Re: [Bf-committers] RC2 builds please!

2011-04-05 Thread rsaave...@ono.com
Thanks Sergey, I will check them.

Could I mail you if there are 
something I can't figure out ?

--
Rafael Rios


Mensaje 
original
De: g.ula...@gmail.com
Fecha: 04/04/2011 20:17
Para: bf-
committ...@blender.org
Asunto: Re: [Bf-committers] RC2 builds please!


  Rafael,

We aren't using default scons rules for release builts. 
Things are much 
complicated to make binary file which would run on the 
most of 
platforms. U could check build_files/config/*.py if u want to 
see 
configs we're using for release builds ;)

rsaave...@ono.com 
wrote:
 Hi,
I am not the builder of the official release, I am 
only a blender
 follower wanting to help

I have compiled r36007 
on ubuntu Maverick
 (i686) (10.10) and Natty (i686) (11.04 beta1)  
using scons.

The
 only but is that for Natty I have to create 
an user-config.py with
 the following line:

 BF_PYTHON_ABI_FLAGS = 
'mu'

because of python3.2-
 dev package.

For the 
Maverick, I have python3.2 compiled by myself,
 so I have to indicate 
the path to python in BF_PYTHON.

The compiling
 went smooth in 
both enviroments.

 Rafael Rios



-- 
With best regards, Sergey I. 
Sharybin

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Re: [Bf-committers] RC2 builds please!

2011-04-05 Thread Sergey I. Sharybin
  @Rafael: sure

@all: maybe wiki-page with description of setting of building 
environment for releases would be useful?

rsaave...@ono.com wrote:
 Thanks Sergey, I will check them.

 Could I mail you if there are
 something I can't figure out ?

 --
 Rafael Rios


 Mensaje
 original
 De: g.ula...@gmail.com
 Fecha: 04/04/2011 20:17
 Para:bf-
 committ...@blender.org
 Asunto: Re: [Bf-committers] RC2 builds please!


Rafael,

 We aren't using default scons rules for release builts.
 Things are much
 complicated to make binary file which would run on the
 most of
 platforms. U could check build_files/config/*.py if u want to
 see
 configs we're using for release builds ;)

 rsaave...@ono.com
 wrote:
 Hi,
 I am not the builder of the official release, I am
 only a blender
 follower wanting to help

 I have compiled r36007
 on ubuntu Maverick
 (i686) (10.10) and Natty (i686) (11.04 beta1)
 using scons.
 The
 only but is that for Natty I have to create
 an user-config.py with
 the following line:

 BF_PYTHON_ABI_FLAGS =
 'mu'
 because of python3.2-
 dev package.

 For the
 Maverick, I have python3.2 compiled by myself,
 so I have to indicate
 the path to python in BF_PYTHON.
 The compiling
 went smooth in
 both enviroments.
 Rafael Rios




-- 
With best regards, Sergey I. Sharybin

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[Bf-committers] Physics Modelling Fukushima

2011-04-05 Thread Sergey Kurdakov
Hi Patric,

 Just wondering if any of you guys are using your amazing aptitude for
 physics modelling and looking at the situation in Fukushima.

it looks like offtopic,

because nuclear station modeling does not relate to Blender code
itself, no to Bullet engine etc ( physics does not mean in
Blender-physics code  thermodinamics and nuclear modeling for example
- just mechanics ) ( though of cause there are some codes to make
whole nuclear disasters
modeling, usually they are made several years and might cost in spent
time more than whole men-years spent on  Blender development - just as
nuclear energy is a multibillion business and such expensive
simulations are needed).

In case you would like to visualize and popularize what went there -
you might take
http://energyfromthorium.com/pps/FukushimaDaiichiAREVA.pps Areva
presentation on what went there so far
and produce high quality visuals, but you might discuss this at
blenderartists.org

Regards
Sergey

On Tue, Apr 5, 2011 at 5:04 AM, Patrick Shirkey
pshir...@boosthardware.com wrote:
 Hi,

 Just wondering if any of you guys are using your amazing aptitude for
 physics modelling and looking at the situation in Fukushima.

 It would be real time(tm) to get concrete visualisations of the
 explosive potential of the reactor cores in their current states.

 Would make for some very interesting footage in the currently raging debate.



 Cheers.

 --


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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [36006] trunk/blender/source/blender/ makesrna/intern/rna_image.c: Fix for slow Image.pixels, make it a flat instead of multidimen

2011-04-05 Thread Domino Marama
On Mon, 2011-04-04 at 17:10 +, Brecht Van Lommel wrote:
 Revision: 36006
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=36006
 Author:   blendix
 Date: 2011-04-04 17:10:48 + (Mon, 04 Apr 2011)
 Log Message:
 ---
 Fix for slow Image.pixels, make it a flat instead of multidimensional array.

That working great now thanks, just one more small patch needed though..
It's just to mark the image as dirty when image.pixels is set :)

=== modified file 'source/blender/makesrna/intern/rna_image.c'
--- source/blender/makesrna/intern/rna_image.c  2011-04-04 17:10:48 +
+++ source/blender/makesrna/intern/rna_image.c  2011-04-05 08:29:44 +
@@ -304,6 +304,7 @@
for(i = 0; i  size; i++)
((unsigned char*)ibuf-rect)[i] = 
FTOCHAR(values[i]);
}
+   ibuf-userflags |= IB_BITMAPDIRTY;
}
 
BKE_image_release_ibuf(ima, lock);


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Re: [Bf-committers] RC2 builds please!

2011-04-05 Thread pete larabell
A wiki-page with description of building environment for release
builds would be very useful. I found that when I started build on
FreeBSD, I could certainly compile fine, but had no idea there even
WAS a difference between those builds and release builds until I found
out I had been doing it wrong. :)


On Tue, Apr 5, 2011 at 2:15 AM, Sergey I. Sharybin g.ula...@gmail.com wrote:
  @Rafael: sure

 @all: maybe wiki-page with description of setting of building
 environment for releases would be useful?

 rsaave...@ono.com wrote:
 Thanks Sergey, I will check them.

 Could I mail you if there are
 something I can't figure out ?

 --
 Rafael Rios


 Mensaje
 original
 De: g.ula...@gmail.com
 Fecha: 04/04/2011 20:17
 Para:bf-
 committ...@blender.org
 Asunto: Re: [Bf-committers] RC2 builds please!


    Rafael,

 We aren't using default scons rules for release builts.
 Things are much
 complicated to make binary file which would run on the
 most of
 platforms. U could check build_files/config/*.py if u want to
 see
 configs we're using for release builds ;)

 rsaave...@ono.com
 wrote:
 Hi,
     I am not the builder of the official release, I am
 only a blender
 follower wanting to help

     I have compiled r36007
 on ubuntu Maverick
 (i686) (10.10) and Natty (i686) (11.04 beta1)
 using scons.
     The
 only but is that for Natty I have to create
 an user-config.py with
 the following line:

 BF_PYTHON_ABI_FLAGS =
 'mu'
     because of python3.2-
 dev package.

     For the
 Maverick, I have python3.2 compiled by myself,
 so I have to indicate
 the path to python in BF_PYTHON.
     The compiling
 went smooth in
 both enviroments.
 Rafael Rios




 --
 With best regards, Sergey I. Sharybin

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[Bf-committers] How to tell cmake to use system glew

2011-04-05 Thread Richard Shaw
I'm trying to get my blender package for Fedora to meet the packaging
guidelines (which are quite extensive).

One of the things I'm fighting with is that building things in
statically should be avoided (like openCOLLADA).

The problem I'm fighting now is that Fedora provides a glew package
but I'm not sure how to make cmake use the system installation over
the extern/glew version.

When I look at the CMakeLists.txt I see that many of them have options
which I'm assuming can be set ON/OFF with a cmake option, but glew
does not seem to have an options.

I'm not a C programmer so please excuse me if I'm not using the
correct terminology.

Thanks,
Richard
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Re: [Bf-committers] RC2 builds please!

2011-04-05 Thread Sergey I. Sharybin
  Ok, will write it tomorrow.

pete larabell wrote:
 A wiki-page with description of building environment for release
 builds would be very useful. I found that when I started build on
 FreeBSD, I could certainly compile fine, but had no idea there even
 WAS a difference between those builds and release builds until I found
 out I had been doing it wrong. :)

-- 
With best regards, Sergey I. Sharybin

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Re: [Bf-committers] How to tell cmake to use system glew

2011-04-05 Thread pete larabell
RIchard,

so far as I know, blender needs it's own glew implementation. It is
not the same as the system version. It is not something that can be
turned off, since blender itself draws to the screen with OpenGL.

On Tue, Apr 5, 2011 at 1:36 PM, Richard Shaw hobbes1...@gmail.com wrote:
 I'm trying to get my blender package for Fedora to meet the packaging
 guidelines (which are quite extensive).

 One of the things I'm fighting with is that building things in
 statically should be avoided (like openCOLLADA).

 The problem I'm fighting now is that Fedora provides a glew package
 but I'm not sure how to make cmake use the system installation over
 the extern/glew version.

 When I look at the CMakeLists.txt I see that many of them have options
 which I'm assuming can be set ON/OFF with a cmake option, but glew
 does not seem to have an options.

 I'm not a C programmer so please excuse me if I'm not using the
 correct terminology.

 Thanks,
 Richard
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Re: [Bf-committers] How to tell cmake to use system glew

2011-04-05 Thread Richard Shaw
On Tue, Apr 5, 2011 at 2:14 PM, pete larabell xgl.asyl...@gmail.com wrote:
 RIchard,

 so far as I know, blender needs it's own glew implementation. It is
 not the same as the system version. It is not something that can be
 turned off, since blender itself draws to the screen with OpenGL.

Strange then... I have patches from the current Fedora blender
maintainer that seems to do this but for scons, not cmake...

Here's a snippit of the patch for one file:
diff -up blender/source/blender/editors/include/BIF_gl.h.ext
blender/source/blender/editors/include/BIF_gl.h
--- blender/source/blender/editors/include/BIF_gl.h.ext 2011-03-23
18:31:29.545937006 +0100
+++ blender/source/blender/editors/include/BIF_gl.h 2011-03-23
18:31:54.026936914 +0100
@@ -35,7 +35,7 @@
 #ifndef BIF_GL_H
 #define BIF_GL_H

-#include ../../../../extern/glew/include/GL/glew.h
+#include GL/glew.h

/*
 * these should be phased out. cpack should be replaced in

And then a bunch of entries taking glew out of the includes in SConscript files.

The resulting package works or I think there would be more complaints...

Richard
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[Bf-committers] test suite for image import/export

2011-04-05 Thread Tom M
Hey all,

imagemagik has a test suite for image format import/export

ftp://ftp.simplesystems.org/pub/

might be good to add it to our testing folder

LetterRip
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Re: [Bf-committers] Double Edged Matte node build + video + patch + .blends :)

2011-04-05 Thread pete larabell
Linux 32bit (ubuntu 10.10) build on graphicall.org:

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


On Tue, Apr 5, 2011 at 4:52 PM, pete larabell xgl.asyl...@gmail.com wrote:
 The double edge matte node has been updated!

 Some more speed improvements, and a consistent way of handling objects
 going partially off screen. Also now works correctly with
 RenderLayers.

 Video demo here:
 http://www.youtube.com/watch?v=VcjEfoNIHZs


 patch is located here:
 http://www.pasteall.org/20601/diff

 example .blend files here:
 http://www.pasteall.org/blend/5926
 http://www.pasteall.org/blend/5927

 Hope you enjoy!

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Re: [Bf-committers] Double Edged Matte node build + video + patch + .blends :)

2011-04-05 Thread pete larabell
Hi all, I've also uploaded to vimeo. Figured that might be more
blender-new-feature-video compliant :)

http://www.vimeo.com/22002396


On Tue, Apr 5, 2011 at 4:58 PM, pete larabell xgl.asyl...@gmail.com wrote:
 Linux 32bit (ubuntu 10.10) build on graphicall.org:

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


 On Tue, Apr 5, 2011 at 4:52 PM, pete larabell xgl.asyl...@gmail.com wrote:
 The double edge matte node has been updated!

 Some more speed improvements, and a consistent way of handling objects
 going partially off screen. Also now works correctly with
 RenderLayers.

 Video demo here:
 http://www.youtube.com/watch?v=VcjEfoNIHZs


 patch is located here:
 http://www.pasteall.org/20601/diff

 example .blend files here:
 http://www.pasteall.org/blend/5926
 http://www.pasteall.org/blend/5927

 Hope you enjoy!


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Re: [Bf-committers] How to tell cmake to use system glew

2011-04-05 Thread Campbell Barton
Hi Richard,
added WITH_BUILTIN_GLEW option to CMake r36024 which can be disabled
to link against the systems GLEW library.

On Tue, Apr 5, 2011 at 6:36 PM, Richard Shaw hobbes1...@gmail.com wrote:
 I'm trying to get my blender package for Fedora to meet the packaging
 guidelines (which are quite extensive).

 One of the things I'm fighting with is that building things in
 statically should be avoided (like openCOLLADA).

 The problem I'm fighting now is that Fedora provides a glew package
 but I'm not sure how to make cmake use the system installation over
 the extern/glew version.

 When I look at the CMakeLists.txt I see that many of them have options
 which I'm assuming can be set ON/OFF with a cmake option, but glew
 does not seem to have an options.

 I'm not a C programmer so please excuse me if I'm not using the
 correct terminology.

 Thanks,
 Richard
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-- 
- Campbell
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Re: [Bf-committers] test suite for image import/export

2011-04-05 Thread Campbell Barton
This can work but IMHO its only worth doing if someone is going to
setup an automated test (I'm running ctest weekly now).

Our image code is it stays mostly untouched so unless some refactor is
planned I don't think this gives us much of an advantage.

My main motivation for setting up tests is for areas that change more
frequently and problems may be hard to detect, eg: rendering,
modifiers, constraints, dupli's  import/export.

If someone else wants to do the data entry I can  setup a single image
loading test which can be used as a template for others.

On Tue, Apr 5, 2011 at 8:26 PM, Tom M letter...@gmail.com wrote:
 Hey all,

 imagemagik has a test suite for image format import/export

 ftp://ftp.simplesystems.org/pub/

 might be good to add it to our testing folder

 LetterRip
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Re: [Bf-committers] Physics Modelling Fukushima

2011-04-05 Thread Patrick Shirkey
On 04/05/2011 05:19 PM, Sergey Kurdakov wrote:
 Hi Patric,


 Just wondering if any of you guys are using your amazing aptitude for
 physics modelling and looking at the situation in Fukushima.
  
 it looks like offtopic,

 because nuclear station modeling does not relate to Blender code
 itself, no to Bullet engine etc ( physics does not mean in
 Blender-physics code  thermodinamics and nuclear modeling for example
 - just mechanics ) ( though of cause there are some codes to make
 whole nuclear disasters
 modeling, usually they are made several years and might cost in spent
 time more than whole men-years spent on  Blender development - just as
 nuclear energy is a multibillion business and such expensive
 simulations are needed).

 In case you would like to visualize and popularize what went there -
 you might take
 http://energyfromthorium.com/pps/FukushimaDaiichiAREVA.pps Areva
 presentation on what went there so far
 and produce high quality visuals, but you might discuss this at
 blenderartists.org


In the forums? Why waste time when I can go direct to the source?

I'm thinking of a counter model to the official Nuclear industry 
sanctioned reports. People round here are doing some amazing work with 
fluid modelling and such like aso maybe they want to apply some of that 
to modelling the cloud formations and such like?

I was thinking of using Sauerbrauten to build a replication of the 
facility. But maybe it can be done better in Blender?


 Regards
 Sergey

 On Tue, Apr 5, 2011 at 5:04 AM, Patrick Shirkey
 pshir...@boosthardware.com  wrote:

 Hi,

 Just wondering if any of you guys are using your amazing aptitude for
 physics modelling and looking at the situation in Fukushima.

 It would be real time(tm) to get concrete visualisations of the
 explosive potential of the reactor cores in their current states.

 Would make for some very interesting footage in the currently raging debate.



 Cheers.

 --
  

  
 ___
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-- 
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Boost Hardware Ltd.

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[Bf-committers] when blender2.57beta starts not make zoom at mouse wheel

2011-04-05 Thread iozk hz
i need to select the desktop and then blender to make that the blender
responds at the mouse wheel

why?
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Re: [Bf-committers] Physics Modelling Fukushima

2011-04-05 Thread Patrick Shirkey
On 04/05/2011 05:19 PM, Sergey Kurdakov wrote:
 Hi Patric,


 Just wondering if any of you guys are using your amazing aptitude for
 physics modelling and looking at the situation in Fukushima.

 it looks like offtopic,

 because nuclear station modeling does not relate to Blender code
 itself, no to Bullet engine etc ( physics does not mean in
 Blender-physics code  thermodinamics and nuclear modeling for example
 - just mechanics )


You might be surprised at who is using your work and how widely these 
solutions can be applied ;-)

Maybe someone wants to create a model of a potential way to cap the 
facility. Something like a concrete/barium/reinforced steel dome inner 
shell with an outer layer of 2 or 3 phase solid/gaseous mixture and 
covered again with a reinforced concrete dome...

That might give people something to work with. They sure need all the 
help they can get at this stage...




-- 
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Boost Hardware Ltd.

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

2011-04-05 Thread Jonathan Williamson
Hey Alice, 

I actually have a couple more suggestions for you in regards to the tool 
functionality.


Pen Tool
I feel it should not be restricted to only creating quads. Even as the topology 
snob that I am, occasionally it is necessary to use triangles. This is 
particularly true in lowpoly meshes where deformation is not a problem. When 
creating very lowpoly meshes it's almost essential to use triangles.

Slice Tool
The slice tool you have proposed is almost identical to the old knife tool, 
which while important, I don't feel makes sense to be part of this project. 
This is mostly because Joe Edgar as already implemented the beginnings of a 
very good knife tool alongside BMesh. It's my feeling that any retopo tools you 
develop should be designed to work with the future BMesh. Since Joe has already 
developed this I feel it would be overkill for this project.

The Slice tool that I was actually referring to in my original suggestion was 
this one: http://3d-coat.com/uploads/pics/rtp_slices.gif

What it does is allows you to quickly draw several guides across a tubular 
section of your mesh and automatically generate a encapsulating mesh that snaps 
to the surface. 

This method is very quick and powerful for retopo'ing anything from arms, legs, 
treebanchs and other tubular forms. Perhaps the tool should be renamed to Guide 
Strokes. 

Other than those couple things everything looks great for the functionality!

-- 
Jonathan Williamson

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

On Tuesday, April 5, 2011 at 11:00 PM, Alice Li wrote: 
 Hi,
 
 I've been working on my GSoC 2011 proposal for the last few days for adding
 new retopology tools. If anyone could give me any kind of feed back before I
 submit it I would really appreciate it, is it detailed enough? Feasibility?
 Too long? Too short?? etc. A really big thanks to Jonathan Williamson,
 Nicholas Bishop and LetterRip for their help these past couple of days.
 
 Link: http://wiki.blender.org/index.php/User:Lynseed
 
 Thanks in advance,
 Alice
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Re: [Bf-committers] GSoC 2011 Proposal: Retopology Tools

2011-04-05 Thread Alice Li
Thanks Jonathan, I probably should have ran the slice tool by you as well.

For the slice tool/guide strokes tool, I can see that it's a variation of
the paint strokes tool but I'm not sure I completely understand the
functionality. So the mesh that's created is generated around all the model
as in 360 degrees?



On Wed, Apr 6, 2011 at 12:27 AM, Jonathan Williamson 
jonat...@montagestudio.org wrote:

 Hey Alice,

 I actually have a couple more suggestions for you in regards to the tool
 functionality.


 Pen Tool
 I feel it should not be restricted to only creating quads. Even as the
 topology snob that I am, occasionally it is necessary to use triangles. This
 is particularly true in lowpoly meshes where deformation is not a problem.
 When creating very lowpoly meshes it's almost essential to use triangles.

 Slice Tool
 The slice tool you have proposed is almost identical to the old knife tool,
 which while important, I don't feel makes sense to be part of this project.
 This is mostly because Joe Edgar as already implemented the beginnings of a
 very good knife tool alongside BMesh. It's my feeling that any retopo tools
 you develop should be designed to work with the future BMesh. Since Joe has
 already developed this I feel it would be overkill for this project.

 The Slice tool that I was actually referring to in my original suggestion
 was this one: http://3d-coat.com/uploads/pics/rtp_slices.gif

 What it does is allows you to quickly draw several guides across a tubular
 section of your mesh and automatically generate a encapsulating mesh that
 snaps to the surface.

 This method is very quick and powerful for retopo'ing anything from arms,
 legs, treebanchs and other tubular forms. Perhaps the tool should be renamed
 to Guide Strokes.

 Other than those couple things everything looks great for the
 functionality!

 --
 Jonathan Williamson

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

 On Tuesday, April 5, 2011 at 11:00 PM, Alice Li wrote:
  Hi,
 
  I've been working on my GSoC 2011 proposal for the last few days for
 adding
  new retopology tools. If anyone could give me any kind of feed back
 before I
  submit it I would really appreciate it, is it detailed enough?
 Feasibility?
  Too long? Too short?? etc. A really big thanks to Jonathan Williamson,
  Nicholas Bishop and LetterRip for their help these past couple of days.
 
  Link: http://wiki.blender.org/index.php/User:Lynseed
 
  Thanks in advance,
  Alice
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Re: [Bf-committers] GSoC 2011 Proposal: Retopology Tools

2011-04-05 Thread Jonathan Williamson
Whoops! I forgot the attachment, here it is: http://db.tt/fIqXHov

-- 
Jonathan Williamson

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

On Tuesday, April 5, 2011 at 11:52 PM, Alice Li wrote: 
 Thanks Jonathan, I probably should have ran the slice tool by you as well.
 
 For the slice tool/guide strokes tool, I can see that it's a variation of
 the paint strokes tool but I'm not sure I completely understand the
 functionality. So the mesh that's created is generated around all the model
 as in 360 degrees?
 
 
 
 On Wed, Apr 6, 2011 at 12:27 AM, Jonathan Williamson 
 jonat...@montagestudio.org wrote:
 
  Hey Alice,
  
  I actually have a couple more suggestions for you in regards to the tool
  functionality.
  
  
  Pen Tool
  I feel it should not be restricted to only creating quads. Even as the
  topology snob that I am, occasionally it is necessary to use triangles. This
  is particularly true in lowpoly meshes where deformation is not a problem.
  When creating very lowpoly meshes it's almost essential to use triangles.
  
  Slice Tool
  The slice tool you have proposed is almost identical to the old knife tool,
  which while important, I don't feel makes sense to be part of this project.
  This is mostly because Joe Edgar as already implemented the beginnings of a
  very good knife tool alongside BMesh. It's my feeling that any retopo tools
  you develop should be designed to work with the future BMesh. Since Joe has
  already developed this I feel it would be overkill for this project.
  
  The Slice tool that I was actually referring to in my original suggestion
  was this one: http://3d-coat.com/uploads/pics/rtp_slices.gif
  
  What it does is allows you to quickly draw several guides across a tubular
  section of your mesh and automatically generate a encapsulating mesh that
  snaps to the surface.
  
  This method is very quick and powerful for retopo'ing anything from arms,
  legs, treebanchs and other tubular forms. Perhaps the tool should be renamed
  to Guide Strokes.
  
  Other than those couple things everything looks great for the
  functionality!
  
  --
  Jonathan Williamson
  
  Instructor - http://www.blendercookie.com
  Personal Trainer - http://www.mavenseed.com
  Portfolio - http://www.jw3d.com
  
  On Tuesday, April 5, 2011 at 11:00 PM, Alice Li wrote:
   Hi,
   
   I've been working on my GSoC 2011 proposal for the last few days for
  adding
   new retopology tools. If anyone could give me any kind of feed back
  before I
   submit it I would really appreciate it, is it detailed enough?
  Feasibility?
   Too long? Too short?? etc. A really big thanks to Jonathan Williamson,
   Nicholas Bishop and LetterRip for their help these past couple of days.
   
   Link: http://wiki.blender.org/index.php/User:Lynseed
   
   Thanks in advance,
   Alice
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Re: [Bf-committers] when blender2.57beta starts not make zoom at mouse wheel

2011-04-05 Thread Agustin Benavidez
Yes, it happens some times, but is i didn't find the reason to replicate it,
but it happends some times.
Cheers


2011/4/6 iozk hz iozk...@gmail.com

 i need to select the desktop and then blender to make that the blender
 responds at the mouse wheel

 why?
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Re: [Bf-committers] GSoC 2011 Proposal: Retopology Tools

2011-04-05 Thread Alice Li
Okay, I understand it now - the diagram helps a lot. I'm in the process of
making the changes to my proposal.


On Wed, Apr 6, 2011 at 1:13 AM, Jonathan Williamson 
jonat...@montagestudio.org wrote:

 Whoops! I forgot the attachment, here it is: http://db.tt/fIqXHov

 --
 Jonathan Williamson

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

 On Tuesday, April 5, 2011 at 11:52 PM, Alice Li wrote:
  Thanks Jonathan, I probably should have ran the slice tool by you as
 well.
 
  For the slice tool/guide strokes tool, I can see that it's a variation of
  the paint strokes tool but I'm not sure I completely understand the
  functionality. So the mesh that's created is generated around all the
 model
  as in 360 degrees?
 
 
 
  On Wed, Apr 6, 2011 at 12:27 AM, Jonathan Williamson 
  jonat...@montagestudio.org wrote:
 
   Hey Alice,
  
   I actually have a couple more suggestions for you in regards to the
 tool
   functionality.
  
  
   Pen Tool
   I feel it should not be restricted to only creating quads. Even as the
   topology snob that I am, occasionally it is necessary to use triangles.
 This
   is particularly true in lowpoly meshes where deformation is not a
 problem.
   When creating very lowpoly meshes it's almost essential to use
 triangles.
  
   Slice Tool
   The slice tool you have proposed is almost identical to the old knife
 tool,
   which while important, I don't feel makes sense to be part of this
 project.
   This is mostly because Joe Edgar as already implemented the beginnings
 of a
   very good knife tool alongside BMesh. It's my feeling that any retopo
 tools
   you develop should be designed to work with the future BMesh. Since Joe
 has
   already developed this I feel it would be overkill for this project.
  
   The Slice tool that I was actually referring to in my original
 suggestion
   was this one: http://3d-coat.com/uploads/pics/rtp_slices.gif
  
   What it does is allows you to quickly draw several guides across a
 tubular
   section of your mesh and automatically generate a encapsulating mesh
 that
   snaps to the surface.
  
   This method is very quick and powerful for retopo'ing anything from
 arms,
   legs, treebanchs and other tubular forms. Perhaps the tool should be
 renamed
   to Guide Strokes.
  
   Other than those couple things everything looks great for the
   functionality!
  
   --
   Jonathan Williamson
  
   Instructor - http://www.blendercookie.com
   Personal Trainer - http://www.mavenseed.com
   Portfolio - http://www.jw3d.com
  
   On Tuesday, April 5, 2011 at 11:00 PM, Alice Li wrote:
Hi,
   
I've been working on my GSoC 2011 proposal for the last few days for
   adding
new retopology tools. If anyone could give me any kind of feed back
   before I
submit it I would really appreciate it, is it detailed enough?
   Feasibility?
Too long? Too short?? etc. A really big thanks to Jonathan
 Williamson,
Nicholas Bishop and LetterRip for their help these past couple of
 days.
   
Link: http://wiki.blender.org/index.php/User:Lynseed
   
Thanks in advance,
Alice
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Re: [Bf-committers] GSoC 2011 Proposal: Retopology Tools

2011-04-05 Thread Tom M
For the 'slice and connect' tool,

1) user generate pen strokes
2) user generate a stroke that is tangent to the original strokes
3) at each intersection cast a ray perpendicular to the intersection
that penetrates to the opposite side of the volume (martins 'etch a
ton' continuous embedding code can do this
http://wiki.blender.org/index.php/User:Theeth/etch-a-ton - see the
octopus demo - http://vimeo.com/2032424 )
4) from this ray and the original stroke you can construct a plane
then you can raycast from the center of the volume in each direction
to find where to place the points of your circle (probably can reuse
some shrinkwrap modifier code for this part)
5) repeat that for each slice
6) then connect the slices with a loft (see the loop tools code for
lofting algorithm)

other folks can probably help you a bit more with the algorithm but
etch-a-ton; shrinkwrap; and looptools are where i'd look for
inspiration.

Regarding the 'paint stroke tool' - Alice and Johnathon - I'd
completely forgotten that cambo had written his retopo tool for durian
(he removed it since the durian team wasn't using it and he didn't
have time then to maintain it) that does i think exactly what this is
intended to do, and he plans to add it to add ons.  So if that is the
case, it might be a good idea to choose another retopology tool to
implement for your proposal.

LetterRip

On Tue, Apr 5, 2011 at 8:52 PM, Alice Li li.ali...@gmail.com wrote:
 Thanks Jonathan, I probably should have ran the slice tool by you as well.

 For the slice tool/guide strokes tool, I can see that it's a variation of
 the paint strokes tool but I'm not sure I completely understand the
 functionality. So the mesh that's created is generated around all the model
 as in 360 degrees?



 On Wed, Apr 6, 2011 at 12:27 AM, Jonathan Williamson 
 jonat...@montagestudio.org wrote:

 Hey Alice,

 I actually have a couple more suggestions for you in regards to the tool
 functionality.


 Pen Tool
 I feel it should not be restricted to only creating quads. Even as the
 topology snob that I am, occasionally it is necessary to use triangles. This
 is particularly true in lowpoly meshes where deformation is not a problem.
 When creating very lowpoly meshes it's almost essential to use triangles.

 Slice Tool
 The slice tool you have proposed is almost identical to the old knife tool,
 which while important, I don't feel makes sense to be part of this project.
 This is mostly because Joe Edgar as already implemented the beginnings of a
 very good knife tool alongside BMesh. It's my feeling that any retopo tools
 you develop should be designed to work with the future BMesh. Since Joe has
 already developed this I feel it would be overkill for this project.

 The Slice tool that I was actually referring to in my original suggestion
 was this one: http://3d-coat.com/uploads/pics/rtp_slices.gif

 What it does is allows you to quickly draw several guides across a tubular
 section of your mesh and automatically generate a encapsulating mesh that
 snaps to the surface.

 This method is very quick and powerful for retopo'ing anything from arms,
 legs, treebanchs and other tubular forms. Perhaps the tool should be renamed
 to Guide Strokes.

 Other than those couple things everything looks great for the
 functionality!

 --
 Jonathan Williamson

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

 On Tuesday, April 5, 2011 at 11:00 PM, Alice Li wrote:
  Hi,
 
  I've been working on my GSoC 2011 proposal for the last few days for
 adding
  new retopology tools. If anyone could give me any kind of feed back
 before I
  submit it I would really appreciate it, is it detailed enough?
 Feasibility?
  Too long? Too short?? etc. A really big thanks to Jonathan Williamson,
  Nicholas Bishop and LetterRip for their help these past couple of days.
 
  Link: http://wiki.blender.org/index.php/User:Lynseed
 
  Thanks in advance,
  Alice
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