Re: [Bf-committers] Substituting hot keys in an addon

2011-06-16 Thread Michael Fox
On 16/06/11 06:46, Nathan Vegdahl wrote:
 Hello all,
 I am wondering if there is a best practice for substituting hotkeys
 via an addon.

 The use-case is that in Rigify I would like to allow the user to
 add rig-type samples via shift-A in armature edit mode.  Doing so will
 require popping up a menu of some kind.  However, currently shift-A in
 armature edit mode does not produce a menu, and instead immediately
 calls the bone_primitive_add operator, so I cannot simply insert items
 into the non-existent menu.

 What I would like to do is substitute in a menu when the Rigify
 addon is enabled.  I am curious if there is an accepted best-practice
 way to do this, that is robust against custom keymaps, for example,
 and other corner-cases.  Should I just search the active keymap for
 the bone_primitive_add operator, and substitute in my own?  That seems
 like it could potentially cause problems.

 Alternatively I could make vanilla Blender produce a menu, and then
 simply insert my own items into the menu when rigify is enabled.
 Would that be a better way to go about it?

 --Nathan
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why don't you look at how dynamic spacebar addon does it

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Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537] branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==

2011-06-16 Thread Joshua Leung
Hey Peter,

Cheers for the feedback!

Indeed, as I started to pick through things, the issues faced by users
who would want to use this as a base on which to start extending it in
some ways did come up. Sure, a script which sets up a generic template
would be nice in this situation, and is one way I'd thought of doing
it.

Some factors which made me favour this approach though were that:
1) Using this approach, we let automation take over making sure that
the text fits and is aligned nicely in frame when things change. From
experience, I've ended up scaling and re scaling text, moving it all
over the place trying to get it to fit and be in frame. Registering a
special operator for this, and/or trying to find somewhere decent to
put it so that it can be easily found is an issue.

2) Text colours can be set in one place with this method, without
fudging with material settings (and doing material-unlink dances after
copying some text and deciding you want it a different colour - then
again here, the level of control over this stuff is entirely
hardcoded)

3) AFAIK, scene strips were synonymous with constantly being
re-rendered and re-evaluated every single time they're encountered,
when doing scene evaluation combined with rendering is a comparatively
sluggish process for Blender. The alternative would have been to force
people to always render these out to image files (something that I'm
trying to avoid here) before they could be used.  (*1)

4) With this approach, including text in the sequencer feels more like
a first-class entity than just a weirdo heavy-duty workflow, where
you have a proliferation of scene strips in your timeline which are
essentially just there to display text (but outwardly don't
communicate this)

5) There's also the issue of a buildup of scene files in the file,
each one for a different slide, making it easy to accidentally delete
the wrong one from the file, and also making it slower to find the
scene to go in and edit its text.  (*2)

-

(*1) From your mail below, it sounds like that's something the cache
voodoo might be able to take care of under certain circumstances. As
only a very infrequent user of VSE, I wasn't aware of this.

(*2) I'm not really convinced about the idea of these template
parameters for the scene strips. It sounds even more like a
specialised hack from user perspective than shoehorning an entire
strip type with some predefined slots where people commonly place text
for common purposes.

---

Anyhow, as an experimental feature, this was certainly a good
exercise for seeing how such functionality could look like, and to
generate debate over what use cases for this sort of stuff users have.
(It was also a good exercise in exploring how the sequencer works,
though I might add that the number of places where you have to
redefine how a new strip type is a bit excessive)

Personally, this is probably sufficient, though maybe with a few more
optional slots for text. If nothing else, I can now save off this
build for future use where necessary ;)

Perhaps as you suggest, an operator which generates some preset
title-card scene setups would be handy to have. Though it's the
details of how we allow people to tweak the content there which
worries me a bit.

Regards,
Joshua

On Thu, Jun 16, 2011 at 10:35 PM, Peter Schlaile pe...@schlaile.de wrote:
 Hi Algorith,

 don't you think, we should add some other extensions to
 blender, that make it possible, to script something like this with Python?

 Problem is: you wrote a *very* special solution for a
 very special problem you had, and I'd like to keep the
 sequencer core clean and simple.

 Would be cool, if you could specify a SCENE as template and only fill in
 parameters.

 Add some tweaks to the SCENE strip, that make it optionally render to
 files by default, add template parameters for the SCENE strip and there
 we go.

 Then your title cards will end up as ONE additional scene as template and
 template parameters to edit within the strip.

 That is in the long run a much better solution, since you give people the
 freedom to make title cards or even fancy title cards as they like.

 You can add a Python script, that wraps this all nicely, so that you can
 add some default title cards / whatever. (Which could add a template SCENE
 automagically.)

 BTW: I personally use additional scenes within the same file, length 1,
 which get extruded and animated properly. That way, the SCENE is rendered
 once into the memory cache and the cached result is animated (with fades
 etc.)

 If I didn't get the problem correctly, just let me know. I really like to
 work out a generic solution for that!

 Cheers,
 Peter

 
 Peter Schlaile

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[Bf-committers] Limits ignored for last bone of IK-chain?

2011-06-16 Thread Tobias Oelgarte
In recent time I had to do with multiple rigs for figures. One thing 
that often caused me problems are the limits for bones of IK-chains. 
While the limits for the bones inside the chain are respected by the 
solver, the limits of the last bone of such a chain is always ignored.

I searched inside the documentations and could not find a reason why it 
acts like this, or how to avoid this behaviour. It would make sense in 
many cases, but it does not work that way.

Do you have a suggestion how to handle this problem in a way that the 
last bone of the chain also respects it's limits or at least some kind 
of workaround? Would be very helpful.

Best Wishes
Tobias Oelgarte
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Re: [Bf-committers] Substituting hot keys in an addon

2011-06-16 Thread Nathan Vegdahl
Okay, it sounds like there isn't really a nice way to do this yet,
then.  So I'll change vanilla Blender to pop up a menu on shift-A.
That should be useful for other addons involving armatures as well.

--Nathan


On Thu, Jun 16, 2011 at 1:46 AM, Campbell Barton ideasma...@gmail.com wrote:
 On Thu, Jun 16, 2011 at 7:22 AM, Michael Fox mfoxd...@gmail.com wrote:
 On 16/06/11 06:46, Nathan Vegdahl wrote:
 Hello all,
     I am wondering if there is a best practice for substituting hotkeys
 via an addon.

     The use-case is that in Rigify I would like to allow the user to
 add rig-type samples via shift-A in armature edit mode.  Doing so will
 require popping up a menu of some kind.  However, currently shift-A in
 armature edit mode does not produce a menu, and instead immediately
 calls the bone_primitive_add operator, so I cannot simply insert items
 into the non-existent menu.

     What I would like to do is substitute in a menu when the Rigify
 addon is enabled.  I am curious if there is an accepted best-practice
 way to do this, that is robust against custom keymaps, for example,
 and other corner-cases.  Should I just search the active keymap for
 the bone_primitive_add operator, and substitute in my own?  That seems
 like it could potentially cause problems.

     Alternatively I could make vanilla Blender produce a menu, and then
 simply insert my own items into the menu when rigify is enabled.
 Would that be a better way to go about it?

 --Nathan
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 why don't you look at how dynamic spacebar addon does it

 Dynamic spacebar is certainly not best practice since making reloading
 the defaults (Ctrl+N), clears the key binding.
 This isn't really the fault of the scripts author, we just don't have
 a good way to do this yet.

 --
 - Campbell
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Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread Tom M
would be good to provide a few screenshots so people can see what
blender does and what you would like it to do.

LetterRip

On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster
andreas_gals...@hotmail.de wrote:

 Today I received a model as an .obj file from Cinema4D to continue working on 
 it, while my workmate is on vacation. It turned out that the smooth shading 
 in Blender highlights/shows shading artifacts due to toplogy (like poles) a 
 lot more than Cinema4D does.
 Also beveled edges and corners are displayed a lot smoother in C4D. Maybe 
 someone can look into this?

 Kind regards,
 Andreas Galster

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Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537] branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==

2011-06-16 Thread Matt Ebb
Personally, I think a text strip has been sorely missing from the sequencer
(and compositor) for a while, and it's great to see it added. Doing it via
blender scenes and python is a really slow, nasty overcomplicated way of
doing something which really should be quite simple, and is a really simple,
common, basic tool in most other editors.

Editing the text from the sequence editor interface and having it rendered
directly to a strip is the fastest and best way of having such a feature,
and it's something I would have loved to have had plenty of times. Note: I
haven't tried the current patch but it would be best as a generalised 'text
strip' rather than anything aimed specifically at title cards, with
properties like text box height and width, and typographic/paragraph
controls too.

cheers

Matt



On Thu, Jun 16, 2011 at 9:26 PM, Joshua Leung aligor...@gmail.com wrote:

 Hey Peter,

 Cheers for the feedback!

 Indeed, as I started to pick through things, the issues faced by users
 who would want to use this as a base on which to start extending it in
 some ways did come up. Sure, a script which sets up a generic template
 would be nice in this situation, and is one way I'd thought of doing
 it.

 Some factors which made me favour this approach though were that:
 1) Using this approach, we let automation take over making sure that
 the text fits and is aligned nicely in frame when things change. From
 experience, I've ended up scaling and re scaling text, moving it all
 over the place trying to get it to fit and be in frame. Registering a
 special operator for this, and/or trying to find somewhere decent to
 put it so that it can be easily found is an issue.

 2) Text colours can be set in one place with this method, without
 fudging with material settings (and doing material-unlink dances after
 copying some text and deciding you want it a different colour - then
 again here, the level of control over this stuff is entirely
 hardcoded)

 3) AFAIK, scene strips were synonymous with constantly being
 re-rendered and re-evaluated every single time they're encountered,
 when doing scene evaluation combined with rendering is a comparatively
 sluggish process for Blender. The alternative would have been to force
 people to always render these out to image files (something that I'm
 trying to avoid here) before they could be used.  (*1)

 4) With this approach, including text in the sequencer feels more like
 a first-class entity than just a weirdo heavy-duty workflow, where
 you have a proliferation of scene strips in your timeline which are
 essentially just there to display text (but outwardly don't
 communicate this)

 5) There's also the issue of a buildup of scene files in the file,
 each one for a different slide, making it easy to accidentally delete
 the wrong one from the file, and also making it slower to find the
 scene to go in and edit its text.  (*2)

 -

 (*1) From your mail below, it sounds like that's something the cache
 voodoo might be able to take care of under certain circumstances. As
 only a very infrequent user of VSE, I wasn't aware of this.

 (*2) I'm not really convinced about the idea of these template
 parameters for the scene strips. It sounds even more like a
 specialised hack from user perspective than shoehorning an entire
 strip type with some predefined slots where people commonly place text
 for common purposes.

 ---

 Anyhow, as an experimental feature, this was certainly a good
 exercise for seeing how such functionality could look like, and to
 generate debate over what use cases for this sort of stuff users have.
 (It was also a good exercise in exploring how the sequencer works,
 though I might add that the number of places where you have to
 redefine how a new strip type is a bit excessive)

 Personally, this is probably sufficient, though maybe with a few more
 optional slots for text. If nothing else, I can now save off this
 build for future use where necessary ;)

 Perhaps as you suggest, an operator which generates some preset
 title-card scene setups would be handy to have. Though it's the
 details of how we allow people to tweak the content there which
 worries me a bit.

 Regards,
 Joshua

 On Thu, Jun 16, 2011 at 10:35 PM, Peter Schlaile pe...@schlaile.de
 wrote:
  Hi Algorith,
 
  don't you think, we should add some other extensions to
  blender, that make it possible, to script something like this with
 Python?
 
  Problem is: you wrote a *very* special solution for a
  very special problem you had, and I'd like to keep the
  sequencer core clean and simple.
 
  Would be cool, if you could specify a SCENE as template and only fill in
  parameters.
 
  Add some tweaks to the SCENE strip, that make it optionally render to
  files by default, add template parameters for the SCENE strip and there
  we go.
 
  Then your title cards will end up as ONE additional scene as template and
  template parameters to edit within the strip.
 
  

Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread pete larabell
We'd also need to know if normals are coming over with the .obj or are
they being calculated once inside Blender?

On Thu, Jun 16, 2011 at 3:54 PM, Tom M letter...@gmail.com wrote:
 would be good to provide a few screenshots so people can see what
 blender does and what you would like it to do.

 LetterRip

 On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster
 andreas_gals...@hotmail.de wrote:

 Today I received a model as an .obj file from Cinema4D to continue working 
 on it, while my workmate is on vacation. It turned out that the smooth 
 shading in Blender highlights/shows shading artifacts due to toplogy (like 
 poles) a lot more than Cinema4D does.
 Also beveled edges and corners are displayed a lot smoother in C4D. Maybe 
 someone can look into this?

 Kind regards,
 Andreas Galster

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Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread Andreas Galster

http://artworkforge.com/blender-smooth.jpg
http://artworkforge.com/c4d-smooth.jpg

With beveled corners C4D is definitely the winner. See the star like shading in 
Blender? Not very pretty.
At the flat area C4D is displaying it a little bit better. But in general C4D 
is displaying this better. The model I received from my workmate (can't show) 
has some really ugly artifcts in Blender, whereas you can' or barely can see 
them in C4D.

PS: Both edge split behaviours have been set to the same value of 80 (although 
this doesn't really matter with this model).

Andreas Galster

 Date: Thu, 16 Jun 2011 12:54:05 -0800
 From: letter...@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Smooth shading could be better (compared to C4D)
 
 would be good to provide a few screenshots so people can see what
 blender does and what you would like it to do.
 
 LetterRip
 
 On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster
 andreas_gals...@hotmail.de wrote:
 
  Today I received a model as an .obj file from Cinema4D to continue working 
  on it, while my workmate is on vacation. It turned out that the smooth 
  shading in Blender highlights/shows shading artifacts due to toplogy (like 
  poles) a lot more than Cinema4D does.
  Also beveled edges and corners are displayed a lot smoother in C4D. Maybe 
  someone can look into this?
 
  Kind regards,
  Andreas Galster
 
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Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread Andreas Galster

What do you mean? Both C4D's and Blender's normals are pointing in the same 
direction. Not sure how much vertex normals affect this, but I'm not aware of 
any way to check vertex normals in C4D.
Could it be that Cinema4D is using Phong-Shading and Blender is using 
Gouraud-Shading?

 Date: Thu, 16 Jun 2011 16:53:36 -0500
 From: xgl.asyl...@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Smooth shading could be better (compared to C4D)
 
 We'd also need to know if normals are coming over with the .obj or are
 they being calculated once inside Blender?
 
 On Thu, Jun 16, 2011 at 3:54 PM, Tom M letter...@gmail.com wrote:
  would be good to provide a few screenshots so people can see what
  blender does and what you would like it to do.
 
  LetterRip
 
  On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster
  andreas_gals...@hotmail.de wrote:
 
  Today I received a model as an .obj file from Cinema4D to continue working 
  on it, while my workmate is on vacation. It turned out that the smooth 
  shading in Blender highlights/shows shading artifacts due to toplogy (like 
  poles) a lot more than Cinema4D does.
  Also beveled edges and corners are displayed a lot smoother in C4D. Maybe 
  someone can look into this?
 
  Kind regards,
  Andreas Galster
 
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Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread Morten Mikkelsen
Could it be that Cinema4D is using Phong-Shading and Blender is using
Gouraud-Shading?

Yes that's exactly what you're seeing. You can switch to glsl view if you
want to view it in Blender with per pixel lighting.
Regular 3D view has to remain fixed function rendering pipeline which
implies Gouraud shading.
I'd argue there's nothing to look into here (no mystery).

Cheers,

Morten.




On Thu, Jun 16, 2011 at 3:07 PM, Andreas Galster andreas_gals...@hotmail.de
 wrote:


 What do you mean? Both C4D's and Blender's normals are pointing in the same
 direction. Not sure how much vertex normals affect this, but I'm not aware
 of any way to check vertex normals in C4D.
 Could it be that Cinema4D is using Phong-Shading and Blender is using
 Gouraud-Shading?

  Date: Thu, 16 Jun 2011 16:53:36 -0500
  From: xgl.asyl...@gmail.com
  To: bf-committers@blender.org
  Subject: Re: [Bf-committers] Smooth shading could be better (compared to
 C4D)
 
  We'd also need to know if normals are coming over with the .obj or are
  they being calculated once inside Blender?
 
  On Thu, Jun 16, 2011 at 3:54 PM, Tom M letter...@gmail.com wrote:
   would be good to provide a few screenshots so people can see what
   blender does and what you would like it to do.
  
   LetterRip
  
   On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster
   andreas_gals...@hotmail.de wrote:
  
   Today I received a model as an .obj file from Cinema4D to continue
 working on it, while my workmate is on vacation. It turned out that the
 smooth shading in Blender highlights/shows shading artifacts due to toplogy
 (like poles) a lot more than Cinema4D does.
   Also beveled edges and corners are displayed a lot smoother in C4D.
 Maybe someone can look into this?
  
   Kind regards,
   Andreas Galster
  
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Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread Felix Schlitter
I think Morten is right. However, I agree that the default blender viewport
shading is a bit weaker compared to some other packages, e.g. Maya. It is
possible to approach the same look you get in the default Maya viewport,
however, by adjusting the GLSL lights in the preferences.

On Fri, Jun 17, 2011 at 12:57 PM, Morten Mikkelsen mikkels...@gmail.comwrote:

 Could it be that Cinema4D is using Phong-Shading and Blender is using
 Gouraud-Shading?

 Yes that's exactly what you're seeing. You can switch to glsl view if you
 want to view it in Blender with per pixel lighting.
 Regular 3D view has to remain fixed function rendering pipeline which
 implies Gouraud shading.
 I'd argue there's nothing to look into here (no mystery).

 Cheers,

 Morten.




 On Thu, Jun 16, 2011 at 3:07 PM, Andreas Galster 
 andreas_gals...@hotmail.de
  wrote:

 
  What do you mean? Both C4D's and Blender's normals are pointing in the
 same
  direction. Not sure how much vertex normals affect this, but I'm not
 aware
  of any way to check vertex normals in C4D.
  Could it be that Cinema4D is using Phong-Shading and Blender is using
  Gouraud-Shading?
 
   Date: Thu, 16 Jun 2011 16:53:36 -0500
   From: xgl.asyl...@gmail.com
   To: bf-committers@blender.org
   Subject: Re: [Bf-committers] Smooth shading could be better (compared
 to
  C4D)
  
   We'd also need to know if normals are coming over with the .obj or are
   they being calculated once inside Blender?
  
   On Thu, Jun 16, 2011 at 3:54 PM, Tom M letter...@gmail.com wrote:
would be good to provide a few screenshots so people can see what
blender does and what you would like it to do.
   
LetterRip
   
On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster
andreas_gals...@hotmail.de wrote:
   
Today I received a model as an .obj file from Cinema4D to continue
  working on it, while my workmate is on vacation. It turned out that the
  smooth shading in Blender highlights/shows shading artifacts due to
 toplogy
  (like poles) a lot more than Cinema4D does.
Also beveled edges and corners are displayed a lot smoother in C4D.
  Maybe someone can look into this?
   
Kind regards,
Andreas Galster
   
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Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread Andreas Galster

Ah, I see. However, you can't adjust the GLSL lights in the preferences. You 
need real light objects for the GLSL view to receive light.
While we're talking about shading. Is there a reason while new created meshes 
aren't set to smooth shading + having an edge split modifier assigned on 
default?
That's the first thing I always have to do when generating new meshes. I doubt 
that a lot of people need their meshes without those two settings lol.

Kind regards,
Andreas Galster

 Date: Fri, 17 Jun 2011 14:00:10 +1200
 From: felixschlit...@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Smooth shading could be better (compared to C4D)
 
 I think Morten is right. However, I agree that the default blender viewport
 shading is a bit weaker compared to some other packages, e.g. Maya. It is
 possible to approach the same look you get in the default Maya viewport,
 however, by adjusting the GLSL lights in the preferences.
 
 On Fri, Jun 17, 2011 at 12:57 PM, Morten Mikkelsen 
 mikkels...@gmail.comwrote:
 
  Could it be that Cinema4D is using Phong-Shading and Blender is using
  Gouraud-Shading?
 
  Yes that's exactly what you're seeing. You can switch to glsl view if you
  want to view it in Blender with per pixel lighting.
  Regular 3D view has to remain fixed function rendering pipeline which
  implies Gouraud shading.
  I'd argue there's nothing to look into here (no mystery).
 
  Cheers,
 
  Morten.
 
 
 
 
  On Thu, Jun 16, 2011 at 3:07 PM, Andreas Galster 
  andreas_gals...@hotmail.de
   wrote:
 
  
   What do you mean? Both C4D's and Blender's normals are pointing in the
  same
   direction. Not sure how much vertex normals affect this, but I'm not
  aware
   of any way to check vertex normals in C4D.
   Could it be that Cinema4D is using Phong-Shading and Blender is using
   Gouraud-Shading?
  
Date: Thu, 16 Jun 2011 16:53:36 -0500
From: xgl.asyl...@gmail.com
To: bf-committers@blender.org
Subject: Re: [Bf-committers] Smooth shading could be better (compared
  to
   C4D)
   
We'd also need to know if normals are coming over with the .obj or are
they being calculated once inside Blender?
   
On Thu, Jun 16, 2011 at 3:54 PM, Tom M letter...@gmail.com wrote:
 would be good to provide a few screenshots so people can see what
 blender does and what you would like it to do.

 LetterRip

 On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster
 andreas_gals...@hotmail.de wrote:

 Today I received a model as an .obj file from Cinema4D to continue
   working on it, while my workmate is on vacation. It turned out that the
   smooth shading in Blender highlights/shows shading artifacts due to
  toplogy
   (like poles) a lot more than Cinema4D does.
 Also beveled edges and corners are displayed a lot smoother in C4D.
   Maybe someone can look into this?

 Kind regards,
 Andreas Galster

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