Re: [Bf-committers] console window back to appear

2011-05-09 Thread Nathan Letwory
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 9.5.2011 0:09, Kalle-Samuli Riihikoski wrote:
 It would be nice if blender could remember if this is on/off when
 re-opening. When I press Ctrl + U  and console window is on and
 when I restart blender I have to click that option again to make console
 window show up. Thanks.

http://projects.blender.org/tracker/?func=detailaid=27159group_id=9atid=264

/Nathan

 
 2011/5/8 Agustin Benavidez agustinbenavi...@gmail.com
 
 Help Menu - Toggle system console

 Cheers


 2011/5/8 Yousef Hurfoush ba...@msn.com




 is console window back to appear on the startup a bug thing or is it a
 new
 option

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Re: [Bf-committers] console window back to appear

2011-05-09 Thread Nathan Letwory
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On 9.5.2011 1:28, Yousef Hurfoush wrote:
 
 
 
 Date: Sun, 8 May 2011 16:45:47 -0300
 From: agustinbenavi...@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] console window back to appear

 Help Menu - Toggle system console
 
 i know that, but there was a batch applied to trunk that hides it from 
 startup and it worked great
 now in the recent it reverted back to same old behavior, was this modified in 
 a commit, everyone asking what happened

It still works as it is supposed to. I just tried current SVN and
without -d, -con or --start-console, started outside cmd.exe, the
console is nicely hidden. With any of the options, or started from
cmd.exe, the console stays.

If you start from a shortcut, make sure you haven't added any of the
above options. If it still appears, check if there is any (error) output
in the console before the line found bundled python. If there is,
please tell what it is.

/Nathan

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Re: [Bf-committers] Blender developer IRC meeting notes May 8, 2011

2011-05-09 Thread Peter Schlaile
Hi,

 1) Blender 2.57+, current projects

 - Peter Schlaile: are you still available this month? FFmpeg update
 might have issues.

still there. What (additional) issues came up?

There was and are still serious seeking issues caused by the stupid 
ffmpeg seeking code within ffmpeg, which is a) DTS based and b) generally 
assumes more or less a CBR stream on a lot of formats (especially 
prominent ones like MPEGTS streams (HDV)) and will fail horribly, if that 
assumption doesn't hold. (In the case of HDV, dropouts on the tape, which 
are pretty common, are sufficient to make it fail...)

I've finished a seperate indexer, that addresses that problem and builds 
proxies in parallel. I'll commit, when I've found all the bugs in my new code...

Besides that, I don't know of any new issues (I use a very current, ffmpeg 
GIT Feb 19 2011 myself).

Cheers,
Peter


Peter Schlaile

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Re: [Bf-committers] Extended Set of Render Presets for Blender

2011-05-09 Thread Ton Roosendaal
Hi Bogomir,

Thanks for the very extensive and well documented offering.

However, it's unclear to me how you want this to be further  
processed... wouldn't it be sufficient to include your page in our  
standard documentation (for extensions), offering users to download  
the presets they'd like?

-Ton-


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

On 3 May, 2011, at 19:37, Bogomir Bogomirov wrote:

 Hello,

 I have developed an extended set of render presets for Blender, that  
 match the sequence and composition settings predefined in Adobe  
 Premiere Pro and After Effects. By using these presets, imagery  
 synthesized with Blender can be easily profiled for compatibility  
 with a wide range of content formats used by the video industry.  
 Referenced are from typical web formats and PAL D1/DV Widescreen to  
 DVCPROHD 1080i 60i and Film 4K.

 With such profiling, the synthetic content can be further mixed with  
 other standardized format footage without loss of associated quality  
 or computing resources, and subsequently incorporated in a wide  
 range of video production workflows. Example targets are hardware  
 media players and rich web applications, SD and HD broadcast, DVD  
 and Blu-ray media or high budget cinema and visual effects.

 The whole concept, together with the Python scripts one can download  
 and install can be found at:

 http://wiki.blender.org/index.php/User:B-tag/extended_set_of_render_presets_for_blender

 Any thoughts and suggestions are really appreciated!

 Regards,

 Bogomir Bogomirov, Dipl. Eng., M. Sc.
 http://twitter.com/bogomirov

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Re: [Bf-committers] Camera Guides

2011-05-09 Thread Ton Roosendaal
Hi Cam,

Checked on patch and forum reviews. Improvement could be like;
- make drawtype option for empty 'Image', which will show new buttons
- without image block linked, it just draws the 1x1 unit square in wire.

Matt's thoughts  doubts on BA are still very valid, but for both the  
analysis as conclusion I have a different approach.

- Good UI and tools design should inherently follow internal  
architecture too. The patch has no beauty prize, but it doesn't  
conflict internally either.
- In past decade we've been adding far too many features that either  
half or not really well integrated. These are the hardest to maintain  
and make Blender so complex.
- In order to move on and keep Blender stable  in maintenance, we  
could stick to rule 'only add when internal design provides' and move  
all other stuff to a Blender 3 list or so.

I'm well aware that the Blender design papers I did in '95 are quite  
ancient now, with shortcomings in design that hold us back in areas.  
So shortly after we survived 2.5 we better not start another massive  
redesign, but in the course of next year (2.6x series) we can  
definitely start collecting the key issues for an internal design  
upgrade.

-Ton-


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

On 8 May, 2011, at 6:05, Campbell Barton wrote:

 On Sat, May 7, 2011 at 8:01 PM, Dan Eicher d...@trollwerks.org wrote:
 You can currently load up an image into the 3d viewport in either the
 foreground or background using the py-api.

 I wrote an operator a while back to test image.gl_load (or whatever  
 it
 ended up being called) that did just that and it was pretty easy --
 aside from all the opengl voodoo.

 You can even display it in 3d space as I (accidentally) found out
 while playing with artoolkit.

 Dan

 There is a patch for assigning images to empties. just updated it to
 the current svn:
  
 http://projects.blender.org/tracker/index.php?func=detailaid=21740group_id=9atid=127

 Screenshot:
  http://www.graphicall.org/ftp/ideasman42/empty_object.png

 Blenderartist thread
  http://blenderartists.org/forum/archive/index.php/t-201290.html
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[Bf-committers] translate to 2.5

2011-05-09 Thread Yuniel Castro González
1- nuobs = Create(10)
2- scn = Scene.getCurrent()
3- num = Blender.Noise.random()
4- randobjects = Blender.Object.GetSelected()



-- 








Yuniel 
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Re: [Bf-committers] Camera Guides

2011-05-09 Thread Bassam Kurdali
What just happened?

I'm guessing the original patch for camera guides got rejected. But it
seems people think that bg images for empties is a replacement for it?
why is this? And why is it cool to override Empties with a gazillion
draw types, but somehow this is bad design for Cameras?

If the rationale is 'parent an empty with thirds grid png on it' to the
camera, we could already parent a wireframe object to the camera- even
easier since you don't also have to go into a paint package, but both
suffer from:

-a bunch of labor to set  up, then needs to be fiddled with everytime
you change the camera or tweak the focal length. and unneeded clutter in
your scene.

Don't get me wrong, the new image empties are nice for reference images
for modeling. But: They don't have anything to do with camera
composition guides, which are more like the 'titlesafe' overlay already
in the camera view options.

PS. I hope I don't come across as angry. I'm just amused, and
unaffected, since I patched my own copy of blender a long time ago ;)

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[Bf-committers] Cuda and/or OpenCL

2011-05-09 Thread Jeroen Bakker
Hi,

I have an IT-architecture related question. As Blender Cycles uses Cuda, 
and several other branches are using OpenCL, what will be the preferred 
target GPU-Computing platform for Blender? Cuda, OpenCL, other or 
developer choice.

They all have both pro's and con's and even a hybrid solution is 
plausible, (NVidia implemented OpenCL on top of Cuda). but before I 
continue with GPU-computing in the compositor branch I want to 
understand the target(s) and the reasons why the target(s) is chosen to 
be sure to create a production stable solution.

Jeroen.
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Re: [Bf-committers] translate to 2.5

2011-05-09 Thread Dan Eicher
2011/5/9 Yuniel Castro González ycast...@estudiantes.uci.cu:
 1- nuobs = Create(10)
 2- scn = Scene.getCurrent()
 3- num = Blender.Noise.random()
 4- randobjects = Blender.Object.GetSelected()



 --








 Yuniel
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http://www.blender.org/documentation/blender_python_api_2_57_1/
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Re: [Bf-committers] Camera Guides

2011-05-09 Thread Daniel Salazar - 3Developer.com
Bassam i think the empties thing is totally unrelated, we still have
to solve the guides thing. I dunno.. i like the current patch a lot, i
use it every day. Maybe people are over thinking this? In any case if
fox was working on configurable guides with presets, why did he stop?

Daniel Salazar
3Developer.com



On Mon, May 9, 2011 at 12:47 PM, Bassam Kurdali
bkurd...@freefactory.org wrote:
 What just happened?

 I'm guessing the original patch for camera guides got rejected. But it
 seems people think that bg images for empties is a replacement for it?
 why is this? And why is it cool to override Empties with a gazillion
 draw types, but somehow this is bad design for Cameras?

 If the rationale is 'parent an empty with thirds grid png on it' to the
 camera, we could already parent a wireframe object to the camera- even
 easier since you don't also have to go into a paint package, but both
 suffer from:

 -a bunch of labor to set  up, then needs to be fiddled with everytime
 you change the camera or tweak the focal length. and unneeded clutter in
 your scene.

 Don't get me wrong, the new image empties are nice for reference images
 for modeling. But: They don't have anything to do with camera
 composition guides, which are more like the 'titlesafe' overlay already
 in the camera view options.

 PS. I hope I don't come across as angry. I'm just amused, and
 unaffected, since I patched my own copy of blender a long time ago ;)

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Re: [Bf-committers] Cuda and/or OpenCL

2011-05-09 Thread Tom M
Cycles is actually multiple back ends, the OpenCL is not yet complete
but is in progress.  I'm pretty sure we have a rule of being as
platform agnostic as feasible.  I doubt a CUDA only solution would be
allowed.

LetterRip



On Mon, May 9, 2011 at 11:41 AM, Jeroen Bakker j.bak...@atmind.nl wrote:
 Hi,

 I have an IT-architecture related question. As Blender Cycles uses Cuda,
 and several other branches are using OpenCL, what will be the preferred
 target GPU-Computing platform for Blender? Cuda, OpenCL, other or
 developer choice.

 They all have both pro's and con's and even a hybrid solution is
 plausible, (NVidia implemented OpenCL on top of Cuda). but before I
 continue with GPU-computing in the compositor branch I want to
 understand the target(s) and the reasons why the target(s) is chosen to
 be sure to create a production stable solution.

 Jeroen.
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Re: [Bf-committers] [36564] trunk/blender: set svn end of lines to native

2011-05-09 Thread GSR
Hi,
ideasma...@gmail.com (2011-05-09 at 0815.38 +):
 Revision: 36564
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=36564
 Author:   campbellbarton
 Date: 2011-05-09 08:15:38 + (Mon, 09 May 2011)
 Log Message:
 ---
 set svn end of lines to native
 
 Modified Paths:
 --
 trunk/blender/intern/bsp/test/BSP_GhostTest/BSP_GhostTest.dsp
 trunk/blender/intern/bsp/test/BSP_GhostTest/BSP_GhostTest.dsw

dsp and dsw files are CRLF.

GSR
 
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Re: [Bf-committers] Cuda and/or OpenCL

2011-05-09 Thread Carsten Wartmann
Am 09.05.2011 21:41, schrieb Jeroen Bakker:
 Hi,

 I have an IT-architecture related question. As Blender Cycles uses Cuda,
 and several other branches are using OpenCL, what will be the preferred
 target GPU-Computing platform for Blender? Cuda, OpenCL, other or
 developer choice.

It is all here: 
http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles

And some more in the sources (doc).

Carsten
-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [36565] branches/bmesh/blender: warning fixes

2011-05-09 Thread joe
thanks!!

On Mon, May 9, 2011 at 2:20 AM, Campbell Barton ideasma...@gmail.com wrote:
 Revision: 36565
          
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=36565
 Author:   campbellbarton
 Date:     2011-05-09 08:20:39 + (Mon, 09 May 2011)
 Log Message:
 ---
 warning fixes

 Modified Paths:
 --
    branches/bmesh/blender/intern/ghost/intern/GHOST_EventManager.cpp
    branches/bmesh/blender/source/blender/blenloader/intern/readfile.c
    branches/bmesh/blender/source/blender/bmesh/intern/bmesh_private.h
    branches/bmesh/blender/source/blender/bmesh/intern/bmesh_structure.c
    branches/bmesh/blender/source/creator/creator.c

 Modified: branches/bmesh/blender/intern/ghost/intern/GHOST_EventManager.cpp
 ===
 --- branches/bmesh/blender/intern/ghost/intern/GHOST_EventManager.cpp   
 2011-05-09 08:15:38 UTC (rev 36564)
 +++ branches/bmesh/blender/intern/ghost/intern/GHOST_EventManager.cpp   
 2011-05-09 08:20:39 UTC (rev 36565)
 @@ -249,7 +249,7 @@
                wm = sys-getWindowManager();
                windows = wm-getWindows();

 -               while (str = fgets(buf, 256, m_playfile)) {
 +               while ((str = fgets(buf, 256, m_playfile))) {
                        GHOST_IWindow *iwin = NULL;
                        GHOST_TEventType type;
                        double time;

 Modified: branches/bmesh/blender/source/blender/blenloader/intern/readfile.c
 ===
 --- branches/bmesh/blender/source/blender/blenloader/intern/readfile.c  
 2011-05-09 08:15:38 UTC (rev 36564)
 +++ branches/bmesh/blender/source/blender/blenloader/intern/readfile.c  
 2011-05-09 08:20:39 UTC (rev 36565)
 @@ -3493,7 +3493,7 @@
                                memcpy(disp2, mdisps[i].disps, 
 MEM_allocN_len(mdisps[i].disps));

                                MEM_freeN(mdisps[i].disps);
 -                               mdisps[i].disps = disp2;
 +                               mdisps[i].disps = (float (*)[3])disp2;
                        }

                        if( (fd-flags  FD_FLAGS_SWITCH_ENDIAN)  
 (mdisps[i].disps) ) {

 Modified: branches/bmesh/blender/source/blender/bmesh/intern/bmesh_private.h
 ===
 --- branches/bmesh/blender/source/blender/bmesh/intern/bmesh_private.h  
 2011-05-09 08:15:38 UTC (rev 36564)
 +++ branches/bmesh/blender/source/blender/bmesh/intern/bmesh_private.h  
 2011-05-09 08:20:39 UTC (rev 36565)
 @@ -51,7 +51,7 @@
  if (bmesh_check_element(bm, el, ((BMHeader*)el)-type))\
                printf(check_element failure, with code %i on line %i in 
 file\n    \%s\\n\n, bmesh_check_element(bm, el, ((BMHeader*)el)-type), 
 __LINE__, __FILE__);

 -#define bm_get_edge_link(e, v) (Link*)((v) == ((BMEdge*)(e))-v1 ? 
 (((BMEdge*)(e))-dlink1) : (((BMEdge*)(e))-dlink2))
 +#define bm_get_edge_link(e, v) (((v) == ((BMEdge*)(e))-v1) ? 
 (Link*)(((BMEdge*)(e))-dlink1) : (Link*)(((BMEdge*)(e))-dlink2))

  int bmesh_radial_length(struct BMLoop *l);
  int bmesh_disk_count(BMVert *v);

 Modified: branches/bmesh/blender/source/blender/bmesh/intern/bmesh_structure.c
 ===
 --- branches/bmesh/blender/source/blender/bmesh/intern/bmesh_structure.c      
   2011-05-09 08:15:38 UTC (rev 36564)
 +++ branches/bmesh/blender/source/blender/bmesh/intern/bmesh_structure.c      
   2011-05-09 08:20:39 UTC (rev 36565)
 @@ -194,7 +194,7 @@
        }

        if (v-e == e)
 -               v-e = e!=e1-next ? (BMEdge*)e1-next : NULL;
 +               v-e = (e != (BMEdge *)e1-next) ? (BMEdge *)e1-next : NULL;

        e1-next = e1-prev = NULL;
  }

 Modified: branches/bmesh/blender/source/creator/creator.c
 ===
 --- branches/bmesh/blender/source/creator/creator.c     2011-05-09 08:15:38 
 UTC (rev 36564)
 +++ branches/bmesh/blender/source/creator/creator.c     2011-05-09 08:20:39 
 UTC (rev 36565)
 @@ -356,7 +356,7 @@
        }
  }*/

 -int segmentation_handler(int sig)
 +void segmentation_handler(int sig)
  {
        char fname[256];

 @@ -372,8 +372,6 @@
        /*induce a real crash*/
        signal(SIGSEGV, SIG_DFL);
        *(int*)NULL = 0;
 -
 -       return 0;
  }

  static int nocrashhandler(int argc, const char **argv, void *data)

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[Bf-committers] FW: console window back to appear

2011-05-09 Thread Yousef Hurfoush


i checked with luxrender, yafaray, index visualizer, ... many external addons 
have the same impact on startup even without errors,
just removing them from the addons folder no startup console.

the official ones don't give any problem.

i think something in the recent commits that caused this, those addons were 
working OK!!!
i even tried old versions of the same addons and it shows the console at start 
up.

can anyone check this on, as we finally hid the console, but not anymore :(
  
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Re: [Bf-committers] Camera Guides

2011-05-09 Thread Campbell Barton
Agree they are unrelated (except the case where Camera images could be
made to force foreground and overlay some reference).
I only mentioned it because the topic came up on this thread.

There is still a case for having this feature, Michael and I just
disagree on how it should be done, in fact Ton also disagrees :), he
suggests camera BG images to have a FG option.

Bassam, can you give an example screenshot of how you use this?

Also, anyone can still work on adding camera overlay presets, its a
good beginner task.

On Mon, May 9, 2011 at 7:54 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 Bassam i think the empties thing is totally unrelated, we still have
 to solve the guides thing. I dunno.. i like the current patch a lot, i
 use it every day. Maybe people are over thinking this? In any case if
 fox was working on configurable guides with presets, why did he stop?

 Daniel Salazar
 3Developer.com



 On Mon, May 9, 2011 at 12:47 PM, Bassam Kurdali
 bkurd...@freefactory.org wrote:
 What just happened?

 I'm guessing the original patch for camera guides got rejected. But it
 seems people think that bg images for empties is a replacement for it?
 why is this? And why is it cool to override Empties with a gazillion
 draw types, but somehow this is bad design for Cameras?

 If the rationale is 'parent an empty with thirds grid png on it' to the
 camera, we could already parent a wireframe object to the camera- even
 easier since you don't also have to go into a paint package, but both
 suffer from:

 -a bunch of labor to set  up, then needs to be fiddled with everytime
 you change the camera or tweak the focal length. and unneeded clutter in
 your scene.

 Don't get me wrong, the new image empties are nice for reference images
 for modeling. But: They don't have anything to do with camera
 composition guides, which are more like the 'titlesafe' overlay already
 in the camera view options.

 PS. I hope I don't come across as angry. I'm just amused, and
 unaffected, since I patched my own copy of blender a long time ago ;)

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-- 
- Campbell
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Re: [Bf-committers] Camera Guides

2011-05-09 Thread Matt Ebb
On Tue, May 10, 2011 at 10:28 AM, Campbell Barton ideasma...@gmail.com wrote:
 in fact Ton also disagrees :), he
 suggests camera BG images to have a FG option.

This sounds best to me! Especially if camera bg/fg images support
alpha (not sure if they do atm)

Matt
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Re: [Bf-committers] Camera Guides

2011-05-09 Thread Daniel Salazar - 3Developer.com
they do :) and I agree, sounds pretty good, specially since we now can
layer multiple BG images and the foreground option has been a long
time request by many

cheerd

 This sounds best to me! Especially if camera bg/fg images support
 alpha (not sure if they do atm)
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Re: [Bf-committers] Camera Guides

2011-05-09 Thread Bassam Kurdali


On Tue, 2011-05-10 at 00:28 +, Campbell Barton wrote:
 Agree they are unrelated (except the case where Camera images could be
 made to force foreground and overlay some reference).
Not completely but it *is* close: images will suffer due to scaling
(especially if you don't intend on making a new one for each aspect
ratio) while procedural guides can be drawn at one pixel width
regardless of the resolution/aspect ratio- and now you'll have an added
dependency for your files. But it's a poor-man's solution for users who
don't want to apply a simple patch.
 I only mentioned it because the topic came up on this thread.
 
 There is still a case for having this feature, Michael and I just
 disagree on how it should be done, in fact Ton also disagrees :), he
 suggests camera BG images to have a FG option.
Well, that's ok :) I'm not personally in a rush, and people who need
this right now can patch, graphicall, hack their own - it's not like
this is going to result in any major compatibility issues. I hacked my
own a while ago, no problems.
 
 Bassam, can you give an example screenshot of how you use this?
sure:
http://www.pasteall.org/pic/show.php?id=12124
I use it to compose shots! as you can see, the one pixel dotted line is
fairly unobtrusive, and it works 'right' regardless of focal
length/aspect ratio. In this image even though she's coming down the
escalator towards us, her eyes are always on the top third line of the
screen. Other images would have a center of interest on one or more of
the thirds intersections, etc. Pretty standard stuff really.
 
 Also, anyone can still work on adding camera overlay presets, its a
 good beginner task.
Yup, this is a very easy hack! though, not so easy to get it approved I
guess ;)


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[Bf-committers] translate to 2.5

2011-05-09 Thread Yuniel Castro González

1- nuobs = Create(10)
2- scn = Scene.getCurrent()
3- num = Blender.Noise.random()
4- randobjects = Blender.Object.GetSelected()


1- ?
2- ?
3- ?
4- ?







Yuniel 
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Re: [Bf-committers] translate to 2.5

2011-05-09 Thread Campbell Barton
2011/5/10 Yuniel Castro González ycast...@estudiantes.uci.cu:

 1- nuobs = Create(10)
*no equivalent*

 2- scn = Scene.getCurrent()
scn = bpy.context.scene

 3- num = Blender.Noise.random()
num = noise.random()
num = random.random() # pythons random module.

 4- randobjects = Blender.Object.GetSelected()
randobjects = bpy.context.selected_objects
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Re: [Bf-committers] translate to 2.5

2011-05-09 Thread Agustin Benavidez
Right querry format:

Hi, blah blah HELP blah blah, THANKS. 

Not being kind could lead to segmentation fault in this translator engine.

Cheers.




2011/5/10 Campbell Barton ideasma...@gmail.com

 2011/5/10 Yuniel Castro González ycast...@estudiantes.uci.cu:
 
  1- nuobs = Create(10)
 *no equivalent*

  2- scn = Scene.getCurrent()
 scn = bpy.context.scene

  3- num = Blender.Noise.random()
 num = noise.random()
 num = random.random() # pythons random module.

  4- randobjects = Blender.Object.GetSelected()
 randobjects = bpy.context.selected_objects
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[Bf-committers] List of BGE patches

2011-05-09 Thread Mitchell Stokes
As discussed in during the BGE dev meeting last Sunday, here is a list
of smaller patches that are floating around the tracker that might be
worth looking at for 2.58:

Features:
 * Anisotropic Texture Filtering:
http://projects.blender.org/tracker/?func=detailaid=25676group_id=9atid=127
 * Make Cast Buffer Shadows option work in viewport and BGE:
http://projects.blender.org/tracker/?func=detailaid=25675group_id=9atid=127

I will be expanding this list as I get more of my patches polished up
and ready for the tracker.

Cheers,
Mitchell Stokes
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