond
Am I missing something? I can't edit that page to add my thoughts.


Cheers,
Doug.


On 30 March 2011 16:31, bartius crouch  wrote:

> On Wed, Mar 30, 2011 at 4:23 PM, Wenzel Jakob  wrote:
>
> > Hello Ton and Doug,
> >
> > Campbell requested to put use cases at the bottom of his Wiki page
> > (http://wiki.blender.org/index.php/User:Ideasman42) so that a list of
> > requirements can be made.
> >
>
> Thanks for the heads-up, I've added a comment on that wiki page.
> Bart.
> ___
> 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] Linux build error: svn 35825

2011-03-30 Thread Campbell Barton
On Wed, Mar 30, 2011 at 3:03 PM, Richard Shaw  wrote:
> On Mon, Mar 28, 2011 at 8:11 AM, Richard Shaw  wrote:
>> On Mon, Mar 28, 2011 at 6:44 AM, Campbell Barton  
>> wrote:
>>> This is used by a macro to check if python interpreter is active:
>>> #define PYC_INTERPRETER_ACTIVE
>>> (((PyThreadState*)_Py_atomic_load_relaxed(&_PyThreadState_Current)) !=
>>> NULL)
>>>
>>> Py 3.1 works a bit differently, you could just check if
>>> PyThreadState_GET() is not NULL, in py3.2 that aborts blender so I had
>>> to look at pythons source.
>
> Campbell,
>
> That did the trick. My patch worked on the first try (which only
> impresses me because I'm not a C programmer so I guessed at the
> syntax).
>
> I got a good build but grep'ing through the build log I did find these 
> warnings:
>
> Parsing file 
> /builddir/buil/builddir/build/BUILD/blender-2.56.svn35889/source/blender/makesrna/intern/rna_ui_api.c:77:
> Warning: include file UI_icons.h not found, perhaps you forgot to add
> its directory to INCLUDE_PATH?
> Prep/builddir/build/BUILD/blender-2.56.svn35889/intern/iksolver/intern/TNT/vecadaptor.h:254:
> Warning: include file iostream not found, perhaps you forgot to add
> its directory to INCLUDE_PATH?
>
> Anything to worry about?
>
> Thanks,
> Richard

Thats strange, if the file isnt found blender shouldnt build, the
include is added
./source/blender/makesrna/intern/CMakeLists.txt:145

Just built with gcc4.6 and it doesn't give any warnings about missing
includes with  RNA.
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Python callbacks and keeping properties in sync

2011-03-30 Thread bartius crouch
On Wed, Mar 30, 2011 at 4:23 PM, Wenzel Jakob  wrote:

> Hello Ton and Doug,
>
> Campbell requested to put use cases at the bottom of his Wiki page
> (http://wiki.blender.org/index.php/User:Ideasman42) so that a list of
> requirements can be made.
>

Thanks for the heads-up, I've added a comment on that wiki page.
Bart.
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Linux build error: svn 35825

2011-03-30 Thread Richard Shaw
On Mon, Mar 28, 2011 at 8:11 AM, Richard Shaw  wrote:
> On Mon, Mar 28, 2011 at 6:44 AM, Campbell Barton  wrote:
>> This is used by a macro to check if python interpreter is active:
>> #define PYC_INTERPRETER_ACTIVE
>> (((PyThreadState*)_Py_atomic_load_relaxed(&_PyThreadState_Current)) !=
>> NULL)
>>
>> Py 3.1 works a bit differently, you could just check if
>> PyThreadState_GET() is not NULL, in py3.2 that aborts blender so I had
>> to look at pythons source.

Campbell,

That did the trick. My patch worked on the first try (which only
impresses me because I'm not a C programmer so I guessed at the
syntax).

I got a good build but grep'ing through the build log I did find these warnings:

Parsing file 
/builddir/buil/builddir/build/BUILD/blender-2.56.svn35889/source/blender/makesrna/intern/rna_ui_api.c:77:
Warning: include file UI_icons.h not found, perhaps you forgot to add
its directory to INCLUDE_PATH?
Prep/builddir/build/BUILD/blender-2.56.svn35889/intern/iksolver/intern/TNT/vecadaptor.h:254:
Warning: include file iostream not found, perhaps you forgot to add
its directory to INCLUDE_PATH?

Anything to worry about?

Thanks,
Richard
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Blender RC1 build!

2011-03-30 Thread Juan Pablo Bouza

Ken, is there anything special that you do with ffmpeg when compiling for linux?
Cause me and some friends here have troubles with ffmpeg display in our own 
compilations, everything looks pixalated.
Your compilations don't have this issue... If you do anything strange regarding 
this, Sergey should know :) and I want to know too :p

> From: t...@blender.org
> To: bf-committers@blender.org
> Date: Wed, 30 Mar 2011 15:53:48 +0200
> Subject: [Bf-committers] Blender RC1 build!
> 
> Hi platform team,
> 
> Let's do another official test build! This one should have fixed  
> openAL for linux, and for Windows the installer too.
> 
> - Try to stick to r35899
> - Put in the regular locations, I'll find/copy them and can align  
> names too.
> - Names used will be like blender-2.57-RC1-r35899-platform.etc
> 
> Platform builders:
> 
> - Sergey Sharybin offered to do Linux builds, Ken has little time...  
> and openAL and Collada are giving issues.
> - Damien: can you do OSX again?
> - Nathan L: Windows zip and exe
> - Pete Larabell: got a FreeBSD test for us?
> 
> Thanks,
> 
> -Ton-
> 
> 
> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
> 
> ___
> 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] Python callbacks and keeping properties in sync

2011-03-30 Thread Wenzel Jakob
Hello Ton and Doug,

Campbell requested to put use cases at the bottom of his Wiki page 
(http://wiki.blender.org/index.php/User:Ideasman42) so that a list of 
requirements can be made.

@Doug: do you have additional use cases? I just put the one that 
currently bothers me the most (see also below).

Best,
Wenzel


*Notifications for custom property changes*: When implementing an 
additional rendering backend in Blender, there will usually be a slew of 
custom material properties. In LuxRender and Mitsuba, these are 
reachable via bpy.data.materials[index].(lux/mitsuba)_material.*.* (i.e. 
with some nesting). For instance, the 'v' roughness parameter of the 
Ward model in Mitsuba would be stored 
at"someMaterial.mitsuba_material.mitsuba_mat_ward.vroughness"

An important use case would be to register a callback that is invoked 
whenever one of these properties is changed so that the user interface 
can be updated (for instance to cause a redraw of the material preview). 
In the most general case, the callback would have a signature that 
provides information about what particular property was changed, and it 
would also provide the old and new value.

Ideally, this callback would be active across all material instances, 
without having to register it manually for each one. -- Wenzel 09:21, 30 
March 2011 (CEST)

On 03/30/2011 04:09 PM, Ton Roosendaal wrote:
> Hi Doug,
>
> I remind Campbell about this regularly, and we've reviewed a couple of
> strategies for it.
> The issue is extremely complex though, especially because existing
> code might need to be upgraded to comply to a decent API on python
> level.
>
> In short:
> - Data-Data dependencies belong in the dependency graph, handled
> reliably outside UI.
> - Data-UI dependencies can be handled on notifier or event levels
>
> Issues:
> - Some UI widgets/menus might maintain data as well, with dependencies
> - Our UI is directly using data pointers to write/read, with
> dependencies
>
> What would be helpful is to first make the minimal list of crucial
> features required for proper handling of exporter/integration scripts.
> I'm still missing the big picture a bit.
>
> -Ton-
>
> 
> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> On 30 Mar, 2011, at 16:00, Doug Hammond wrote:
>
>> Is anyone going to acknowledge this at all?
>>
>> Cheers,
>> Doug.
>>
>>
>> On 28 March 2011 23:05, Doug Hammond
>>   wrote:
>>
>>> I've also seen too that there were plans to get this implemented
>>> around
>>> about now.
>>> (It was suggested in meeting minutes some weeks ago to be done in
>>> March?).
>>>
>>> Campbell has also admitted that he's got some of the code for it
>>> already
>>> written, and
>>> it is really about time this became implemented, us python devs
>>> have been
>>> waiting
>>> forever (it seems).
>>>
>>> So, any chance to get this before the stable release ?
>>>
>>> Cheers,
>>> Doug.
>>>
>>>
>>>
>>> On 28 March 2011 12:55, Wenzel Jakob  wrote:
>>>
 Hello all,

 I am currently designing a rendering backend that integrates
 Mitsuba (a
 physically based renderer) with Blender 2.56a based on Doug
 Hammond's
 extensions framework.

 One of the issues I am periodically facing is synchronization
 between
 the Blender and Mitsuba interpretations of the scene. For instance,
 Blender Internal and Mitsuba have wildly different material
 configurations, and hence the rendering plugin adds custom UI
 panels to
 configure all materials.

 However, there is still a bit of overlap with Blender Internal. It
 would
 be great if it was possible to "react" to property changes in a
 material
 so that they can be forwarded to the other respective material
 implementation (where it makes sense). For instance: if the user
 specifies a diffuse gray BI material, that could easily be
 replicated in
 the Mitsuba material panel.

 I remember that somebody was working on Python-based property
 callbacks,
 which could potentially be used to implement such a feature. I'm
 curious
 to hear about the state of this work.

 Thank you,
 Wenzel


 ___
 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@bl

Re: [Bf-committers] Python callbacks and keeping properties in sync

2011-03-30 Thread Ton Roosendaal
Hi Doug,

I remind Campbell about this regularly, and we've reviewed a couple of  
strategies for it.
The issue is extremely complex though, especially because existing  
code might need to be upgraded to comply to a decent API on python  
level.

In short:
- Data-Data dependencies belong in the dependency graph, handled  
reliably outside UI.
- Data-UI dependencies can be handled on notifier or event levels

Issues:
- Some UI widgets/menus might maintain data as well, with dependencies
- Our UI is directly using data pointers to write/read, with  
dependencies

What would be helpful is to first make the minimal list of crucial  
features required for proper handling of exporter/integration scripts.  
I'm still missing the big picture a bit.

-Ton-


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

On 30 Mar, 2011, at 16:00, Doug Hammond wrote:

> Is anyone going to acknowledge this at all?
>
> Cheers,
> Doug.
>
>
> On 28 March 2011 23:05, Doug Hammond  
>  wrote:
>
>> I've also seen too that there were plans to get this implemented  
>> around
>> about now.
>> (It was suggested in meeting minutes some weeks ago to be done in  
>> March?).
>>
>> Campbell has also admitted that he's got some of the code for it  
>> already
>> written, and
>> it is really about time this became implemented, us python devs  
>> have been
>> waiting
>> forever (it seems).
>>
>> So, any chance to get this before the stable release ?
>>
>> Cheers,
>> Doug.
>>
>>
>>
>> On 28 March 2011 12:55, Wenzel Jakob  wrote:
>>
>>> Hello all,
>>>
>>> I am currently designing a rendering backend that integrates  
>>> Mitsuba (a
>>> physically based renderer) with Blender 2.56a based on Doug  
>>> Hammond's
>>> extensions framework.
>>>
>>> One of the issues I am periodically facing is synchronization  
>>> between
>>> the Blender and Mitsuba interpretations of the scene. For instance,
>>> Blender Internal and Mitsuba have wildly different material
>>> configurations, and hence the rendering plugin adds custom UI  
>>> panels to
>>> configure all materials.
>>>
>>> However, there is still a bit of overlap with Blender Internal. It  
>>> would
>>> be great if it was possible to "react" to property changes in a  
>>> material
>>> so that they can be forwarded to the other respective material
>>> implementation (where it makes sense). For instance: if the user
>>> specifies a diffuse gray BI material, that could easily be  
>>> replicated in
>>> the Mitsuba material panel.
>>>
>>> I remember that somebody was working on Python-based property  
>>> callbacks,
>>> which could potentially be used to implement such a feature. I'm  
>>> curious
>>> to hear about the state of this work.
>>>
>>> Thank you,
>>> Wenzel
>>>
>>>
>>> ___
>>> 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] Python callbacks and keeping properties in sync

2011-03-30 Thread Doug Hammond
Is anyone going to acknowledge this at all?

Cheers,
Doug.


On 28 March 2011 23:05, Doug Hammond  wrote:

> I've also seen too that there were plans to get this implemented around
> about now.
> (It was suggested in meeting minutes some weeks ago to be done in March?).
>
> Campbell has also admitted that he's got some of the code for it already
> written, and
> it is really about time this became implemented, us python devs have been
> waiting
> forever (it seems).
>
> So, any chance to get this before the stable release ?
>
> Cheers,
> Doug.
>
>
>
> On 28 March 2011 12:55, Wenzel Jakob  wrote:
>
>> Hello all,
>>
>> I am currently designing a rendering backend that integrates Mitsuba (a
>> physically based renderer) with Blender 2.56a based on Doug Hammond's
>> extensions framework.
>>
>> One of the issues I am periodically facing is synchronization between
>> the Blender and Mitsuba interpretations of the scene. For instance,
>> Blender Internal and Mitsuba have wildly different material
>> configurations, and hence the rendering plugin adds custom UI panels to
>> configure all materials.
>>
>> However, there is still a bit of overlap with Blender Internal. It would
>> be great if it was possible to "react" to property changes in a material
>> so that they can be forwarded to the other respective material
>> implementation (where it makes sense). For instance: if the user
>> specifies a diffuse gray BI material, that could easily be replicated in
>> the Mitsuba material panel.
>>
>> I remember that somebody was working on Python-based property callbacks,
>> which could potentially be used to implement such a feature. I'm curious
>> to hear about the state of this work.
>>
>> Thank you,
>> Wenzel
>>
>>
>> ___
>> 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] Patches for gcc 4.6

2011-03-30 Thread Richard Shaw
I thought I had already posted this but I can't find it in my sent box
and didn't get any response so I apologize if this is redundant.

I have a gcc 4.6 patch I have to apply in order to get a clean build
so I thought it may be a good idea to see if the patch was appropriate
to integrate into svn.

It's mostly just adding "#include " to several files but
theres also some "struct" lines which I'm not sure exactly what it
does as I'm not a C programmer.

Patch is attached.

Thanks,
Richard M. Shaw
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


[Bf-committers] Blender RC1 build!

2011-03-30 Thread Ton Roosendaal
Hi platform team,

Let's do another official test build! This one should have fixed  
openAL for linux, and for Windows the installer too.

- Try to stick to r35899
- Put in the regular locations, I'll find/copy them and can align  
names too.
- Names used will be like blender-2.57-RC1-r35899-platform.etc

Platform builders:

- Sergey Sharybin offered to do Linux builds, Ken has little time...  
and openAL and Collada are giving issues.
- Damien: can you do OSX again?
- Nathan L: Windows zip and exe
- Pete Larabell: got a FreeBSD test for us?

Thanks,

-Ton-


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

___
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 [35896] trunk/blender/release/scripts/ startup/bl_operators: Quick effects operators:

2011-03-30 Thread Janne Karhu
On Wed, 30 Mar 2011 15:06:18 +0300, Carsten Wartmann   
wrote:

> Am 30.03.2011 12:29, schrieb Janne Karhu:
>> Revision: 35896
>>
>> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=35896
>> Author:   jhk
>> Date: 2011-03-30 10:29:32 + (Wed, 30 Mar 2011)
>> Log Message:
>> ---
>> Quick effects operators:
>> * A couple of operators to quickly create effects that would otherwise  
>> take some time to set up.
>> * Nice to use for demoing functionality or as a starting point for more  
>> complex effects.
>> * "Make Fur" - Gives every selected mesh object particle fur with a  
>> desired density and length.
>
> Some generic Material would be nice. ;-)

Added a generic fur material!

>
>> * "Make Smoke" - Makes each selected object a smoke emitter and creates  
>> a new domain object around the emitters with the correct material to  
>> render the smoke.
>
> I think the domain should be rotated not following the view direction
> but global.

Yes if would be very nice to be able to rotate the domain, but rendering  
smoke with a rotated domain is not really working like it should, so for  
now globally aligned domains it is :)

>
>> * "Make Fluid" - Makes every selected object a fluid object  
>> (normal/inflow) and has the option to start fluid baking immediately.
>
> Could not get it to work, physics are created but baking shown nothing.

Are you sure? For me checking the "start baking" will start a fluid baking  
job just fine (this can be seen in the top header). You'll have to  
manually step through the timeline to see the results as they're being  
baked.
___
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 [35896] trunk/blender/release/scripts/ startup/bl_operators: Quick effects operators:

2011-03-30 Thread Carsten Wartmann
Am 30.03.2011 12:29, schrieb Janne Karhu:
> Revision: 35896
>
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=35896
> Author:   jhk
> Date: 2011-03-30 10:29:32 + (Wed, 30 Mar 2011)
> Log Message:
> ---
> Quick effects operators:
> * A couple of operators to quickly create effects that would otherwise take 
> some time to set up.
> * Nice to use for demoing functionality or as a starting point for more 
> complex effects.
> * "Make Fur" - Gives every selected mesh object particle fur with a desired 
> density and length.

Some generic Material would be nice. ;-)

> * "Make Smoke" - Makes each selected object a smoke emitter and creates a new 
> domain object around the emitters with the correct material to render the 
> smoke.

I think the domain should be rotated not following the view direction 
but global.

> * "Make Fluid" - Makes every selected object a fluid object (normal/inflow) 
> and has the option to start fluid baking immediately.

Could not get it to work, physics are created but baking shown nothing.

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] gsoc and Durian artists wishlists

2011-03-30 Thread François T .
on top of that, remember issue on Durian with Hair. I did propose some
papers a while back and talked about it with Daniel who thought there were
good and as I recall not that hard to implement in the actual Blender
structure. (as far as for the phyiscs math stretch stuff :p )

From my Blender VFX whish list post :

> *This is not directly VFX related but as I understand, you had trouble
> with hair simulation on Sintel. I did talk about it with Daniel Genrich at
> the time, because I think he is the dynamics guru who could nailed this kind
> of thing. So I gave him a few papers to look at which he thoughts were very
> interesting and not very hard to implement, but as I recall it was too late
> to implement at that time and you guys didn’t have enough time to do it or
> even take the risk to test it. But I guess it is not too late for next
> projects.
> **When I was working on face tracking/recognition at Ubisoft, I met
> someone (Basile Audoly ) working on
> mathematically modeling the dynamics of hair. He gave us a demo which was
> very impressive. And if I’m not mistaking, he has been working for l’oréal
> research after that [image: :)]
> **His program was able to model curly, straight, dry, wet, growing,… hair,
> but also dynamic cutting, all those features model in his research. I have
> personally seen his demo, and I have never seen something so real, see by
> yourself with the video !
> **Here are the papers and videos :
> **Super-Helices for Predicting the Dynamics of Natural Hair*
>
>- *video*  :
>http://www.lmm.jussieu.fr/~audoly/research/hair06/HairDVDVideoQT.html
>
>
>- *paper*  :
>http://www.lmm.jussieu.fr/~audoly/research/hair06/BA_hair_siggraph06.pdf
>
>
>- *Predicting Natural Hair Shapes by Solving the Statics of Flexible
>Rods*
>
>
>- *paper*  :
>
> http://www-evasion.imag.fr/Publications/2005/BAQLLC05/BertailsElectronicFinalEG.pdf
>
>
>- *publication*  :
>http://www-evasion.imag.fr/Publications/2005/BAQLLC05/
>
>
>- *video 1*  :
>http://www-evasion.imag.fr/Publications/2005/BAQLLC05/astaticStrandEG05.mpg
>
>
>- *video 2*  :
>http://www-evasion.imag.fr/Publications/2005/BAQLLC05/fullModellingEG05.mpg
>
>
>- *Basile’s Website*  : http://www.lmm.jussieu.fr/~audoly/
>
>

if anyone is interested in that, could be cool no ?


F



2011/3/30 Bassam Kurdali 

>
> >
> > SEQUENCER/COMPOSITOR:
> > - the ability to do GL preview renders from the sequencer. Among other
> > things, this would complete the toolset for using the VSE for previz
> > of multi camera scenes. IMHO, much nicer than the camera switching
> > with markers method.
> >
> Just a note that Chris Webber is writing currently an addon called
> 'OGLER' to do this; basically it provides a button that switches scenes,
> renders out OGL previews to temp. files , replaces (temporarily ) the
> scene strips in the sequencerer with movie strips to those files,
> renders the sequence out in open gl, and then cleans up after itself.
> End result should be exactly what Beorn (and I) wanted ;)
> Though it's an addon for use internally in the tube project, we'll be
> releasing it as soon as it's finished (the script, not the project).
> Cheers
> Bassam
>
> ___
> Bf-committers mailing list
> Bf-committers@blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>



-- 

François Tarlier
www.francois-tarlier.com
www.linkedin.com/in/francoistarlier
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


[Bf-committers] About sculpt.brush_stroke Operator

2011-03-30 Thread Anthony LAU
Hi!

Has anyone tried to use bpy.ops.sculpt.brush_stroke() before?
(http://www.blender.org/documentation/250PythonDoc/bpy.ops.sculpt.html)
Are you able to supply your own set of 3D coordinates instead
to control sculpting brush movement?

>From the Current PyAPI, this operator has an attribute called "stroke"
which is a bpy_prop_collection of OperatorStrokeElement
bpy.types.OperatorStrokeElement contains some properties like
location that I thought I could use it to pass new coordinates. 
(http://www.blender.org/documentation/250PythonDoc/bpy.types.OperatorStrokeElement.html)
However, I ran into problems on initialization - not sure what kind of 
parameter 
it needs to initialize. (bpy_struct is a bit too generic... )

I searched around for existing similar examples, but so far none of them 
actually used this 
sculpting operator. I'm working on a tracking project that is already hooked 
with Blender and
I'm trying to build some input interfaces to access some of the Blender's 
modelling functions,
such as the sculpting. I initially expected bpy.ops.sculpt.brush_stroke may 
allow me to
feed in streams of 3D coordinates to control the sculpt brush in 3D space. But 
now I'm really
not certain if I'm looking at the right operator or bpy method.

So is it possible to use this operator to take control of sculpting brush 
without the use of mouse/tablet
OR it's simply impossible/disallowed to do so at the moment?


Anthony


  
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] cmake OS X blender

2011-03-30 Thread Campbell Barton
Regarding the make stub. Yes, its no use for windows, though if
someone want to make blender on OSX they can use this instead of XCode
(assuming they just want to get blender built with minimum fuss).

The newly added message blender prints out will show before crashing,
 fprintf(stderr, "Warning! bundled python not found and is expected on
this platform. (if you built with CMake: 'install' target may have not
been built)\n");

With this and docs giving steps to building blender correctly, this
should be enough.

Realize this is frustrating since we didn't even have CMake/MSVC docs
at the time

On Wed, Mar 30, 2011 at 7:35 AM, Erwin Coumans  wrote:
> This doesn't help IDE developers using msvc and xcode.
>
> There is no message, just a crash.
>
>
>
> On Wednesday, 30 March 2011, Campbell Barton  wrote:
>> On Wed, Mar 30, 2011 at 6:12 AM, Benjamin Tolputt
>>  wrote:
>>> On 30/03/2011 5:12 PM, Erwin Coumans wrote:
 i reported the same problem under Windows (cmake/msvc) on this list 
 recently.

 Why is an INSTALL target needed? I'm not installing Blender system wide.

 Can't we simply copy those files using something like below?
>>>
>>> I'm interested in knowing the same thing. Whilst not a major hassle on
>>> OSX (unless this is copying library files around my system - in which
>>> case I strongly object!), I cannot understand why the old ability to
>>> build Blender and have it "just work" has been deliberately removed.
>>>
>>> It would be one thing if I were asking for something that didn't exist
>>> before (given the change involves only a minor hassle) but, from what I
>>> can tell, a previously better situation has been deliberately made
>>> worse. What do we get in exchange for the added hassle?
>>>
>>> --
>>> Regards,
>>>
>>> Benjamin Tolputt
>>> Analyst Programmer
>>
>> For discussion on this topic & reasons why I made this change see:
>> http://markmail.org/message/z4iaqnut7qliphya
>>
>> Since then, the docs have been updated to include this info and I
>> added a message for *nix/osx after make finishes.
>>   now run: "make install" to copy runtime files & scripts to
>> /data/src/blender/cmake_debug/bin/2.56
>>
>> But IDE's all work differently I guess this message isn't visible on XCode?
>>
>> For people who just want a working build without the hassle to setup
>> up a cmake out-of-source build and running 'make ; make install' Ive
>> added a stub makefile which does this for you.
>>
>> Running "make" in blenders source dir does a cmake build in a similar
>> way to how scons just works.
>>
>> --
>> - Campbell
>> ___
>> 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
>



-- 
- Campbell
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] cmake OS X blender

2011-03-30 Thread Campbell Barton
Recently its been happening more often, there are more scripts I
intend to move into packages too but agree its normally not so common.

Agree only relying on a clean target is more correct, I'm not totally
against this but the reason this is done (scons and cmake) is we had
users copying scripts there and then submitting bug reports if they
gave some error on startup.
This kind of problem also ends up in graphicall builds too.

For every one of these reports getting to the bottom of the problem
tended to take a few replies (get them to paste python full stack
trace rather then screen-shot, ask to remove dirs and rebuild),
imagine its annoying for them too.

>From the POV of fielding bug reports I really like to know that the
script dir is only scripts we release and that users have
$HOME/.blender for their own scripts.

On Wed, Mar 30, 2011 at 6:44 AM, Erwin Coumans  wrote:
> couldn't you create a CLEAN target for that?
>
> it seems that renaming/moving scripts is not a common case. Now
> Blender is messed up/crashing for every develop who doesn't manually
> run the INSTALL target, much more common.
>
> Thanks,
> Erwin
>
>
> On Tuesday, 29 March 2011, Campbell Barton  wrote:
>> copy_if_different works for single files but will leave stale scripts
>> which can run on startup and mess up blenders state, moving a script
>> to an addon or renaming is a common cause of this.
>>
>> committed a warning r35894, if the bundled python is not found on
>> Win/OSX then it warns blender may not start properly and suggest to
>> use the 'install' target.
>>
>> On Wed, Mar 30, 2011 at 6:12 AM, Erwin Coumans  
>> wrote:
>>> i reported the same problem under Windows (cmake/msvc) on this list 
>>> recently.
>>>
>>> Why is an INSTALL target needed? I'm not installing Blender system wide.
>>>
>>> Can't we simply copy those files using something like below?
>>>
>>> ADD_CUSTOM_COMMAND(     TARGET AppOpenCLClothDemo  POST_BUILD
>>>                                                COMMAND ${CMAKE_COMMAND} 
>>> ARGS -E copy_if_different
>>> ${BULLET_PHYSICS_SOURCE_DIR}/GLUT32.DLL
>>> ${CMAKE_CURRENT_BINARY_DIR}                                             )
>>>
>>> At least instead of crashing, Blender should detect the missing files
>>> and print a meaningful error in the console (did you build/run the
>>> INSTALL target?)
>>>
>>> Thanks,
>>> Erwin
>>>
>>>
>>> On Tuesday, 29 March 2011, Tom M  wrote:
 Ok, figured it out with Cambos help, i updated the documentation at the 
 wiki.

 Need to switch the 'Target' to 'install'.  Previously that wasn't 
 necessary.

 I don't feel quite so dumb since a lot of other folks had the same issue.

 LetterRip

 On Tue, Mar 29, 2011 at 8:48 PM, Benjamin Tolputt
  wrote:
> On 30/03/2011 12:40 PM, Tom M wrote:
>> anyone using the generated xcode files from cmake to build blender?
>>
>> I haven't been able to build for quite some weeks (it builds but
>> crashes on startup), was asumming it was a mistake on my part, but
>> confirmed by others.
>
> I've tried multiple times now, having updated both the lib directory  &
> code to latest from subversion. I tried with previous CMake settings and
> then deleted them and the build directory completely to try fresh (I do
> "out of source" builds).
>
> None of them work. This did not used to be a problem in any way, as I
> could always (using existing options or fresh checkout) simply run CMake
> then build in XCode, then run the resulting binary. Cannot speak for
> others, but it is pretty bad that I cannot even get the RC to build for
> testing :(
>
> --
> Regards,
>
> Benjamin Tolputt
> Analyst Programmer
>
>
 ___
 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
>>>
>>
>>
>>
>> --
>> - Campbell
>> ___
>> 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
>



-- 
- Campbell
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] cmake OS X blender

2011-03-30 Thread Erwin Coumans
This doesn't help IDE developers using msvc and xcode.

There is no message, just a crash.



On Wednesday, 30 March 2011, Campbell Barton  wrote:
> On Wed, Mar 30, 2011 at 6:12 AM, Benjamin Tolputt
>  wrote:
>> On 30/03/2011 5:12 PM, Erwin Coumans wrote:
>>> i reported the same problem under Windows (cmake/msvc) on this list 
>>> recently.
>>>
>>> Why is an INSTALL target needed? I'm not installing Blender system wide.
>>>
>>> Can't we simply copy those files using something like below?
>>
>> I'm interested in knowing the same thing. Whilst not a major hassle on
>> OSX (unless this is copying library files around my system - in which
>> case I strongly object!), I cannot understand why the old ability to
>> build Blender and have it "just work" has been deliberately removed.
>>
>> It would be one thing if I were asking for something that didn't exist
>> before (given the change involves only a minor hassle) but, from what I
>> can tell, a previously better situation has been deliberately made
>> worse. What do we get in exchange for the added hassle?
>>
>> --
>> Regards,
>>
>> Benjamin Tolputt
>> Analyst Programmer
>
> For discussion on this topic & reasons why I made this change see:
> http://markmail.org/message/z4iaqnut7qliphya
>
> Since then, the docs have been updated to include this info and I
> added a message for *nix/osx after make finishes.
>   now run: "make install" to copy runtime files & scripts to
> /data/src/blender/cmake_debug/bin/2.56
>
> But IDE's all work differently I guess this message isn't visible on XCode?
>
> For people who just want a working build without the hassle to setup
> up a cmake out-of-source build and running 'make ; make install' Ive
> added a stub makefile which does this for you.
>
> Running "make" in blenders source dir does a cmake build in a similar
> way to how scons just works.
>
> --
> - Campbell
> ___
> 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] Patch for OSX Info.plist file problems with SCONS builds.

2011-03-30 Thread Nathan Letwory
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 29.3.2011 12:08, Mike S wrote:
> Hi,
> 
> Info.plist file  in blender and blenderplayer on OSX using scons have been 
> missing for some time.
> This patch fixes the fault in the generation of build date stamps for the 
> Info.plist contents.
> 
> http://projects.blender.org/tracker/index.php?func=detail&aid=26660&group_id=9&atid=127

Applied and committed. Thanks :)

/Nathan

- -- 
Nathan Letwory
Blender Foundation | Letwory Interactive
http://www.blender.org | http://www.letworyinteractive.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.10 (MingW32)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iQEcBAEBAgAGBQJNktp6AAoJEKtfN7KsE0TtxdMIALE71KfmDhnbO1c5exs/33tv
4pAZoXfoFtIthdtdpwO7mTpGcnrHGlW9Iz7XH1ZWKjB1pxmAh1HH4u6ZLBsXSy+f
XTmaUTec1u5OaJQoTB1vkwqIp5dBV2+sldIs0tMelO8A8MA2EV/2e+ZCsbKWq6eD
AJPr0At0YioyN8drfvlEeYGnh817ZzmXF73Ryz1j+1lwQfA1x4dq7ZZjp2LcCruH
M9VoLsp7yTJh29ov33pa85kSZpqg4pl6dNHLCW//SOwlnN1+Ws4Vxy0FKagBGf6H
bHyM7akkbiSt0P86WA1gSiSi3cBGgZrCkUosYbWQpxqIKUaqQyiXd4W11CHBG18=
=QqSa
-END PGP SIGNATURE-
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] cmake OS X blender

2011-03-30 Thread Campbell Barton
On Wed, Mar 30, 2011 at 6:12 AM, Benjamin Tolputt
 wrote:
> On 30/03/2011 5:12 PM, Erwin Coumans wrote:
>> i reported the same problem under Windows (cmake/msvc) on this list recently.
>>
>> Why is an INSTALL target needed? I'm not installing Blender system wide.
>>
>> Can't we simply copy those files using something like below?
>
> I'm interested in knowing the same thing. Whilst not a major hassle on
> OSX (unless this is copying library files around my system - in which
> case I strongly object!), I cannot understand why the old ability to
> build Blender and have it "just work" has been deliberately removed.
>
> It would be one thing if I were asking for something that didn't exist
> before (given the change involves only a minor hassle) but, from what I
> can tell, a previously better situation has been deliberately made
> worse. What do we get in exchange for the added hassle?
>
> --
> Regards,
>
> Benjamin Tolputt
> Analyst Programmer

For discussion on this topic & reasons why I made this change see:
http://markmail.org/message/z4iaqnut7qliphya

Since then, the docs have been updated to include this info and I
added a message for *nix/osx after make finishes.
  now run: "make install" to copy runtime files & scripts to
/data/src/blender/cmake_debug/bin/2.56

But IDE's all work differently I guess this message isn't visible on XCode?

For people who just want a working build without the hassle to setup
up a cmake out-of-source build and running 'make ; make install' Ive
added a stub makefile which does this for you.

Running "make" in blenders source dir does a cmake build in a similar
way to how scons just works.

-- 
- Campbell
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers