Re: [Bf-committers] 2.58a bugfix release?

2011-06-29 Thread Campbell Barton
I've been keeping up with changes in the tracker, and don't thinks
there are show stoppers for 2.58a.

On Tue, Jun 28, 2011 at 8:20 PM, Sergey I. Sharybin g.ula...@gmail.com wrote:
  Hi,

 Have somebody checked bug tracker? Maybe there are additional reported
 issues which we'd better fix before 2.58a?

 Campbell Barton wrote:
 We thought it was all ok, but infact a nasty regression slipped into
 2.58 which breaks image texture tiling in r37342. now fixed.
 There are 2 reports about this, it effects projection painting and and
 the displace modifier when an image textures used.

 https://projects.blender.org/tracker/index.php?func=detailaid=27782
 http://projects.blender.org/tracker/index.php?func=detailaid=27755

 A handful of other fixes have been made since the release too.

 - thumbnail save crashing blender in editmode with linked meshes
 - in some cases, smart-uv-project failed, projections were also wrong.
 - multi-res from 2.4x wasn't loading
 - loading cached sounds leaked ram
 - Wkey toggle bone flags failed in some cases.
 - bug clicking in a non-active Blender window
 - OSX player now works apparently

 IMHO this is worth a 2.58a.


 --
 With best regards, Sergey I. Sharybin

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- Campbell
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Re: [Bf-committers] splitting (off) hair

2011-06-29 Thread Knapp
+1
Another user here that always thought it was hard to tell what
settings were for hair and what was for particles. Having hair in a
separate panel makes good sense to me. As a programmer it just makes
sense as you proposed but I am not a dev.

On Tue, Jun 28, 2011 at 3:00 PM, Jonathan Williamson
jonat...@montagestudio.org wrote:
 I'm not a developer but as a user I could not agree more. For a user 
 standpoint it has always seemed odd that hair should be part of the particle 
 system.

 --
 Jonathan Williamson

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


 On Tuesday, June 28, 2011 at 7:29 AM, Matt Ebb wrote:

 On Tue, Jun 28, 2011 at 10:25 PM, Lukas Tönne
 lukas.toe...@googlemail.com (mailto:lukas.toe...@googlemail.com)wrote:

  I'm reluctant to spend more time trying to fix a system that is broken
  by design (and intended for general redesign anyway) ... I would
  rather try to separate hair code from particle code, so the two
  systems don't interfere with each other so much.


 100% agreed, very big +1 from me!
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-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

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http://code.google.com/p/perspectiveproject/
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[Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Carsten Wartmann
Hi,

I reported it before but still I can not use Blender on Linux/Ubuntu 64 
for Videoediting:

http://projects.blender.org/tracker/?group_id=9atid=498func=detailaid=21284

This bug was closed because it seemed that the problem was in the system 
FFMPEG.

Todays tests (using a own scons build from today) seems to me that there 
must be a problem in Blender. Here is the result in Blender:

http://www.pasteall.org/pic/14349

No matter if I use the sequencer or map the movie onto a plane. See the 
jagged edges (seems like some dithering).

So far so good, could be still a ffmpeg bug? Same clip in ffplay:

http://www.pasteall.org/pic/14350

Much better (same in VLC which is not using ffmpeg I think, and also no 
Problem on WinXP and Blender).

So I am still not 100% sure, but ANY help not to need to boot windows to 
make some videowork is appreciated, especially with the procx code from 
Peter.

Greetz,
Carsten
-- 
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Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Sergey I. Sharybin
Hi,

First of all, are you using your own builds of Blender or you're using 
builds from graphicall/buildbot site?
Which verison of ffmpeg you've been playing video when it displays right?

Carsten Wartmann wrote:
 Hi,

 I reported it before but still I can not use Blender on Linux/Ubuntu 64
 for Videoediting:

 http://projects.blender.org/tracker/?group_id=9atid=498func=detailaid=21284

 This bug was closed because it seemed that the problem was in the system
 FFMPEG.

 Todays tests (using a own scons build from today) seems to me that there
 must be a problem in Blender. Here is the result in Blender:

 http://www.pasteall.org/pic/14349

 No matter if I use the sequencer or map the movie onto a plane. See the
 jagged edges (seems like some dithering).

 So far so good, could be still a ffmpeg bug? Same clip in ffplay:

 http://www.pasteall.org/pic/14350

 Much better (same in VLC which is not using ffmpeg I think, and also no
 Problem on WinXP and Blender).

 So I am still not 100% sure, but ANY help not to need to boot windows to
 make some videowork is appreciated, especially with the procx code from
 Peter.

 Greetz,
 Carsten


-- 
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Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Carsten Wartmann
Am 29.06.2011 13:28, schrieb Sergey I. Sharybin:
 Hi,

 First of all, are you using your own builds of Blender or you're using
 builds from graphicall/buildbot site?
 Which verison of ffmpeg you've been playing video when it displays right?

Yes I am building my own blender with scons on Ubuntu 10.04.

ffplay and blender seems to use the same libs:

http://pasteall.org/22804

I think a official build will not be different because it uses the 
system libs on linux anyway.

Carsten

-- 
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Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Sergey I. Sharybin
Carsten Wartmann wrote:

 Yes I am building my own blender with scons on Ubuntu 10.04.

 ffplay and blender seems to use the same libs:

 http://pasteall.org/22804
Hrm, quite old library. We've got quite the same problem when we've 
tried to upgrade ffmpeg library year ago or so. That's why we've been 
using special magic library which hasn't got such problem. It was 
created from specified ffmpeg revision or so.

Not sure if it's really bug in Blender. I'm not maintaining that part of 
Blender, but probably trying to fix it could pbreak something else.
 I think a official build will not be different because it uses the
 system libs on linux anyway.
That's not true. If you'll be using builds from 
http://www.blender.org/download/get-blender/ or from 
http://builder.blender.org/download/ then ffmpeg from my build 
environment would be used. I've checked that pixelization issues when 
was setting up environment and there was no such problems (i've been 
using different video, but when i've been using older ffmpeg it've got 
quite the same distortions).

Would be useful to know if release builds from blender.org or nighlty 
builds from builder.blender.org works fine for you.
 Carsten
-- 
With best regards, Sergey I. Sharybin

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Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Thomas Volkmann
Maybe it's somewhat offtopic, but I am not able to generate h264 or mp4 encoded
files that can be read by Quicktime.
Using the commandline it just works.
Here is a thread i once started:
http://blenderartists.org/forum/showthread.php?203509-ffmpeg-h264-outputp=1746425highlight=#post1746425
 
any suggestions are welcome!
 
Thomas 



Sergey I. Sharybin g.ula...@gmail.com hat am 29. Juni 2011 um 13:48
geschrieben:

 Carsten Wartmann wrote:
 
  Yes I am building my own blender with scons on Ubuntu 10.04.
 
  ffplay and blender seems to use the same libs:
 
  http://pasteall.org/22804
 Hrm, quite old library. We've got quite the same problem when we've
 tried to upgrade ffmpeg library year ago or so. That's why we've been
 using special magic library which hasn't got such problem. It was
 created from specified ffmpeg revision or so.

 Not sure if it's really bug in Blender. I'm not maintaining that part of
 Blender, but probably trying to fix it could pbreak something else.
  I think a official build will not be different because it uses the
  system libs on linux anyway.
 That's not true. If you'll be using builds from
 http://www.blender.org/download/get-blender/ or from
 http://builder.blender.org/download/ then ffmpeg from my build
 environment would be used. I've checked that pixelization issues when
 was setting up environment and there was no such problems (i've been
 using different video, but when i've been using older ffmpeg it've got
 quite the same distortions).

 Would be useful to know if release builds from blender.org or nighlty
 builds from builder.blender.org works fine for you.
  Carsten
 --
 With best regards, Sergey I. Sharybin

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Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Carsten Wartmann
Am 29.06.2011 13:48, schrieb Sergey I. Sharybin:
 Carsten Wartmann wrote:

 Yes I am building my own blender with scons on Ubuntu 10.04.

 That's not true. If you'll be using builds from

Hmm. Ok, then I mixed something up.

Works in a official Build. So it seems my problem is then to get ffmpeg 
compiled and Blender (my own builds) to use it.

Still strange that ffplay seems to handle it differently...

Carsten

-- 
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Homepage: http://blenderbuch.de/
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[Bf-committers] Collada import support

2011-06-29 Thread Peter Amstutz
Hello all,

My development team wants to transition from 3DS Max 2011 to Blender
for character modeling.  In order to do so, we need two pieces: the
ability to get our data out of 3DS Max and into Blender, and the
ability to export from Blender to Cal3D.  I've already found a Blender
addon that exports to Cal3D.  It needs work, but that is something I
can handle and doesn't involve Blender C++ code.

I have been trying to use Collada to transfer our characters from 3DS
Max to Blender, using the Autodesk-provided Collada exporter on the
Max side.  The data consists of meshes, materials, bones, bone weights
and animations.  From a cursory examination of the Collada XML file it
appears that all the necessary data is present in the DAE file.

Unfortunately, the Blender import of Collada doesn't work.  The errors
range from Image not found (caused by missing paths to textures,
surely not a fatal import error but nevertheless stops import in its
tracks) to corrupted geometry.

I am in a position that I can devote some time to testing / debugging
/ development on the Blender Collada importer to handle our import
needs.  I also noticed there is a Google Summer of Code project to
improve Collada animation import.  I would like to get in touch with
Blender developers who can tell me about the state of Collada support
in Blender to find our where I should focus my attention and avoid
duplicate effort.  I've already checked out Blender trunk and
successfully compiled and run a debug build, so I am ready to go, I
just need some pointers on where to start.

- Pete

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Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Juan Pablo Bouza

Carsten, I'm on Kubuntu 10.04 and I had the same problem.
As you also found out, official builds work well.

I also fixed the problem with my builds though. I compiled FFMPEG 0.8 (without 
any additional libraries, which doesn't seem to really affect the encoding or 
decoding capabilities) and I pointed the scons compiler to my ffmpeg build. 
Everything works great now, no jagged edges anymore.

For compiling ffmpeg, I configured it with the  --prefix=/opt/ffmpeg option 
so that it didn't overwrite the system's ffmpeg version. As blender didn't like 
the full library compilation of ffmpeg (with x264, direc, etc etc) I just 
compiled 2 different instances of ffmpeg, one for standalone usage with all the 
codecs, and another one with no extra stuff for blender.

 
  
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Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Carsten Wartmann
Am 29.06.2011 16:44, schrieb Juan Pablo Bouza:

  I also fixed the problem with my builds though. I compiled FFMPEG 0.8 
(without any additional libraries, which doesn't seem to really affect 
the encoding or decoding capabilities) and I pointed the scons compiler 
to my ffmpeg build.
 Everything works great now, no jagged edges anymore.

Yep, last time I tried (ages ago ;-) compiling ffmpeg seems to much for me.

 As blender didn't like the full library compilation of ffmpeg (with x264, 
 direc, etc etc)

Can you explain this a bit more? Are there som kind of targets or do I 
have to specify all from command line?

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] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Troy Sobotka
 Everything works great now, no jagged edges anymore.

Just to be clear, the entire decoding of motion picture footage for many
codecs is handled by ffmpeg.

So yes, this _was_ an ffmpeg issue. It lingered in Blender for anyone not
using updated ffmpegs I believe.

  As blender didn't like the full library compilation of ffmpeg (with
x264, direc, etc etc)

 Can you explain this a bit more? Are there som kind of targets or do I
 have to specify all from command line?


Blender should be fine with x264 etc. You will need to --enable-xxx to
access the various codecs in ffmpeg. This will likely also require a custom
x264.

The main issue I (and others) have encountered regarding ffmpeg installs is
residual libraries from a previous installation. The default system library
paths will trip up linkage if you are not careful.

Hope that helps,
TJS
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Re: [Bf-committers] Collada import support

2011-06-29 Thread Ton Roosendaal
Hi Peter,

To my information, the official Autodesk Collada im/exporter isn't  
working well.
There's also an OpenCollada plugin available, Blender uses OpenCollada  
too... I would first try that?

Obviously any help to improve this workflow is always welcome!

-Ton-


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

On 29 Jun, 2011, at 15:14, Peter Amstutz wrote:

 Hello all,

 My development team wants to transition from 3DS Max 2011 to Blender
 for character modeling.  In order to do so, we need two pieces: the
 ability to get our data out of 3DS Max and into Blender, and the
 ability to export from Blender to Cal3D.  I've already found a Blender
 addon that exports to Cal3D.  It needs work, but that is something I
 can handle and doesn't involve Blender C++ code.

 I have been trying to use Collada to transfer our characters from 3DS
 Max to Blender, using the Autodesk-provided Collada exporter on the
 Max side.  The data consists of meshes, materials, bones, bone weights
 and animations.  From a cursory examination of the Collada XML file it
 appears that all the necessary data is present in the DAE file.

 Unfortunately, the Blender import of Collada doesn't work.  The errors
 range from Image not found (caused by missing paths to textures,
 surely not a fatal import error but nevertheless stops import in its
 tracks) to corrupted geometry.

 I am in a position that I can devote some time to testing / debugging
 / development on the Blender Collada importer to handle our import
 needs.  I also noticed there is a Google Summer of Code project to
 improve Collada animation import.  I would like to get in touch with
 Blender developers who can tell me about the state of Collada support
 in Blender to find our where I should focus my attention and avoid
 duplicate effort.  I've already checked out Blender trunk and
 successfully compiled and run a debug build, so I am ready to go, I
 just need some pointers on where to start.

 - Pete

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Re: [Bf-committers] FFMPEG Problem on Linux (Yes, I think it is a Blender problem).

2011-06-29 Thread Juan Pablo Bouza

Carsten, I didn't find compiling ffmpeg difficult, and I'm not a linux guru, 
just a simple user that is happier when not needing to use the console :p

The only thing I compile is Blender. I think I didn't have to install any extra 
dependency for for compiling ffmpeg.

All you have to do is:

./configure --prefix=/opt/ffmpeg

make and make install (with su)

That will install the new ffmpeg in /opt/ffmpeg instead of replacing your 
system's ffmpeg libraries. Then you just point the Blender configuration of 
ffmpeg to that directory and it should work.

Now that I remember, with that configuration, blender gave some ffmpeg-jack 
linking error at the end, so I finally compilled ffmpeg with this:

./configure --prefix=/opt/ffmpeg --disable-devices

Then it all worked.

About the extra codecs, if you type ./configure --help, all the extra 
parameters for compiling ffmpeg will be listed.

For compiling with x264, you have to install the latest version of libx264. It 
compiles easily just with :

./configure --enable-shared --prefix=/opt/x264

make

make install

Then I compiled ffmpeg with:

./configure --extra-cflags=-I/opt/x264/include --extra-ldflags=-L/opt/x264/lib 
--enable-gpl --enable-version3 --enable-nonfree --enable-postproc 
--enable-libfaac --enable-libtheora --enable-libvorbis --enable-libx264 
--enable-x11grab --enable-libxvid --enable-libschroedinger --enable-libopenjpeg 
 --enable-libmp3lame --enable-libfaac --enable-libdirac --enable-frei0r 
--prefix=/opt/ffmpegfull

Well, I as you can see I compiled with a different directory so that it didn't 
overwrite the blender ffmpeg version I did.

Troy must be right about the libraries linking thing, cause with all these 
enabled, blender couldn't find the libraries. But well, I don't know how to 
solve it, so I just compiled the version for blender without this extra stuff.

About the x264 version, when you run the x264 enabled ffmpeg, it still won't be 
able to find your /opt/x264 library. So, you can temporarily type this in the 
console from where you are going to use your custom ffmpeg:

 export LD_LIBRARY_PATH=/opt/lib

Or, you can just make a file called ffmpeg.conf with this line inside;

/opt/x264/lib

Then save it in /etc/ld.so.conf.d/ and execute ldconfig as root. That way the 
changes to the library path will be permanent.


  
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [37961] branches/cycles/intern/cycles/ cmake/external_libs.cmake: Cycles: cmake changes to make win32 use lib/ windows for boost a

2011-06-29 Thread Daniel Salazar - 3Developer.com
I'm getting this error now when launching cmake on a clean build dir
with cmake ../blender -DCYCLES_OIIO=../oiio

http://www.pasteall.org/22821

dunno if its related to this commit?

Daniel Salazar
3Developer.com



On Wed, Jun 29, 2011 at 1:18 PM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
 Revision: 37961
          
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=37961
 Author:   blendix
 Date:     2011-06-29 19:18:08 + (Wed, 29 Jun 2011)
 Log Message:
 ---
 Cycles: cmake changes to make win32 use lib/windows for boost and openimageio.

 Modified Paths:
 --
    branches/cycles/intern/cycles/cmake/external_libs.cmake

 Modified: branches/cycles/intern/cycles/cmake/external_libs.cmake
 ===
 --- branches/cycles/intern/cycles/cmake/external_libs.cmake     2011-06-29 
 19:16:32 UTC (rev 37960)
 +++ branches/cycles/intern/cycles/cmake/external_libs.cmake     2011-06-29 
 19:18:08 UTC (rev 37961)
 @@ -1,4 +1,19 @@
  ###
 +# Windows lib directory libraries
 +
 +IF(WIN32)
 +       if(CMAKE_CL_64)
 +               set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/win64)
 +       else()
 +               set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/windows)
 +       endif()
 +
 +       SET(CYCLES_OIIO ${LIBDIR}/openimageio)
 +       SET(CYCLES_BOOST ${LIBDIR}/boost)
 +       SET(Boost_USE_STATIC_LIBS ON)
 +ENDIF()
 +
 +###
  # Boost setup

  SET(BOOST_ROOT ${CYCLES_BOOST})
 @@ -11,7 +26,7 @@

  SET(Boost_USE_MULTITHREADED ON)

 -FIND_PACKAGE(Boost 1.34 REQUIRED COMPONENTS filesystem regex system 
 serialization thread)
 +FIND_PACKAGE(Boost 1.34 REQUIRED COMPONENTS filesystem regex system thread)

  MESSAGE(STATUS Boost found ${Boost_FOUND})
  MESSAGE(STATUS Boost version ${Boost_VERSION})

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[Bf-committers] petition to remove 'protected' layers from armature

2011-06-29 Thread Bassam Kurdali
Hello

  Behavior of protected armature layers has changed a couple of times at
least, to the point where the original design intent is unclear at best.
  I propose the option be removed entirely, and revert armature behavior
to that of *protected* layers, as it was in blender 2.49b.

  Link to bug:
http://projects.blender.org/tracker/?group_id=9atid=498func=detailaid=27501

  Rationale:
In 2.49 we had a good option and a bad option: good was protect, bad was
'don't protect'. As a result, riggers had to click on 'protect' for
every layer in the (proxy) armature. Protect as an option is effectively
useless, since there is only one real choice. Note that the behavior of
protection has changed during it's existence even prior to 2.5. I'm
currently unaware of a design document that adequatly specifies what
it's for.

In 2.5 we have two (in my opinion, and others) bad choices.

Don't protect: rig changes don't propogate to animators (things like
constraints, drivers, transform locks, bone groups, etc.. the rig just
breaks) on this layer.

protect: you can't pose the rig on this layer.

So what happens if the rig changes? well, you can either:
-delete and remake the proxy
-protect the layer(/s) save the rig, load the anim file, save it, open
the rig, unprotect...

BUT: in either case you will lose custom constraints, parenting in the
anim file... so you are left chosing between not getting rig changes,
losing animation data, or fighting to get both working... given that
production rigs change quite a bit, this is a workflow killer,
especially for a small team.

I believe the change happened during Sintel, so I'm CCing Nathan to see
if he has insight into the change. I'm hoping for a small, calm
discussion between those who understand the issues (coders, and riggers/
TDs in medium to largish projects) to either come up with a good
design/workflow, or just remove the feature.

PS I was initially going to email Nathan individually, but then thought
this might just contribute to how opaque this feature has gotten ;)


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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [37961] branches/cycles/intern/cycles/ cmake/external_libs.cmake: Cycles: cmake changes to make win32 use lib/ windows for boost a

2011-06-29 Thread Xavier Thomas
I had the same error. I fixed it by using:
cmake ../blender -DCYCLES_OIIO=../oiio/dist/linux64

2011/6/29 Daniel Salazar - 3Developer.com zan...@gmail.com

 I'm getting this error now when launching cmake on a clean build dir
 with cmake ../blender -DCYCLES_OIIO=../oiio

 http://www.pasteall.org/22821

 dunno if its related to this commit?

 Daniel Salazar
 3Developer.com



 On Wed, Jun 29, 2011 at 1:18 PM, Brecht Van Lommel
 brechtvanlom...@pandora.be wrote:
  Revision: 37961
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=37961
  Author:   blendix
  Date: 2011-06-29 19:18:08 + (Wed, 29 Jun 2011)
  Log Message:
  ---
  Cycles: cmake changes to make win32 use lib/windows for boost and
 openimageio.
 
  Modified Paths:
  --
 branches/cycles/intern/cycles/cmake/external_libs.cmake
 
  Modified: branches/cycles/intern/cycles/cmake/external_libs.cmake
  ===
  --- branches/cycles/intern/cycles/cmake/external_libs.cmake
 2011-06-29 19:16:32 UTC (rev 37960)
  +++ branches/cycles/intern/cycles/cmake/external_libs.cmake
 2011-06-29 19:18:08 UTC (rev 37961)
  @@ -1,4 +1,19 @@
 
  ###
  +# Windows lib directory libraries
  +
  +IF(WIN32)
  +   if(CMAKE_CL_64)
  +   set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/win64)
  +   else()
  +   set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/windows)
  +   endif()
  +
  +   SET(CYCLES_OIIO ${LIBDIR}/openimageio)
  +   SET(CYCLES_BOOST ${LIBDIR}/boost)
  +   SET(Boost_USE_STATIC_LIBS ON)
  +ENDIF()
  +
 
 +###
   # Boost setup
 
   SET(BOOST_ROOT ${CYCLES_BOOST})
  @@ -11,7 +26,7 @@
 
   SET(Boost_USE_MULTITHREADED ON)
 
  -FIND_PACKAGE(Boost 1.34 REQUIRED COMPONENTS filesystem regex system
 serialization thread)
  +FIND_PACKAGE(Boost 1.34 REQUIRED COMPONENTS filesystem regex system
 thread)
 
   MESSAGE(STATUS Boost found ${Boost_FOUND})
   MESSAGE(STATUS Boost version ${Boost_VERSION})
 
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Re: [Bf-committers] Collada import support

2011-06-29 Thread Sukhitha Jayathilake
Hi Peter,

I'm the student who is working on the GSoC project to improve animation
support. It's always great to have extra hands at work on blender collada
development. :)
Yes, the blender collada system is still in need of improvement in export as
well as import. The current state of the Blender/COLLADA architecture is
here :
http://wiki.blender.org/index.php/Dev:2.5/Source/Architecture/COLLADA

One of my special concerns is improving the armature im/export system.
Currently I've basically improved armature animations to a
satisfactory state. But it's worthless without correct armature support. So
it will be great If you can focus on that area too.

Contact us in #blendercollada channel on irc. Like to discuss more on the
current state and areas in need of improvement.

Cheers!
phabtar
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Re: [Bf-committers] 2.58a bugfix release?

2011-06-29 Thread Campbell Barton
2 more crash fixes:
- OpenGL crash fix for some cards r37881
- [#27807] bake /w Deep Shadow  strand  children, r37970

Of course we will keep getting fixings until 2.59 but think this
reason enough for a 2.58a.

Ton, did you get your modem working right yet? :)

On Wed, Jun 29, 2011 at 9:50 AM, Campbell Barton ideasma...@gmail.com wrote:
 I've been keeping up with changes in the tracker, and don't thinks
 there are show stoppers for 2.58a.

 On Tue, Jun 28, 2011 at 8:20 PM, Sergey I. Sharybin g.ula...@gmail.com 
 wrote:
  Hi,

 Have somebody checked bug tracker? Maybe there are additional reported
 issues which we'd better fix before 2.58a?

 Campbell Barton wrote:
 We thought it was all ok, but infact a nasty regression slipped into
 2.58 which breaks image texture tiling in r37342. now fixed.
 There are 2 reports about this, it effects projection painting and and
 the displace modifier when an image textures used.

 https://projects.blender.org/tracker/index.php?func=detailaid=27782
 http://projects.blender.org/tracker/index.php?func=detailaid=27755

 A handful of other fixes have been made since the release too.

 - thumbnail save crashing blender in editmode with linked meshes
 - in some cases, smart-uv-project failed, projections were also wrong.
 - multi-res from 2.4x wasn't loading
 - loading cached sounds leaked ram
 - Wkey toggle bone flags failed in some cases.
 - bug clicking in a non-active Blender window
 - OSX player now works apparently

 IMHO this is worth a 2.58a.


 --
 With best regards, Sergey I. Sharybin

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-- 
- Campbell
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Re: [Bf-committers] Node property panel enhancement

2011-06-29 Thread j.bak...@atmind.nl
Hi!

Patch is in the patchtracker. I currently only added the colorbalance as an
example. Will do other nodes as I go along the UI of the compositor.

http://projects.blender.org/tracker/index.php?func=detailaid=27809group_id
=9atid=127

Jeroen

Original Message:
-
From: Matt Ebb m...@mke3.net
Date: Tue, 28 Jun 2011 07:41:51 +1000
To: bf-committers@blender.org
Subject: Re: [Bf-committers] Node property panel enhancement


+1. it can be nice to have controls on the nodes for a few select things,
but should be a minimal amount or none at all.

The current situation has a few problems:
1) lack of space on nodes is a deterrent to adding further options that
might be very useful
2) lack of space on nodes causes options that do get added to be crammed in
very tight, or with giant nodes
3) with a network full of giant nodes, that number of nodes that you can see
and interact with at any given time decreases, since less nodes fit in the
view at a zoom level that's usable

Splitting this up would help a lot.

matt


On Tue, Jun 28, 2011 at 4:42 AM, Lukas T�nne
lukas.toe...@googlemail.comwrote:

 +1

 In my own nodes stuff (particles-2010 branch) i even have this
 already. This was primarily intended to avoid cluttering the node
 options with very advanced and rarely used special settings, though it
 may be debatable whether it is a good idea to hide such settings at
 all (can't even remember what node i used this for right now). It uses
 the default ui callback if no special draw function is defined.

 On Mon, Jun 27, 2011 at 8:30 PM, Troy Sobotka troy.sobo...@gmail.com
 wrote:
  On Mon, Jun 27, 2011 at 11:12 AM, pete larabell xgl.asyl...@gmail.com
 wrote:
  +1 on this.
 
  I'll second this.
 
  I find that both Nuke's panel approach and Blender's
  within-the-node-itself approach have some advantages in certain
  contexts.
 
  Having, if I understand you correctly, a fluid layout for the node UI
  elements would be a huge asset.
 
  On a side note, with regards to viewers (and apologies for hijacking
  this thread potentially):
 
  1) Will multiple viewers be available for look test LUTs?
 
  2) Have you thought about how display characterization is going to fit
  into this pipeline? As I understand it OCIO will handle the transform
  to a known space, but that space must still be reconciled against the
  display's characterization.
 
  With respect,
  TJS
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Re: [Bf-committers] Node property panel enhancement

2011-06-29 Thread Troy Sobotka
On Wed, Jun 29, 2011 at 10:06 PM, j.bak...@atmind.nl j.bak...@atmind.nl wrote:
 Patch is in the patchtracker. I currently only added the colorbalance as an
 example. Will do other nodes as I go along the UI of the compositor.

While we are on the subject of the Color Balance node, should the ASC
CDL implementation for saturation be included as a value slider?

Seems to be logical.

With respect,
TJS
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [37885] trunk/blender: cleanup for cmake msvc build options, reference some libs directly, fix conflicting flags /Ob1 and /Zi for

2011-06-29 Thread Alex K
Hi.
This patch causes build error with cmake + vs2010:
error MSB6001: Invalid command line switch for CL.exe. The value
[BUILD_LINKFLAGS=/MACHINE:X64 /OPT:NOREF /SUBSYSTEM:CONSOLE /STACK:2097152
/INCREMENTAL:NO  /NODEFAULTLIB:msvcrt.lib] contains an odd number of
double-quote characters. Only even numbers of literal double-quote
characters are acceptable to command line tools.C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Platforms\x64\Microsoft.Cpp.x64.Targets
When CMakeLists.txt and macros.cmake reversed to 37884, Blender builds fine.

Alex


On Mon, Jun 27, 2011 at 10:49 PM, Campbell Barton ideasma...@gmail.comwrote:

 Revision: 37885

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=37885
 Author:   campbellbarton
 Date: 2011-06-28 02:49:49 + (Tue, 28 Jun 2011)
 Log Message:
 ---
 cleanup for cmake msvc build options, reference some libs directly, fix
 conflicting flags /Ob1 and /Zi for debug

 Modified Paths:
 --
trunk/blender/CMakeLists.txt
trunk/blender/build_files/cmake/macros.cmake
trunk/blender/build_files/scons/config/win32-vc-config.py
trunk/blender/build_files/scons/config/win64-vc-config.py

 Modified: trunk/blender/CMakeLists.txt
 ===
 --- trunk/blender/CMakeLists.txt2011-06-28 02:12:31 UTC (rev 37884)
 +++ trunk/blender/CMakeLists.txt2011-06-28 02:49:49 UTC (rev 37885)
 @@ -243,13 +243,26 @@
  set(WITH_BINRELOC OFF)

  # MAXOSX only, set to avoid uninitialized
 -set(EXETYPE )
 +set(EXETYPE)

 +# C/C++ flags
 +set(PLATFORM_CFLAGS)
 +
  # these are added to later on.
 -set(C_WARNINGS )
 -set(CXX_WARNINGS )
 +set(C_WARNINGS)
 +set(CXX_WARNINGS)

 +# libraries to link the binary with passed to target_link_libraries()
 +# known as LLIBS to scons
 +set(PLATFORM_LINKLIBS)

 +# Added to linker flags in setup_liblinks
 +# - CMAKE_EXE_LINKER_FLAGS
 +# - CMAKE_EXE_LINKER_FLAGS_DEBUG
 +set(PLATFORM_LINKFLAGS)
 +set(PLATFORM_LINKFLAGS_DEBUG)
 +
 +
  # disabled for now, not supported
  # option(WITH_WEBPLUGIN Enable Web Plugin (Unix only) OFF)

 @@ -419,24 +432,24 @@
endif()

# OpenSuse needs lutil, ArchLinux not, for now keep, can avoid by
 using --as-needed
 -   set(LLIBS -lutil -lc -lm -lpthread -lstdc++)
 +   set(PLATFORM_LINKLIBS -lutil -lc -lm -lpthread -lstdc++)

if(NOT WITH_HEADLESS)
find_package(X11 REQUIRED)
find_path(X11_XF86keysym_INCLUDE_PATH X11/XF86keysym.h
 ${X11_INC_SEARCH_PATH})
mark_as_advanced(X11_XF86keysym_INCLUDE_PATH)

 -   list(APPEND LLIBS ${X11_X11_LIB})
 +   list(APPEND PLATFORM_LINKLIBS ${X11_X11_LIB})

if(WITH_X11_XINPUT)
 -   list(APPEND LLIBS ${X11_Xinput_LIB})
 +   list(APPEND PLATFORM_LINKLIBS ${X11_Xinput_LIB})
endif()
endif()

if(CMAKE_SYSTEM_NAME MATCHES Linux)
if(NOT WITH_PYTHON_MODULE)
# BSD's dont use libdl.so
 -   list(APPEND LLIBS -ldl)
 +   list(APPEND PLATFORM_LINKLIBS -ldl)
# binreloc is linux only
set(BINRELOC_INCLUDE_DIRS
 ${CMAKE_SOURCE_DIR}/extern/binreloc/include)
set(WITH_BINRELOC ON)
 @@ -547,14 +560,16 @@

if(MSVC)
if(CMAKE_CL_64)
 -   set(LLIBS ws2_32 vfw32 winmm kernel32 user32 gdi32
 comdlg32 advapi32 shfolder shell32 ole32 oleaut32 uuid)
 +   set(PLATFORM_LINKLIBS ws2_32 vfw32 winmm kernel32
 user32 gdi32 comdlg32 advapi32 shfolder shell32 ole32 oleaut32 uuid)
else()
 -   set(LLIBS ws2_32 vfw32 winmm kernel32 user32 gdi32
 comdlg32 advapi32 shfolder shell32 ole32 oleaut32 uuid)
 +   set(PLATFORM_LINKLIBS ws2_32 vfw32 winmm kernel32
 user32 gdi32 comdlg32 advapi32 shfolder shell32 ole32 oleaut32 uuid)
endif()
 -
 -   set(CMAKE_CXX_FLAGS /D_CRT_NONSTDC_NO_DEPRECATE
 /D_CRT_SECURE_NO_DEPRECATE /D_SCL_SECURE_NO_DEPRECATE /D_CONSOLE /D_LIB
 /nologo /Ob1 /J /W0 /Gd /wd4018 /wd4244 /wd4305 /wd4800 /wd4065 /wd4267
 /we4013 CACHE STRING MSVC MT C++ flags  FORCE)
 -   set(CMAKE_C_FLAGS   /D_CRT_NONSTDC_NO_DEPRECATE
 /D_CRT_SECURE_NO_DEPRECATE /D_SCL_SECURE_NO_DEPRECATE /D_CONSOLE /D_LIB
 /nologo /Ob1 /J /W0 /Gd /wd4018 /wd4244 /wd4305 /wd4800 /wd4065 /wd4267
 /we4013 /EHsc CACHE STRING MSVC MT C++ flags  FORCE)

 +   add_definitions(/D_CRT_NONSTDC_NO_DEPRECATE
 /D_CRT_SECURE_NO_DEPRECATE /D_SCL_SECURE_NO_DEPRECATE /D_CONSOLE /D_LIB)
 +
 +   set(CMAKE_CXX_FLAGS /nologo /J /W0 /Gd /wd4018 /wd4244
 /wd4305 /wd4800 /wd4065 /wd4267 /we4013 CACHE STRING MSVC MT C++ flags 
 FORCE)
 +   set(CMAKE_C_FLAGS   /nologo /J /W0 /Gd /wd4018 /wd4244
 /wd4305 /wd4800 /wd4065 /wd4267