Re: [Bf-committers] console window back to appear
-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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers - -- Nathan Letwory Letwory Interactive | Studio Lumikuu http://www.letworyinteractive.com | http://www.lumikuu.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJNx42vAAoJEKtfN7KsE0TtcJMH/0WBNF1RcocvFDCk95mMKjGM WkDj5GkyW1DAx/EoxyLDtDNBkx5bOMMIgiwcNGUAPIg7qGQC9HIJQGf9kHLU2evN jzqKFZ0uUp1EnJMYEGcDeCKEXjSYPXTWBlori1+lImkyYYdwySxul6Ngnn45OZ+P pEufEAyqALLJ5ZHbxLKaBsBUE9+Vfchh6jPBzNYVhwKr8y2qa22VIDp9ZTu5gw5t F0RacT81XH2IsJOUiOSfCemMrPEuGUIVMnNUgSbxASESRDism1HtCj9XezcnAI8y 8Y9f8BSk+J81HR7jATQIgp//aImWM7sYtsxzWjjL48n07aFaRl2Q2cLXQtQgaY0= =Yatq -END PGP SIGNATURE- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] console window back to appear
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 - -- Nathan Letwory Letwory Interactive | Studio Lumikuu http://www.letworyinteractive.com | http://www.lumikuu.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJNx4/8AAoJEKtfN7KsE0TtMMwH/AwWDZe2pv646PtaUtmJiC1i bB1C2f1bB/TJY8subeIZipwJhJJzszxVr3EV8vhQ1eDstcAvUFvXWg0vLKFmRSvY 4IWCd4AyGEPEKWK2xTtcsk3e9ENmdDXamNBpKTgaTIsE9Lqlouw243qEULExi2H0 E3KpCJMIZ0nSSTpbnQq0vkfYubqBdDiJYKVjCLXwN6qT3xYj8V/qM0IFELQvrVUD 4nsOjKl/v9q7JqCYJpJTXWJKLsWolzG/Y5Uy6EOoNiMVZ0DESfXRQXg62sinWQMP LSXJMO0gfD0dDLb79Tv2D9PFSLZtYaQYAM7cuKwjlCMOnoVh6e7CR4VNUwYQj+s= =RSKy -END PGP SIGNATURE- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer IRC meeting notes May 8, 2011
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Extended Set of Render Presets for Blender
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera Guides
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] translate to 2.5
1- nuobs = Create(10) 2- scn = Scene.getCurrent() 3- num = Blender.Noise.random() 4- randobjects = Blender.Object.GetSelected() -- Yuniel ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera Guides
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 ;) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Cuda and/or OpenCL
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] translate to 2.5
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers http://www.blender.org/documentation/blender_python_api_2_57_1/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera Guides
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 ;) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cuda and/or OpenCL
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [36564] trunk/blender: set svn end of lines to native
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cuda and/or OpenCL
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [36565] branches/bmesh/blender: warning fixes
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) ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] FW: console window back to appear
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 :( ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera Guides
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 ;) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera Guides
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera Guides
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) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera Guides
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 ;) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] translate to 2.5
1- nuobs = Create(10) 2- scn = Scene.getCurrent() 3- num = Blender.Noise.random() 4- randobjects = Blender.Object.GetSelected() 1- ? 2- ? 3- ? 4- ? Yuniel ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] translate to 2.5
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] translate to 2.5
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] List of BGE patches
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers