Re: [Bf-committers] New Double Edge Matte compositor node...

2011-04-03 Thread Troy Sobotka
On Sat, Apr 2, 2011 at 8:58 AM, pete larabell xgl.asyl...@gmail.com wrote:
 Hi all... Just a quick update on the progress of this node. After a
 few optimizations it is performing significantly better. The average
 speed increase is upwards of 50x. I will have another build on
 graphicall.org soon.  Cheers.

 On 4/1/11, Daniel Salazar - 3Developer.com zan...@gmail.com wrote:
 Oh yeah! it's coming along :D For those of you who don't get it this
 is a double edge matte approach!! :D

Wow. Amazing stuff Pete!

Daniel, were you ever able to hook the RotoBezier into Auto Key mode?

Fantastic work folks.

T
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35967] branches/bmesh/blender/source/ blender: =bmesh=

2011-04-03 Thread jmsoler
Selon Joseph Eagar joe...@gmail.com:

 Revision: 35967


http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35967
 Author:   joeedh
 Date: 2011-04-03 00:25:01 + (Sun, 03 Apr 2011)
 Log Message:
 ---
 =bmesh=

 Implemented the solidify modifier (but
 not the editmode tool, yet).

 Modified Paths:
 --
 ...
 branches/bmesh/blender/source/blender/modifiers/intern/MOD_solidify.c


hi, the branch build on win32 but the use of the solidify modifier freezes
blender with this error :  Memoryblock free : error in
source\blender\modifier\intern\MOD_solidify.c on line 674: attempt to free NULL
pointer 

jms
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Re: [Bf-committers] Adding material slot behaviour - proposal

2011-04-03 Thread Ton Roosendaal
Hi,

I'm fine with this too; there's a New button anyway for empty slots.
Not much time now, can someone track down who added it and verify with  
the dev? (maybe i did even ;)

-Ton-


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

On 2 Apr, 2011, at 21:10, Thomas Dinges wrote:

 +1 for that too, empty slot or link

 Am 02.04.2011 20:44, schrieb Damir Prebeg:
 I also find this automatic material creation very annoying. Thumbs up
 for empty slot or link to existing mat.
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[Bf-committers] Experimental pydna

2011-04-03 Thread Ton Roosendaal
Hi all,

Last september, Revision 31766, Campbell added this:
---
./intern/tools/pydna.py
Experimental module (for developers only), exposes DNA data via python
uses no blender/python modules, pure python + autogenerated ctypes api.
---

Since it allows full Blender data access, scripters are using it to  
cover up for missing RNA parts. A 2nd Life developer in IRC asked if  
we could enable it on the 2.57 release, by ensuring it works for  
Windows as well (needs a small #ifdef DNA hack).

My suggestion would be to really not do this, it doesn't belong in  
releases. By fixing this backdoor to work in all released binaries  
we only will regret it later on. We don't have our RNA project for a  
good reason...

Because 2nd Life really needs image access, I advised them to provide  
temporarily a special build for their users to survive the period  
until we have our own decent working RNA level image access.

Please advise if that's acceptable?

-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 2011 Proposal

2011-04-03 Thread Sukhitha Jayathilake
Hi!

I've prepared and submitted my project proposal for Blender in GSoC melange
page. Please have a look and feel free to comment on anything. I need as
much feedback as possible.

http://www.google-melange.com/gsoc/proposal/review/google/gsoc2011/sukhitha/1

Thanks!

Cheers,
phabtar
-- 
Sukhitha Jayathilake,
Undergraduate,
Computer Science and Engineering,
University of Moratuwa,
Sri lanka.
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Re: [Bf-committers] Experimental pydna

2011-04-03 Thread Dan Eicher
Plus it doesn't work on windows which would frustrate people
developing on linux and trying to release their script to the public.

On Sun, Apr 3, 2011 at 6:32 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 Last september, Revision 31766, Campbell added this:
 ---
 ./intern/tools/pydna.py
 Experimental module (for developers only), exposes DNA data via python
 uses no blender/python modules, pure python + autogenerated ctypes api.
 ---

 Since it allows full Blender data access, scripters are using it to
 cover up for missing RNA parts. A 2nd Life developer in IRC asked if
 we could enable it on the 2.57 release, by ensuring it works for
 Windows as well (needs a small #ifdef DNA hack).

 My suggestion would be to really not do this, it doesn't belong in
 releases. By fixing this backdoor to work in all released binaries
 we only will regret it later on. We don't have our RNA project for a
 good reason...

 Because 2nd Life really needs image access, I advised them to provide
 temporarily a special build for their users to survive the period
 until we have our own decent working RNA level image access.

 Please advise if that's acceptable?

 -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] Experimental pydna

2011-04-03 Thread Erwin Coumans
Dan, Ton mentioned the fix that makes it work for Windows.

What is the problem of adding such feature in 2.57, if it is marked
clearly as experimental/temporary fix?
When is a permanent fix ready?



On Sunday, 3 April 2011, Dan Eicher d...@trollwerks.org wrote:
 Plus it doesn't work on windows which would frustrate people
 developing on linux and trying to release their script to the public.

 On Sun, Apr 3, 2011 at 6:32 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 Last september, Revision 31766, Campbell added this:
 ---
 ./intern/tools/pydna.py
 Experimental module (for developers only), exposes DNA data via python
 uses no blender/python modules, pure python + autogenerated ctypes api.
 ---

 Since it allows full Blender data access, scripters are using it to
 cover up for missing RNA parts. A 2nd Life developer in IRC asked if
 we could enable it on the 2.57 release, by ensuring it works for
 Windows as well (needs a small #ifdef DNA hack).

 My suggestion would be to really not do this, it doesn't belong in
 releases. By fixing this backdoor to work in all released binaries
 we only will regret it later on. We don't have our RNA project for a
 good reason...

 Because 2nd Life really needs image access, I advised them to provide
 temporarily a special build for their users to survive the period
 until we have our own decent working RNA level image access.

 Please advise if that's acceptable?

 -Ton-

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

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[Bf-committers] Compile error with Bullet (Linux/CMake)

2011-04-03 Thread mindrones
Hi,

I'm getting this error compiling blender: http://www.pasteall.org/20499
on Linux 32bit/CMake.

(the problem of course goes away if I use: WITH_BULLET OFF)


Regards,
Luca

_

http://www.mindrones.com
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Re: [Bf-committers] Experimental pydna

2011-04-03 Thread Dan Eicher
On Sun, Apr 3, 2011 at 8:33 AM, Erwin Coumans erwin.coum...@gmail.com wrote:
 Dan, Ton mentioned the fix that makes it work for Windows.

Doh, replied before the coffee fully kicked in...

 What is the problem of adding such feature in 2.57, if it is marked
 clearly as experimental/temporary fix?
 When is a permanent fix ready?

I still don't understand why having no solution is better than a 'too
slow' solution?

Dan
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Re: [Bf-committers] Experimental pydna

2011-04-03 Thread Brecht Van Lommel
Hi,

I've added simple Image.pixels access in svn now. It's not the most
efficient implementation but it should work, just be sure to copy out
all in the pixels into a list in one go, instead of accessing the
pixels one by one. All this DNA fiddling is much too complicated..

Brecht.

On Sun, Apr 3, 2011 at 5:42 PM, Domino Marama dom...@dominodesigns.info wrote:
 On Sun, 2011-04-03 at 15:32 +0200, Ton Roosendaal wrote:
 Hi all,

 Last september, Revision 31766, Campbell added this:
 ---
 ./intern/tools/pydna.py
 Experimental module (for developers only), exposes DNA data via python
 uses no blender/python modules, pure python + autogenerated ctypes api.
 ---

 Since it allows full Blender data access, scripters are using it to
 cover up for missing RNA parts. A 2nd Life developer in IRC asked if
 we could enable it on the 2.57 release, by ensuring it works for
 Windows as well (needs a small #ifdef DNA hack).

 The problem is caused by Windows linker optimising away unreferenced
 globals.
 http://social.msdn.microsoft.com/forums/en-US/vclanguage/thread/2aa2e1b7-6677-4986-99cc-62f463c94ef3

 What the 'hack' does is make sure the globals used by pydna aren't
 removed by the windows linker. As far as I know the standard behaviour
 on other platforms is to export the symbols for these globals not remove
 them.

 My suggestion would be to really not do this, it doesn't belong in
 releases. By fixing this backdoor to work in all released binaries
 we only will regret it later on. We don't have our RNA project for a
 good reason...

 I'm not sure I understand why there may be regrets for enabling this on
 all platforms. It opens up a workflow where python coders can prototype
 features that wouldn't be possible otherwise. This helps show what is
 needed for the official API.

 Because 2nd Life really needs image access, I advised them to provide
 temporarily a special build for their users to survive the period
 until we have our own decent working RNA level image access.

 Please advise if that's acceptable?

 The sculpt map format in Second Life is such an oddball, that there's
 really no workaround other than having pixel read and write functions.
 Currently pydna is our only option for that.

 Due to the image support in Second Life, there's legacy content out
 there in bmp, tga and png formats. Besides the actual sculpt maps, I
 also generate UV layout guides so being able to see the image in Blender
 is also a necessary feature.

 Is the plan to disable pydna on Linux and Mac then? We could probably
 manage if we only have to do Windows builds, but neither myself, who is
 developing the scripts, or Gaia, who tests on Windows and does the user
 support, have access to Macs.

 Hopefully that covers the points Gaia couldn't in IRC :)

 Best Wishes,
 Domino

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Re: [Bf-committers] .blend magic number MIME type

2011-04-03 Thread mindrones
Hi,

On 03/17/2011 11:23 AM, j.bak...@atmind.nl wrote:

 see http://www.blender.org/development/architecture/blender-file-format/


if it can be of help, please also have a look in the source code at:

https://svn.blender.org/svnroot/bf-blender/trunk/blender/doc/blender_file_format/

There you can find a script from Jeroen to generate a .blend file and to
inspect it, to list all the structures inside of it; see the readme at

https://svn.blender.org/svnroot/bf-blender/trunk/blender/doc/blender_file_format/README



Regards,
Luca

_

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Re: [Bf-committers] Compile error with Bullet (Linux/CMake)

2011-04-03 Thread erwin coumans
it sound like you are using an outdated extern/bullet2, or old copied header 
files.

can you checkout a fresh source tree in a separate location?
Thanks,
Erwin

On Apr 3, 2011, at 8:59 AM, mindrones mindro...@gmail.com wrote:

 Hi,
 
 I'm getting this error compiling blender: http://www.pasteall.org/20499
 on Linux 32bit/CMake.
 
 (the problem of course goes away if I use: WITH_BULLET OFF)
 
 
 Regards,
 Luca
 
 _
 
 http://www.mindrones.com
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Re: [Bf-committers] Adding material slot behaviour - proposal

2011-04-03 Thread Jonathan Williamson
Thanks for the quick fix blendix!

Jonathan Williamson

Instructor - http://www.blendercookie.com
Personal Trainer - http://www.mavenseed.com
Portfolio - http://www.jw3d.com


On Sun, Apr 3, 2011 at 6:18 AM, Ton Roosendaal t...@blender.org wrote:

 Hi,

 I'm fine with this too; there's a New button anyway for empty slots.
 Not much time now, can someone track down who added it and verify with
 the dev? (maybe i did even ;)

 -Ton-

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

 On 2 Apr, 2011, at 21:10, Thomas Dinges wrote:

  +1 for that too, empty slot or link
 
  Am 02.04.2011 20:44, schrieb Damir Prebeg:
  I also find this automatic material creation very annoying. Thumbs up
  for empty slot or link to existing mat.
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Re: [Bf-committers] New Double Edge Matte compositor node...

2011-04-03 Thread pete larabell
New version now available, major speed improvements (on order of 50x
to 100x xD ).

http://graphicall.org/builds/builds/showbuild.php?action=showid=1818

Cheers!
Pete

On Sun, Apr 3, 2011 at 2:40 AM, Troy Sobotka troy.sobo...@gmail.com wrote:
 On Sat, Apr 2, 2011 at 8:58 AM, pete larabell xgl.asyl...@gmail.com wrote:
 Hi all... Just a quick update on the progress of this node. After a
 few optimizations it is performing significantly better. The average
 speed increase is upwards of 50x. I will have another build on
 graphicall.org soon.  Cheers.

 On 4/1/11, Daniel Salazar - 3Developer.com zan...@gmail.com wrote:
 Oh yeah! it's coming along :D For those of you who don't get it this
 is a double edge matte approach!! :D

 Wow. Amazing stuff Pete!

 Daniel, were you ever able to hook the RotoBezier into Auto Key mode?

 Fantastic work folks.

 T
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Re: [Bf-committers] Blender IRC meeting

2011-04-03 Thread Ton Roosendaal
Hi all,

There's two add-ons candidate to be included for 2.47 (bevel,  
looptools).
Campbell would check on it, if that fits well we better have it in RC2  
though. Will wait for his advice before calling the next build.

-Ton-


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

On 3 Apr, 2011, at 18:33, Ton Roosendaal wrote:

 Hi all,

 1) 2.57

 - Startup.blend changes: discussed were two defaults:

 Continuous grab: disable as default factory setting. Reasoning: it's
 jerky on slow redraws, on fast mouse moves it's losing offset, on
 small areas annoying, on headers annoying too (move up or down).
 People who like it or already use if have in their startup anyway, but
 the regular bugreports about it show it's not a good default.

 Open Image thumbnails for image browse: currently still disabled. It
 will crash Blender on any corrupt file in a directory, without
 feedback what's wrong. Andrea would like to see it default though,
 several bugs have been fixed here and it's more stable than in 2.56.

 - Startup issue: when we move to 2.57, the startup.blend, scripts and
 other config files are not read. Users have to manually copy it
 over... can we find a nice way to help migrating it? For example
 option in the splash to allow this...

 - Meeting agreed on doing another RC (2). We can do final release
 within a week then. Ton will send builders official request later  
 today.

 - Jens Verwiebe is also available for OSX test builds, to assist  
 Damien.


 2) other projects

 - The new buildbot progresses well, for Linux it now even builds
 binaries similar to releases. Brecht will help getting a system in
 Blender Institute to make builds.
 http://builder.blender.org/

 3) GSoC

 Students can still apply until friday April 8, 1900 UTC. Don't wait
 too long!

 -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] Blender IRC meeting

2011-04-03 Thread Damir Prebeg
2.47 :-)

On 3 April 2011 20:22, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 There's two add-ons candidate to be included for 2.47 (bevel,
 looptools).
 Campbell would check on it, if that fits well we better have it in RC2
 though. Will wait for his advice before calling the next build.

 -Ton-

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

 On 3 Apr, 2011, at 18:33, Ton Roosendaal wrote:

 Hi all,

 1) 2.57

 - Startup.blend changes: discussed were two defaults:

 Continuous grab: disable as default factory setting. Reasoning: it's
 jerky on slow redraws, on fast mouse moves it's losing offset, on
 small areas annoying, on headers annoying too (move up or down).
 People who like it or already use if have in their startup anyway, but
 the regular bugreports about it show it's not a good default.

 Open Image thumbnails for image browse: currently still disabled. It
 will crash Blender on any corrupt file in a directory, without
 feedback what's wrong. Andrea would like to see it default though,
 several bugs have been fixed here and it's more stable than in 2.56.

 - Startup issue: when we move to 2.57, the startup.blend, scripts and
 other config files are not read. Users have to manually copy it
 over... can we find a nice way to help migrating it? For example
 option in the splash to allow this...

 - Meeting agreed on doing another RC (2). We can do final release
 within a week then. Ton will send builders official request later
 today.

 - Jens Verwiebe is also available for OSX test builds, to assist
 Damien.


 2) other projects

 - The new buildbot progresses well, for Linux it now even builds
 binaries similar to releases. Brecht will help getting a system in
 Blender Institute to make builds.
 http://builder.blender.org/

 3) GSoC

 Students can still apply until friday April 8, 1900 UTC. Don't wait
 too long!

 -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] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35967] branches/bmesh/blender/source/ blender: =bmesh=

2011-04-03 Thread Davis Sorenson
Hi, I can confirm this problem on Linux (Ubuntu 32bit) too.
Davis

On Sun, Apr 3, 2011 at 10:56 AM, jmso...@free.fr wrote:

 Selon Joseph Eagar joe...@gmail.com:

  Revision: 35967
 
 

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35967
  Author:   joeedh
  Date: 2011-04-03 00:25:01 + (Sun, 03 Apr 2011)
  Log Message:
  ---
  =bmesh=
 
  Implemented the solidify modifier (but
  not the editmode tool, yet).
 
  Modified Paths:
  --
  ...
  branches/bmesh/blender/source/blender/modifiers/intern/MOD_solidify.c
 

 hi, the branch build on win32 but the use of the solidify modifier freezes
 blender with this error :  Memoryblock free : error in
 source\blender\modifier\intern\MOD_solidify.c on line 674: attempt to free
 NULL
 pointer 

 jms
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Re: [Bf-committers] Blender IRC meeting

2011-04-03 Thread Dalai Felinto
On start.blend:

1) Addons:
1.1) Copy Attributes Menu
- not much for the object properties, but more for the Tex Face copy
options. If people are against the Ctrl+C menu by default we should at
least (imho) to branch it out and take the TexFace copy out of the
script. I do want to remove TexFace to 2.58, but in the mean time we
need a workflow to copy face options over and the addon is what we
have afaik.

1.2) Export Blender Player

2) User Preferences:
2.1) Can we have Emulate 3 Button Mouse on by default?
Not only it makes it work like In 2.49, but also makes people with no
scrollwheel happy (e.g. OSX and mousepad in laptops) and people that
doesn't like to press the MMB all the time (e.g. me ;)

2.2) Can Tab as Spaces be off by default?
A polemic one. I know why we have it on (pep8 *argh*), but really? I
still think that a Text Editor shouldn't assume we want to add spaces
instead of tabs.

Sincerely,
Dalai
(too bad the meetings are at 7am local time :/ otherwise I would bring
those points there)


2011/4/3 Ton Roosendaal t...@blender.org:
 Hi all,

 There's two add-ons candidate to be included for 2.47 (bevel,
 looptools).
 Campbell would check on it, if that fits well we better have it in RC2
 though. Will wait for his advice before calling the next build.

 -Ton-

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

 On 3 Apr, 2011, at 18:33, Ton Roosendaal wrote:

 Hi all,

 1) 2.57

 - Startup.blend changes: discussed were two defaults:

 Continuous grab: disable as default factory setting. Reasoning: it's
 jerky on slow redraws, on fast mouse moves it's losing offset, on
 small areas annoying, on headers annoying too (move up or down).
 People who like it or already use if have in their startup anyway, but
 the regular bugreports about it show it's not a good default.

 Open Image thumbnails for image browse: currently still disabled. It
 will crash Blender on any corrupt file in a directory, without
 feedback what's wrong. Andrea would like to see it default though,
 several bugs have been fixed here and it's more stable than in 2.56.

 - Startup issue: when we move to 2.57, the startup.blend, scripts and
 other config files are not read. Users have to manually copy it
 over... can we find a nice way to help migrating it? For example
 option in the splash to allow this...

 - Meeting agreed on doing another RC (2). We can do final release
 within a week then. Ton will send builders official request later
 today.

 - Jens Verwiebe is also available for OSX test builds, to assist
 Damien.


 2) other projects

 - The new buildbot progresses well, for Linux it now even builds
 binaries similar to releases. Brecht will help getting a system in
 Blender Institute to make builds.
 http://builder.blender.org/

 3) GSoC

 Students can still apply until friday April 8, 1900 UTC. Don't wait
 too long!

 -Ton-

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

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[Bf-committers] Patch for Double Edge Matte compositor node.

2011-04-03 Thread pete larabell
http://projects.blender.org/tracker/index.php?func=detailaid=26762group_id=9atid=127

Description and some screens available on user page:
http://wiki.blender.org/index.php/User:Xgl_asyliax

.blend files available:
http://www.pasteall.org/blend/5907
http://www.pasteall.org/blend/5906

ubuntu 32bit build available:
http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1818

cheers!
Pete
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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread pete larabell
Pen tool would be a great addition! I surely hope this proposal gets accepted!

On Sun, Apr 3, 2011 at 2:08 PM, Alice Li li.ali...@gmail.com wrote:
 Hi,

 My name is Alice Li, I'm a 3rd year student majoring in Computer Science at
 the University of Toronto and I'm interested in participating in GSoC 2011.
 I have only recently discovered my passion for computer science (3 years
 ago) and have not contributed anything to the open source community yet, but
 I would really be grateful for the chance to start with GSoC.

 I have been using Blender for 3 months now and I hope to contribute to the
 retopology tools, specifically:
 - *Pen tool* to quickly draw polygons without the need to fill faces
 manually
 - *Paint Stroke tool* for adding faces based on intersecting strokes

 I chose these because I personally would find these tools very useful as I
 found it a little tedious to manually create faces. As well, I have some
 experience with interpolation and numerical integration that I have learned
 in a numerical methods course. I have programmed in Python for 3 years now,
 Java and C for 2 years now.

 I would appreciate it if any of you could give me some pointers as to which
 areas of the documentation/api to look at to help me get started with my
 proposal. I also want to get as much information as possible so I can create
 a very reasonable timeline and to know if I may be overshooting or
 undershooting with my proposal ideas.

 Thanks very much in advance,
 Alice
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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Jonathan Williamson
Hi Alice,

I am not a developer and so I cannot help with the documentation or API but
I did want to say that if you need any feedback during the project on the
tool behavior, workflow, etc then let me know. I have spent a significant
amount of time with the current retopology tools and tested out several
other applications retopology tools. As a modeler and the person that
suggested the Pen and Stroke tools as ideas I'm really excited to see you
interested in picking this one.

Let me know if I can help in any way.

Jonathan Williamson

Instructor - http://www.blendercookie.com
Personal Trainer - http://www.mavenseed.com
Portfolio - http://www.jw3d.com


On Sun, Apr 3, 2011 at 12:11 PM, pete larabell xgl.asyl...@gmail.comwrote:

 Pen tool would be a great addition! I surely hope this proposal gets
 accepted!

 On Sun, Apr 3, 2011 at 2:08 PM, Alice Li li.ali...@gmail.com wrote:
  Hi,
 
  My name is Alice Li, I'm a 3rd year student majoring in Computer Science
 at
  the University of Toronto and I'm interested in participating in GSoC
 2011.
  I have only recently discovered my passion for computer science (3 years
  ago) and have not contributed anything to the open source community yet,
 but
  I would really be grateful for the chance to start with GSoC.
 
  I have been using Blender for 3 months now and I hope to contribute to
 the
  retopology tools, specifically:
  - *Pen tool* to quickly draw polygons without the need to fill faces
  manually
  - *Paint Stroke tool* for adding faces based on intersecting strokes
 
  I chose these because I personally would find these tools very useful as
 I
  found it a little tedious to manually create faces. As well, I have some
  experience with interpolation and numerical integration that I have
 learned
  in a numerical methods course. I have programmed in Python for 3 years
 now,
  Java and C for 2 years now.
 
  I would appreciate it if any of you could give me some pointers as to
 which
  areas of the documentation/api to look at to help me get started with my
  proposal. I also want to get as much information as possible so I can
 create
  a very reasonable timeline and to know if I may be overshooting or
  undershooting with my proposal ideas.
 
  Thanks very much in advance,
  Alice
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Alice,

- *Pen tool* to quickly draw polygons without the need to fill faces
manually
- *Paint Stroke tool* for adding faces based on intersecting strokes

from your description a recent addition to Blender might be of some help

see

http://www.blendernation.com/2011/03/23/quad-dominant-remeshing-development/
(also http://vimeo.com/21096739 )

it has a video and code ( patch ).

also you might be interested to look at previous year submission

https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-rohith291991 -code
http://wiki.blender.org/index.php/User:Rohith291991/Gsoc2010/Proposal - proposal
patch  
http://code.google.com/p/google-summer-of-code-2010-blender/downloads/detail?name=Rohith_BV.tar.gz
( it effectively gives
https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-rohith291991
- but might give idea what was changed )

it also can be used ( and updated ) and fitted with your   interface part.
also, I can think  to use for such purpose http://tetgen.berlios.de/ code
( the code can be used with Blender and even accordingly re licensed ).

but be aware - that my recommendations are educated guess - and you
still need to evaluate if these tools will help you to make your task
completed.

hope you would be ok with it before final submission date ( April 8, friday )

Regards
Sergey
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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Tom M
Hi Alice,

I'd recommend starting with the developers quickstart guide

http://wiki.blender.org/index.php/Dev:2.5/Doc/Developers_Quickstart

see if you can get blender built on your platform of choice.

stop by #blendercoders on irc.freenode.net if you have any difficulties.

The relevant code

first I'd look at this script 'surface sketching'

http://blenderartists.org/forum/showthread.php?183863-Surface-Sketching-script-v0.8-Beta

both of those tools are quite similar to the functionality it provides.

LetterRip


On Sun, Apr 3, 2011 at 11:08 AM, Alice Li li.ali...@gmail.com wrote:
 Hi,

 My name is Alice Li, I'm a 3rd year student majoring in Computer Science at
 the University of Toronto and I'm interested in participating in GSoC 2011.
 I have only recently discovered my passion for computer science (3 years
 ago) and have not contributed anything to the open source community yet, but
 I would really be grateful for the chance to start with GSoC.

 I have been using Blender for 3 months now and I hope to contribute to the
 retopology tools, specifically:
 - *Pen tool* to quickly draw polygons without the need to fill faces
 manually
 - *Paint Stroke tool* for adding faces based on intersecting strokes

 I chose these because I personally would find these tools very useful as I
 found it a little tedious to manually create faces. As well, I have some
 experience with interpolation and numerical integration that I have learned
 in a numerical methods course. I have programmed in Python for 3 years now,
 Java and C for 2 years now.

 I would appreciate it if any of you could give me some pointers as to which
 areas of the documentation/api to look at to help me get started with my
 proposal. I also want to get as much information as possible so I can create
 a very reasonable timeline and to know if I may be overshooting or
 undershooting with my proposal ideas.

 Thanks very much in advance,
 Alice
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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Tom M
Sergey,

I don't think the quad dominant remeshing is likely to provide much
similar tools or code at all.

LetterRip

On Sun, Apr 3, 2011 at 11:38 AM, Sergey Kurdakov sergey.fo...@gmail.com wrote:

 from your description a recent addition to Blender might be of some help

 see

 http://www.blendernation.com/2011/03/23/quad-dominant-remeshing-development/
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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Tom M
Sergey,

those papers have nothing to do with the current proposal.

LetterRip


On Sun, Apr 3, 2011 at 12:10 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote:
 Hi Alice

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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Tim

 those papers have nothing to do with the current proposal.

could you please elaborate?

the workflow of pen is following - a  shape is drawn and is filled
with triangles.

there could be two cases

1) just plain surface,
2) a surface in 3D

in case of plain surface - it seems not of much use.
in case of 3D surface one needs to  'construct' imaginary 3D object
and then fill it with triangles.

For these purposes there are several approaches - including
tetrahedrization (tetgen) or reconstruction surface with marching
cubes or similar algos ( the same goes for quad remeshing - after a
'surface' is somehow given - it can be effectivly covered with quads -
dual contouring is just to fill some surface - how it is given - by
sketch or mesh is a second question her  ).

so it might not be 3D sketching, but then -
OK,
still the algorithm for the proposal should be provided and be just a
'pen' proposal.

Regards
Sergey





On Mon, Apr 4, 2011 at 12:13 AM, Tom M letter...@gmail.com wrote:
 Sergey,

 those papers have nothing to do with the current proposal.

 LetterRip


 On Sun, Apr 3, 2011 at 12:10 PM, Sergey Kurdakov sergey.fo...@gmail.com 
 wrote:
 Hi Alice

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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Tom M
On Sun, Apr 3, 2011 at 12:25 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote:
 Hi Tim

 those papers have nothing to do with the current proposal.

 could you please elaborate?

 the workflow of pen is following - a  shape is drawn and is filled
 with triangles.

These are 'retopology tools' the flow of the underlying surface is
known and can be sampled.

No inferences about the 3d location of the mesh needs to be made, also
the first paper you linked was about constructing 3d from 2d from a
single view.  The second paper was about infering 3d form from
multiple orthographic drawings.  Neither of which are anything at all
related to retopology tools.

Also farstharys code in unlimited clay again has nothing to do with
the current proposal, the methods that the faces are constructed will
be an entirely different algorithm.

LetterRip
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Tom

These are 'retopology tools' the flow of the underlying surface is
known and can be sampled.

so concerning quad rmeshing - your first objection

I don't think the quad dominant remeshing is likely to provide much
similar tools or code at all.


it is what ronih did not finish but intended to do - to sketch above
mesh then to quad dominant remesh it.
the approach he used - allows such features.

the same goes for dual contouring - it might work not on whole mesh but
will reconstruct surface on given border and given mesh.

  No inferences about the 3d location of the mesh needs to be made, also
 the first paper you linked was about constructing 3d from 2d from a
 single view.  The second paper was about infering 3d form from
 multiple orthographic drawings.  Neither of which are anything at all
 related to retopology tools.

the papers are long
they end up with filling the reconstructed 3D with triangles - and
there is need to have algo for that
in addition to quad dominant remeshing tetgen goes here. Besides it
gives additional angle to view the problem


 Also farstharys code in unlimited clay again has nothing to do with
 the current proposal, the methods that the faces are constructed will
 be an entirely different algorithm.

maybe farshary will reply ;)

Regards
Sergey
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Re: [Bf-committers] Compile error with Bullet (Linux/CMake)

2011-04-03 Thread mindrones
Hi Erwin,

On 04/03/2011 06:53 PM, erwin coumans wrote:
 can you checkout a fresh source tree in a separate location?

indeed that worked, I didn't think to do a fresh folder.

Thanks!


Regards,
Luca

_

http://www.mindrones.com
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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Tom M
On Sun, Apr 3, 2011 at 12:39 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote:

 it is what ronih did not finish but intended to do - to sketch above
 mesh then to quad dominant remesh it.
 the approach he used - allows such features.

No, quad dominant remeshish is much more specialized and uses
algorithms wholly inappropriate for what this student is working on.
Quad dominant remeshing might eventually use surface strokes for
hinting the flow of the remeshing.  However what these tools need to
do is drastically simpler.


 the same goes for dual contouring - it might work not on whole mesh but
 will reconstruct surface on given border and given mesh.

Dual contouring is what nick bishop (not farsthary is working on, and
again completely irrelevant to the task at hand.

 the papers are long
 they end up with filling the reconstructed 3D with triangles - and
 there is need to have algo for that
 in addition to quad dominant remeshing tetgen goes here. Besides it
 gives additional angle to view the problem

The type of filling by these algorithms is totally inappropriate for
the task at hand.

LetterRip
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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Tom M
Alice here is the latest version of the surface sketch script that I
mentioned above.

https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons/mesh_bsurfaces.py

LetterRip

On Sun, Apr 3, 2011 at 11:08 AM, Alice Li li.ali...@gmail.com wrote:
 Hi,

 My name is Alice Li, I'm a 3rd year student majoring in Computer Science at
 the University of Toronto and I'm interested in participating in GSoC 2011.
 I have only recently discovered my passion for computer science (3 years
 ago) and have not contributed anything to the open source community yet, but
 I would really be grateful for the chance to start with GSoC.

 I have been using Blender for 3 months now and I hope to contribute to the
 retopology tools, specifically:
 - *Pen tool* to quickly draw polygons without the need to fill faces
 manually
 - *Paint Stroke tool* for adding faces based on intersecting strokes

 I chose these because I personally would find these tools very useful as I
 found it a little tedious to manually create faces. As well, I have some
 experience with interpolation and numerical integration that I have learned
 in a numerical methods course. I have programmed in Python for 3 years now,
 Java and C for 2 years now.

 I would appreciate it if any of you could give me some pointers as to which
 areas of the documentation/api to look at to help me get started with my
 proposal. I also want to get as much information as possible so I can create
 a very reasonable timeline and to know if I may be overshooting or
 undershooting with my proposal ideas.

 Thanks very much in advance,
 Alice
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Tom

No, quad dominant remeshish is much more specialized and uses
algorithms wholly inappropriate for what this student is working on.

so rohith was intended to use pen to outline simplified area, after he
finished integration into blender,
and it is inappropriate - how do you know? because your first reaction
was it is wrong and you will 'press ahead'

the point here - to use algorithm - and it is already integrated with
Blender and can be further used ( or not ).

why to use? because the algorithm is much more powerfull and can
retopo quite difficult areas unlike script you promote.

of cause - the trade of - how difficult is to use, but your point that
it is inappriate is overstretched - the algo can be used to
remesh with given quality sketched mesh..


 Dual contouring is what nick bishop (not farsthary is working on, and
 again completely irrelevant to the task at hand.

the story is - the algo is donated to Blender foundation for use, and
Nick integrated the code.

and sorry, I would say that I never mentioned Farshary as a author or this code,
I mentioned him in relation to Unlimited Clay - ability to fill
surfaces, remesh them adaptivly etc.
his skills could be of some use in the regards

 The type of filling by these algorithms is totally inappropriate for
 the task at hand.

I'm sorry Tom, but the algo is used just for this purpose

browse at this page
http://tetgen.berlios.de/features.html

to

Refine surface meshes

Regards
Sergey
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Re: [Bf-committers] Blender IRC meeting

2011-04-03 Thread Daniel Salazar - 3Developer.com
Raytracing Instances as default?

Daniel Salazar
3Developer.com



2011/4/3 Dalai Felinto dfeli...@gmail.com:
 On start.blend:

 1) Addons:
 1.1) Copy Attributes Menu
 - not much for the object properties, but more for the Tex Face copy
 options. If people are against the Ctrl+C menu by default we should at
 least (imho) to branch it out and take the TexFace copy out of the
 script. I do want to remove TexFace to 2.58, but in the mean time we
 need a workflow to copy face options over and the addon is what we
 have afaik.

 1.2) Export Blender Player

 2) User Preferences:
 2.1) Can we have Emulate 3 Button Mouse on by default?
 Not only it makes it work like In 2.49, but also makes people with no
 scrollwheel happy (e.g. OSX and mousepad in laptops) and people that
 doesn't like to press the MMB all the time (e.g. me ;)

 2.2) Can Tab as Spaces be off by default?
 A polemic one. I know why we have it on (pep8 *argh*), but really? I
 still think that a Text Editor shouldn't assume we want to add spaces
 instead of tabs.

 Sincerely,
 Dalai
 (too bad the meetings are at 7am local time :/ otherwise I would bring
 those points there)


 2011/4/3 Ton Roosendaal t...@blender.org:
 Hi all,

 There's two add-ons candidate to be included for 2.47 (bevel,
 looptools).
 Campbell would check on it, if that fits well we better have it in RC2
 though. Will wait for his advice before calling the next build.

 -Ton-

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

 On 3 Apr, 2011, at 18:33, Ton Roosendaal wrote:

 Hi all,

 1) 2.57

 - Startup.blend changes: discussed were two defaults:

 Continuous grab: disable as default factory setting. Reasoning: it's
 jerky on slow redraws, on fast mouse moves it's losing offset, on
 small areas annoying, on headers annoying too (move up or down).
 People who like it or already use if have in their startup anyway, but
 the regular bugreports about it show it's not a good default.

 Open Image thumbnails for image browse: currently still disabled. It
 will crash Blender on any corrupt file in a directory, without
 feedback what's wrong. Andrea would like to see it default though,
 several bugs have been fixed here and it's more stable than in 2.56.

 - Startup issue: when we move to 2.57, the startup.blend, scripts and
 other config files are not read. Users have to manually copy it
 over... can we find a nice way to help migrating it? For example
 option in the splash to allow this...

 - Meeting agreed on doing another RC (2). We can do final release
 within a week then. Ton will send builders official request later
 today.

 - Jens Verwiebe is also available for OSX test builds, to assist
 Damien.


 2) other projects

 - The new buildbot progresses well, for Linux it now even builds
 binaries similar to releases. Brecht will help getting a system in
 Blender Institute to make builds.
 http://builder.blender.org/

 3) GSoC

 Students can still apply until friday April 8, 1900 UTC. Don't wait
 too long!

 -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 2011: Improving Retopology Tools

2011-04-03 Thread Alice Li
@pete, Jonathan, Sergey, and Letterrip: Thanks for the feedback, I really
appreciate it.




 Date: Sun, 3 Apr 2011 13:07:55 -0800
 From: Tom M letter...@gmail.com
 Subject: Re: [Bf-committers] GSoC 2011: Improving Retopology Tools
 To: bf-blender developers bf-committers@blender.org
 Message-ID: BANLkTi=eGNWXaMCx-n=m9x0yvdlhh0h...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Alice here is the latest version of the surface sketch script that I
 mentioned above.


 https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons/mesh_bsurfaces.py

 LetterRip

 On Sun, Apr 3, 2011 at 11:08 AM, Alice Li li.ali...@gmail.com wrote:
  Hi,
 
  My name is Alice Li, I'm a 3rd year student majoring in Computer Science
 at
  the University of Toronto and I'm interested in participating in GSoC
 2011.
  I have only recently discovered my passion for computer science (3 years
  ago) and have not contributed anything to the open source community yet,
 but
  I would really be grateful for the chance to start with GSoC.
 
  I have been using Blender for 3 months now and I hope to contribute to
 the
  retopology tools, specifically:
  - *Pen tool* to quickly draw polygons without the need to fill faces
  manually
  - *Paint Stroke tool* for adding faces based on intersecting strokes
 
  I chose these because I personally would find these tools very useful as
 I
  found it a little tedious to manually create faces. As well, I have some
  experience with interpolation and numerical integration that I have
 learned
  in a numerical methods course. I have programmed in Python for 3 years
 now,
  Java and C for 2 years now.
 
  I would appreciate it if any of you could give me some pointers as to
 which
  areas of the documentation/api to look at to help me get started with my
  proposal. I also want to get as much information as possible so I can
 create
  a very reasonable timeline and to know if I may be overshooting or
  undershooting with my proposal ideas.
 
  Thanks very much in advance,
  Alice
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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Tom M
On Sun, Apr 3, 2011 at 1:22 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote:
 Hi Tom

No, quad dominant remeshish is much more specialized and uses
algorithms wholly inappropriate for what this student is working on.

 so rohith was intended to use pen to outline simplified area, after he
 finished integration into blender,
 and it is inappropriate - how do you know? because your first reaction
 was it is wrong and you will 'press ahead'

I managed last years Google Summer of Code for blender, helped design
many of the students proposals (including helped rohith), etc.

I also am managing this years GSoC including adding the retopo proposals :)

 the point here - to use algorithm - and it is already integrated with
 Blender and can be further used ( or not ).

Rohiths code can only work on extremely simple meshes because the math
library he needed for accelerating the process was not integrated yet
(it is something he plans to do, but he isn't done yet), there are
other issues as well that make it not production ready.  Even if it
were production ready, the method it uses for generating the new mesh
is totally inappropriate for the simple nature of the retopology tools
that are for GSoC.



 why to use? because the algorithm is much more powerfull and can
 retopo quite difficult areas unlike script you promote.

The script I suggested was so that the student could find where in the
code to look for using the apis she will need to know.  She can use
the APIs in the referenced script directly if she is comfortable with
python, so search the source code to find the C API that the python
code in the script is calling.

It was not an alogithmic reference :)


 of cause - the trade of - how difficult is to use, but your point that
 it is inappriate is overstretched - the algo can be used to
 remesh with given quality sketched mesh..

None of your suggested references provide algorithms for generating
the mesh in an appropriate manner.  They are either drastically too
complicated (involving things like taking derivatives of curvature and
other fun math) or way to simple (doing scan fills that result in tris
or quads that will give ugly topology).

LetterRip
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Tom.

I managed last years Google Summer of Code for blender, helped design
many of the students proposals (including helped rohith), etc.

so you kind of big boss?

 Rohiths code can only work on extremely simple meshes because the math
 library he needed for accelerating the process was not integrated yet

this is incorrect

he used library

http://openmesh.org/index.php?id=271#c2029
which is described in
http://www.graphics.rwth-aachen.de/uploads/media/spm08_01.pdf

the library is present in rohith patches ( and I compiled his code )
so it is integrated and has simple interface - somehow you missed it
big boss,
now as to 'usefulness' - it remeshes arbitrary mesh preserving
features - so what is needed in the case of retopology

 is totally inappropriate for the simple nature of the retopology tools
 that are for GSoC.

so to use ready code - is difficult. Or Tom - maybe you can allow a
bit of creativity? that will easily pay off.
maybe rohith did not finish intended feature because he tired of you?

just think for a while - maybe sometimes to be more flexible pays off.



 None of your suggested references provide algorithms for generating
 the mesh in an appropriate manner.  They are either drastically too
 complicated (involving things like taking derivatives of curvature and
 other fun math) or way to simple (doing scan fills that result in tris
 or quads that will give ugly topology).

I see that you are in charge - but

all mentioned approaches was like these: take arbitrary mesh and make it better.
it is developed with simple interface with mesh in - mesh out.

in case you can suggest any better algos - and I provided best in
class of retopo algos
you are welcome.

Regards
Sergey
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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Tom M
On Sun, Apr 3, 2011 at 2:03 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote:

 so you kind of big boss?

No, Ton is the Big Boss - I'm more of a medium boss :)

 Rohiths code can only work on extremely simple meshes because the math
 library he needed for accelerating the process was not integrated yet

 this is incorrect

No it really is correct, me and rohith exchanged emails and chat
discussions, here is a direct quote from about a month ago,

QUOTE

 it will be really slow and will work only for fairly low poly models

the reason being that I did not find a usable sparse matrix implementation

END QUOTE

Anywho he is currently looking for a usable sparse matrix
implementation and has some bugs to fix.  However it is irrelevant,
since it still wouldn't be appropriate for the two tasks that the
student is interested in working on (which are much simpler cases).


somehow you missed it big boss,

Didn't miss it - I just have more direct knowledge of what is going on.

 so to use ready code - is difficult. Or Tom - maybe you can allow a
 bit of creativity? that will easily pay off.
 maybe rohith did not finish intended feature because he tired of you?

It is great that you wanted to help a student by providing papers, it
isn't so good that you are insisting that you are correct in an
insulting manner.

 all mentioned approaches was like these: take arbitrary mesh and make it 
 better.
 it is developed with simple interface with mesh in - mesh out.

The use case is entirely different.  This is faster manual creation of
a retopology, things are very well constrained so heavy math lifting
doesn't need to be done to find what the contours of the mesh are in
order to best align the edge loops.

LetterRip
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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Matt Ebb
On Mon, Apr 4, 2011 at 8:03 AM, Sergey Kurdakov sergey.fo...@gmail.com wrote:
 all mentioned approaches was like these: take arbitrary mesh and make it 
 better.
 it is developed with simple interface with mesh in - mesh out.

 in case you can suggest any better algos - and I provided best in
 class of retopo algos

Hi Sergey, i think there's a bit of confusion - the point for these
tools is to have something manual and hands-on, so users can lay down
polys exactly where they want them to be. Just like normal mesh
modelling but as part of a retopo workflow.

Having extra funky automatic tools can be great too, but it's a
different thing. You still also need tools with manual control, even
if only just to clean up problems after an automatic topology
generation algorithm. So these manual tools are probably not
mathematically intense, but implementing them will require good UI and
workflow design, and working with artists to make them useful and
efficient.

So that's the purpose behind this wishlist item, to improve the manual
editing tools for drawing/tweaking mesh topology manually on an
existing reference surface, not to implement a fancy algorithm that
guesses and generates geometry for you.

Matt
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Matt,

 Having extra funky automatic tools can be great too, but it's a
 different thing. You still also need tools with manual control, even
 if only just to clean up problems after an automatic topology
 generation algorithm. So these manual tools are probably not
 mathematically intense, but implementing them will require good UI and
 workflow design, and working with artists to make them useful and
 efficient.

the point is for use cases - if somehow user selects more that very simple area
then 'general' algos would be OK.

but if knowledgeable members know some approaches to handle relativly
different cases with
said script - and it will be useable - then OK.

the problem is that - though things look simple - they anyway require
quite powerful tools.

and of cause - it is up to applicant and SoC leader to select approach.
My series of mails were just give more outlook.

even if the talk was 'hot' it might be useful after all.

and no need to think that if I behave like 'young' I'm young - I have
more than 10 years of graphics programming experience and lead 15
people team, it is for this reason - I'm so informal - because I try
to give different outlook, and it is not I'm who will decide after
all.

Regards
Sergey


On Mon, Apr 4, 2011 at 2:36 AM, Matt Ebb m...@mke3.net wrote:
 On Mon, Apr 4, 2011 at 8:03 AM, Sergey Kurdakov sergey.fo...@gmail.com 
 wrote:
 all mentioned approaches was like these: take arbitrary mesh and make it 
 better.
 it is developed with simple interface with mesh in - mesh out.

 in case you can suggest any better algos - and I provided best in
 class of retopo algos

 Hi Sergey, i think there's a bit of confusion - the point for these
 tools is to have something manual and hands-on, so users can lay down
 polys exactly where they want them to be. Just like normal mesh
 modelling but as part of a retopo workflow.

 Having extra funky automatic tools can be great too, but it's a
 different thing. You still also need tools with manual control, even
 if only just to clean up problems after an automatic topology
 generation algorithm. So these manual tools are probably not
 mathematically intense, but implementing them will require good UI and
 workflow design, and working with artists to make them useful and
 efficient.

 So that's the purpose behind this wishlist item, to improve the manual
 editing tools for drawing/tweaking mesh topology manually on an
 existing reference surface, not to implement a fancy algorithm that
 guesses and generates geometry for you.

 Matt
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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Tom M
On Sun, Apr 3, 2011 at 2:36 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote:
 and few words before you stated - that retopo will work on simple
 submeshes - correct?

A common method for retopology is over sculpted meshes.  You might
want to retopologize creating only a small number of polys over an
area with thousands, tens of thousands or more polys  (Right now you
can do over 40 million polys in a single mutires mesh).  (with a poly
budget of 150 for a simple object -  40 million/150 is about 250,000
polys per quad of your retopo mesh)


 maybe you have some knowledge - but it does not mean you know everything.

Wasn't claiming to :)

 or can from out hand say that algos which are specially developed for
 retopo are 'unapproriate'

It wasn't out of hand.  I was familiar with both the target of this
GSoC project, and the methods used in the projects mentioned.

While it is true that there might be some use in extending the retopo
tools beyond the scope that was suggested for GSoC, the original
inquiry was more narrow in nature.

LetterRip
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Tom,

A common method for retopology is over sculpted meshes.  You might
want to retopologize creating only a small number of polys over an
area with thousands, tens of thousands or more polys  (Right now you
can do over 40 million polys in a single mutires mesh).  (with a poly
budget of 150 for a simple object -  40 million/150 is about 250,000
polys per quad of your retopo mesh)

somehow there should be decision - either your script could provide
that functionality or not
cleary it could not - it will create relatively small patches.

now Matt told that re topology will be to simplify some areas - not
all the case you mention.

in this case rohith approach will suffice and provide good result.

now big meshes - Nick applied a patch which effectively and quickly
makes remeshing over huge meshes.


 Wasn't claiming to :)

you was claiming that what I say is completely unappropriate and this
is cleary not a case.

we revealed a problem with rohith approach - only limited areas, but
due to Matt note and common sence it will suffice.
it could start from retopo of areas, then if good sparse matrix lib is
found ( and there are such libs ) it could be extended.

so the question is here - to select what is best on number of criteria.

obviously you script won't handle large areas to retopo and on small
meshes rohith approach has a hand - it preserves topology of mesh.

 While it is true that there might be some use in extending the retopo
 tools beyond the scope that was suggested for GSoC, the original
 inquiry was more narrow in nature.

the applicant must win an application so it should be interesting and
not trivial.

Regards
Sergey
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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Matt Ebb
On Mon, Apr 4, 2011 at 9:27 AM, Sergey Kurdakov sergey.fo...@gmail.com wrote:

Alice's thread has already veered way off-topic and I hate to derail
it even further, but I feel the need to comment on this for the sake
of other students that may be reading:

 the applicant must win an application so it should be interesting and
 not trivial.

This is true, but it doesn't mean that a GSOC proposal must do
complicated things or use complex algorithms internally. It's often
better for blender to have really well thought out and well crafted
simple tools that work really nicely and are achievable in the scope
of the gsoc, than it is to attempt to make complicated intensive tools
that a) may not even get finished over the summer and/or b) may not be
that useful in real world conditions. I don't mean to make a false
dichotomy, but designing and creating simple, useful, tools that
people love to use can easily be as much work as implementing a
complicated algorithm, and can often be more productive for artists in
the end.

So students, if your proposal is mathematically or algorithmically
complicated that's great, but you shouldn't feel discourages if it's
not, as either can be challenging in their own way and can both make
acceptable GSOC projects.

cheers

Matt
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Matt,

So students, if your proposal is mathematically or algorithmically
complicated that's great, but you shouldn't feel discourages if it's
not, as either can be challenging in their own way and can both make
acceptable GSOC projects.

there is nothing difficult to implement - there is already working code.
the implementation will just interface with ready parts.

Might be best to move the
discussion to private mail, and let the bf-committers thread go back
on topic.

maybe

but one question - let us select a huge part of mesh 'cut' it and feed
to algo you implemented
will it handle it?

I think so, maybe a 'hole' will be filled - but again - Blender has a
code to bring two meshes together ( more there are hints what to bring
together ).

the same goes for rohith approach - but here is even better - the cut
area will be prevented, so to merge simplified mesh will be even
easier

in final there is what is pen is about. To outline area and to simplify it.

And it is all within reach of SoC application.

and of cause - there is no intentional heat other than - it would be
better within give range of possibilities to have better outcomes.

And if it discourages students - is a question. Really. They are not
made of paper.

Regards
Sergey
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Re: [Bf-committers] Experimental pydna

2011-04-03 Thread Campbell Barton
@Brecht, great to see you added this, saving second life devs further
headacheds.

Regarding PyDNA.
Since image access was just an example use of pydna it could still be
useful to allow access on windows.

I think it very unlikely this will become popular/common way to bypass
our own API's since its such a hassle to work with, you really have to
understand DNA structs in the first place.
Even if someone uses, it wont be accepted into our addons repo.

Since Ton doesn't want this in blender and I'm not motivated to get
this working in windows , probably it wont get in.

But! If someone wants to they can embed the DNAstr/DNAlen info into
their python scripts (for 32  64bits) and use this on our stable
windows releases without the patch (as Bullet does - see
btSerializer.cpp).
... or they could read this info from a blend file header, so its not
like this is a lot harder without the patch, it just means this info
needs to be kept in sync manually.

Even though I'm happy with py/rna api like that there is a backdoor
for special cases  debugging,
Its also good hint we are writing an stupid API if people want to use
pydna instead :-)

On Sun, Apr 3, 2011 at 4:20 PM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
 Hi,

 I've added simple Image.pixels access in svn now. It's not the most
 efficient implementation but it should work, just be sure to copy out
 all in the pixels into a list in one go, instead of accessing the
 pixels one by one. All this DNA fiddling is much too complicated..

 Brecht.

 On Sun, Apr 3, 2011 at 5:42 PM, Domino Marama dom...@dominodesigns.info 
 wrote:
 On Sun, 2011-04-03 at 15:32 +0200, Ton Roosendaal wrote:
 Hi all,

 Last september, Revision 31766, Campbell added this:
 ---
 ./intern/tools/pydna.py
 Experimental module (for developers only), exposes DNA data via python
 uses no blender/python modules, pure python + autogenerated ctypes api.
 ---

 Since it allows full Blender data access, scripters are using it to
 cover up for missing RNA parts. A 2nd Life developer in IRC asked if
 we could enable it on the 2.57 release, by ensuring it works for
 Windows as well (needs a small #ifdef DNA hack).

 The problem is caused by Windows linker optimising away unreferenced
 globals.
 http://social.msdn.microsoft.com/forums/en-US/vclanguage/thread/2aa2e1b7-6677-4986-99cc-62f463c94ef3

 What the 'hack' does is make sure the globals used by pydna aren't
 removed by the windows linker. As far as I know the standard behaviour
 on other platforms is to export the symbols for these globals not remove
 them.

 My suggestion would be to really not do this, it doesn't belong in
 releases. By fixing this backdoor to work in all released binaries
 we only will regret it later on. We don't have our RNA project for a
 good reason...

 I'm not sure I understand why there may be regrets for enabling this on
 all platforms. It opens up a workflow where python coders can prototype
 features that wouldn't be possible otherwise. This helps show what is
 needed for the official API.

 Because 2nd Life really needs image access, I advised them to provide
 temporarily a special build for their users to survive the period
 until we have our own decent working RNA level image access.

 Please advise if that's acceptable?

 The sculpt map format in Second Life is such an oddball, that there's
 really no workaround other than having pixel read and write functions.
 Currently pydna is our only option for that.

 Due to the image support in Second Life, there's legacy content out
 there in bmp, tga and png formats. Besides the actual sculpt maps, I
 also generate UV layout guides so being able to see the image in Blender
 is also a necessary feature.

 Is the plan to disable pydna on Linux and Mac then? We could probably
 manage if we only have to do Windows builds, but neither myself, who is
 developing the scripts, or Gaia, who tests on Windows and does the user
 support, have access to Macs.

 Hopefully that covers the points Gaia couldn't in IRC :)

 Best Wishes,
 Domino

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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Matt,

I apologize,

the last part of my previous  message was a reply to personal message by Nick,
it is very late here - so mistakes

but nonetheless

few hints

http://blenderartists.org/forum/showthread.php?213772-One-intresting-bug-in-current-game-engine-hope-somehow-it-gets-resolved

Bart Crouch bridge script to stitch meshes ( it might be needed in
code used by Nick and not so with rohith approach - as the one will
preserve the out vertices and they could still be merged relatively
easily)

Blender is capable to cut on vertexes ( cut tools ) ,and also merge
meshes ( hints to make merging better in this special situation  is
possible but not necessary )

so

cutting on vertices - the simplified submesh - submit it to mentioned
( ready ) code and then bring it back  - is possible.

There could be problems - but it is SoC is all about - to solve problems.
the result will be really what artists want from pencil tool.

Regards
Sergey
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Re: [Bf-committers] Experimental pydna

2011-04-03 Thread Erwin Coumans
By the way, Bullet has it's own DNA structures for its serialization, with a 
few extra features, not the Blender DNA ;)


Sent from my iPhone

On Apr 3, 2011, at 5:44 PM, Campbell Barton ideasma...@gmail.com wrote:

 @Brecht, great to see you added this, saving second life devs further
 headacheds.
 
 Regarding PyDNA.
 Since image access was just an example use of pydna it could still be
 useful to allow access on windows.
 
 I think it very unlikely this will become popular/common way to bypass
 our own API's since its such a hassle to work with, you really have to
 understand DNA structs in the first place.
 Even if someone uses, it wont be accepted into our addons repo.
 
 Since Ton doesn't want this in blender and I'm not motivated to get
 this working in windows , probably it wont get in.
 
 But! If someone wants to they can embed the DNAstr/DNAlen info into
 their python scripts (for 32  64bits) and use this on our stable
 windows releases without the patch (as Bullet does - see
 btSerializer.cpp).
 ... or they could read this info from a blend file header, so its not
 like this is a lot harder without the patch, it just means this info
 needs to be kept in sync manually.
 
 Even though I'm happy with py/rna api like that there is a backdoor
 for special cases  debugging,
 Its also good hint we are writing an stupid API if people want to use
 pydna instead :-)
 
 On Sun, Apr 3, 2011 at 4:20 PM, Brecht Van Lommel
 brechtvanlom...@pandora.be wrote:
 Hi,
 
 I've added simple Image.pixels access in svn now. It's not the most
 efficient implementation but it should work, just be sure to copy out
 all in the pixels into a list in one go, instead of accessing the
 pixels one by one. All this DNA fiddling is much too complicated..
 
 Brecht.
 
 On Sun, Apr 3, 2011 at 5:42 PM, Domino Marama dom...@dominodesigns.info 
 wrote:
 On Sun, 2011-04-03 at 15:32 +0200, Ton Roosendaal wrote:
 Hi all,
 
 Last september, Revision 31766, Campbell added this:
 ---
 ./intern/tools/pydna.py
 Experimental module (for developers only), exposes DNA data via python
 uses no blender/python modules, pure python + autogenerated ctypes api.
 ---
 
 Since it allows full Blender data access, scripters are using it to
 cover up for missing RNA parts. A 2nd Life developer in IRC asked if
 we could enable it on the 2.57 release, by ensuring it works for
 Windows as well (needs a small #ifdef DNA hack).
 
 The problem is caused by Windows linker optimising away unreferenced
 globals.
 http://social.msdn.microsoft.com/forums/en-US/vclanguage/thread/2aa2e1b7-6677-4986-99cc-62f463c94ef3
 
 What the 'hack' does is make sure the globals used by pydna aren't
 removed by the windows linker. As far as I know the standard behaviour
 on other platforms is to export the symbols for these globals not remove
 them.
 
 My suggestion would be to really not do this, it doesn't belong in
 releases. By fixing this backdoor to work in all released binaries
 we only will regret it later on. We don't have our RNA project for a
 good reason...
 
 I'm not sure I understand why there may be regrets for enabling this on
 all platforms. It opens up a workflow where python coders can prototype
 features that wouldn't be possible otherwise. This helps show what is
 needed for the official API.
 
 Because 2nd Life really needs image access, I advised them to provide
 temporarily a special build for their users to survive the period
 until we have our own decent working RNA level image access.
 
 Please advise if that's acceptable?
 
 The sculpt map format in Second Life is such an oddball, that there's
 really no workaround other than having pixel read and write functions.
 Currently pydna is our only option for that.
 
 Due to the image support in Second Life, there's legacy content out
 there in bmp, tga and png formats. Besides the actual sculpt maps, I
 also generate UV layout guides so being able to see the image in Blender
 is also a necessary feature.
 
 Is the plan to disable pydna on Linux and Mac then? We could probably
 manage if we only have to do Windows builds, but neither myself, who is
 developing the scripts, or Gaia, who tests on Windows and does the user
 support, have access to Macs.
 
 Hopefully that covers the points Gaia couldn't in IRC :)
 
 Best Wishes,
 Domino
 
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Re: [Bf-committers] Blender IRC meeting

2011-04-03 Thread Campbell Barton
From a quick test of these scripts, 3 issues came up, #1  #2 are not blocking,
but would want to see #3 resolved before inclusion by default.

1) own math lib.
Bevel defines its own simple math functions.
cross2D, dot2D, triangle_normal, axis_angle_to_quat,
rotation_between_vectors_to_quat, intersect, these are defined in
mathutils.

mathutils docs: http://www.blender.org/documentation/250PythonDoc/mathutils.html
va module: 
https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/mesh_bevel/va.py

Unless there is some problem in mathutils that cant be resolved I'd
rather not have scripts having their own math libs.


2) speed.
IMHO python is not well suited to writing mesh tools, at least not
when realtime updates from sliders is expected.
on a 4k poly mesh the bridge tool took ~4-6sec per update on my 'AMD
Phenom II X6 1055T' cpu.

Having tools which are mainly suitable for low poly modeling is fine
but I would rather they not be enabled by default.


3) polluting custom properties.

operator settings, vertex induces , and version info is written into
objects custom properties.

This gives nice user experience but I rather we have a better way to
save operator settings then each tool dumping data into the objects
metadata (especially mesh data). See below.

Since custom properties will be saved permanently in blend files I
think this really needs to go before accepting into trunk addons,
possible solutions are to remove this feature or store cache in the
python module which means at least its not saved into the blend file
and data is local to the module.

Bridge tool metadata from bridging 2 circles:
---
{'Bridge': {'boundaries': 0,
'derived': 0,
'input':
'0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63',
'input_method': 'Bridge',
'loops': {'0': {'circular': 1,
'loop': [31,
 30,
 29,
 28,
 27,
 26,
 25,
 24,
 23,
 22,
 21,
 20,
 19,
 18,
 17,
 16,
 15,
 14,
 13,
 12,
 11,
 10,
 9,
 8,
 7,
 6,
 5,
 4,
 3,
 2,
 1,
 0]},
  '1': {'circular': 1,
'loop': [33,
 34,
 35,
 36,
 37,
 38,
 39,
 40,
 41,
 42,
 43,
 44,
 45,
 46,
 47,
 48,
 49,
 50,
 51,
 52,
 53,
 54,
 55,
 56,
 57,
 58,
 59,
 60,
 61,
 62,
 63,
 32]}},
'mapping': 0,
'single_loops': 0},
 'version': '310'}


On Sun, Apr 3, 2011 at 10:00 PM, Tom M letter...@gmail.com wrote:
 Ton and Campbell,

 here are the links to the relevant scripts

 https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/mesh_looptools.py

 

Re: [Bf-committers] Blender IRC meeting

2011-04-03 Thread Daniel Salazar - 3Developer.com
Apart from any bugs that there could be continuous grab is great for
working, thinking about the screen limits when ever you want to use
any transform was a thing of the past! why would we want to bring this
limitation back?

cheers

Daniel Salazar
3Developer.com



2011/4/3 Campbell Barton ideasma...@gmail.com:
 On Sun, Apr 3, 2011 at 4:33 PM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 1) 2.57

 - Startup.blend changes: discussed were two defaults:

 Continuous grab: disable as default factory setting. Reasoning: it's
 jerky on slow redraws, on fast mouse moves it's losing offset, on
 small areas annoying, on headers annoying too (move up or down).
 People who like it or already use if have in their startup anyway, but
 the regular bugreports about it show it's not a good default.

 I wasn't at last nights meeting so reply on your points to remove.
 - AFAIK Continuous grab being jerky is a OSX only bug (which I assume
 could be fixed).
 - fast mouse moves can be problematic though on my system I need to
 purposefully thrash my mouse to give problems.
 - disabled on headers, committed r35985. agree it was annoying.

 There are 2 annoyances with it disabled.
 1) Dragging a button to the right when the window is maximized often
 hits the edge of the screen and you need to drag multiple times or
 type the number in.
  This is more a problem in 2.5 because of vertical layout - Setting
 the end frame to something over 1000 is an example of this.
 2) On multi-monitor transforming with the mouse outside the view can
 end up clicking on other windows.

 Why not have 2 options:
  Continuous Grab: [Number Buttons] and [Window  Tools]
 Then at least number buttons could be enabled by default.
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