[Bf-committers] Keymap storage management

2011-07-24 Thread Francesco Zoffoli
 NOT, we want to hide, hide, hide, unhide.. hence the two hotkeys

I meant that ;)
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Re: [Bf-committers] Keymap storage management

2011-07-24 Thread Jim Williams
Then h on unhidden to hide single, h on hidden to unhide single, and
Alt+h to unhide all (or hide all?).  No doubt that
using a character as a toggle is convenient whenever there is an on-off choice.

On Sat, Jul 23, 2011 at 11:42 AM, Jonathan Williamson
jonat...@montagestudio.org wrote:
 I have to agree with Daniel. I constantly hide parts of a mesh bit by bit.

 --
 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 Saturday, July 23, 2011 at 10:40 AM, Daniel Salazar - 3Developer.com wrote:

 NOT, we want to hide, hide, hide, unhide.. hence the two hotkeys

 Daniel Salazar
 3Developer.com (http://3Developer.com)

  also, would it be possible to get rid of the H, alt+H and just have h
  hides, h unhides, h hides again, h unhides again?
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[Bf-committers] Blender Foundation - softwarefreedom.org

2011-07-24 Thread Ton Roosendaal
Hi devs,

Blender Foundation has signed up an agreement with The Software  
Freedom Law Center, so they can officially help or advice us for any  
future cases when legalities might arise.

This is also related to my investigation of developer agreements. I'm  
reviewing the Harmony Agreements project and discuss with them what it  
would possibly benefit Blender.
http://harmonyagreements.org/overview.html

You probably know I'm a very relaxed and non-paranoid person. I don't  
think we're being at much risk, nor am I afraid for lawyers ever, nor  
do I like it much to force our contributors to give up the rather  
informal freedom here and make them sign complex agreements.

On the other hand, it's the Foundation's responsibility to ensure  
Blender developers can safely and happily work, and to ensure Blender  
itself and its future is protected in the best way possible. With  
Blender becoming a more relevant alternative for commercial products,  
it's only a matter of time for some zealot to try out how to harm our  
project legally.

Here's some tips I've learned sofar for developers to avoid;

- Be careful with referring to commercial products. All of these  
typically have EULAs that forbid to investigate the products for any  
other reason than to use them.

- If you refer to products or technology, ensure it's public and free  
info. Include the links to such docs or web pages.

- Always document your progress and designs and publish it in the  
earliest possible stage.

- Don't mention (nor do) investigation of public patent databases  
ever, unless you already evidently knew it had to be done.

- If you're in doubt whether your work might get risky industry  
attention, arrange with me to have it published and committed under  
BF copyright. Even though that won't waive your liability from  
flagrant violations, it'll at least makes the BF position more clear  
in a future.

- If you ever get contacted by a company or laywers firm about patents  
or IP issues, contact me individually immediate, and I'll hook you up  
with softwarefreedom.org. :)

Thanks!

-Ton-


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

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Re: [Bf-committers] Patches Submitted

2011-07-24 Thread Campbell Barton
Hi Benoit, yep v*=m too.

Thinking about this and Id rather quaternions be changed too, mainly
because I'd rather not have them work differently to matrices.
Consider both a 3x3 matrix and a quaternion often represent rotation
which may be applied to a vector -

If we keep quat's as-is you'd need to reverse the multiplication order
to apply this rotation, which adds unnecessary confusion.

 m * v
 v * m.to_quaternion()

I think this can be done at the same time as matrix deprecation
without adding much extra hassles.

On Sat, Jul 23, 2011 at 10:12 PM, Benoit Bolsee benoit.bol...@online.be wrote:
 Hi Campbell,

 I agree on your depracation plan. Note that you should also deprecate
 the in-place multiplication v*=m and replace it in 2.6 by the correct
 result.

 Regarding the quaternions product, looking at mathutil code I see that
 vec*qt is defined as applying the rotation coded inside the quaternion
 to the vector. This operation is defined mathematically as Q*v*Q^-1,
 where * is the ordinary multiplication given that v is expressed in the
 quaternion base (i,j,k) as xi+yj+zk. So the mathutil expression v*Q only
 a shortcut and I don't have a preference for the order. Better not
 change it.

 @Wim: I totally agree with your math. When talking about a matrix (4x4),
 the first 4 is the number of rows and the second 4 the number of
 columns, so the valid product (4x4)x(4x1) indicates that a column vector
 can only be on the right side of the matrix and the resulting vector is
 made of dot products of the vector with rows of the matrix. My point is
 that in Blender today, you get that result with the expression v*m, with
 is the opposite order of the convention.  The multiplication (1x4)x(4x4)
 is perfectly valid and leads to a vector that is made of dot products of
 the vector with columns of the matrix. Today this operation is not
 possible with Blender, and it will be introduced in 2.6 as per Campbell
 deprecation plan.

 Again, all the confusion about this order issue is coming from the fact
 that mathutil matrices are column major (this decision was taken because
 of openGL and Blender internals). So you when print a matrix is Blender,
 the columns are printed horizontally, which is confusing.

 /Benoit

 On Fri, 22 Jul 2011 20:35:24 +1000, Campbell Barton
 ideasma...@gmail.com wrote:

 Benoit, should we should apply this logic to quaternions too?
 (use Quaternion*Vector instead) Couldn't find which order is
 correct from looking online.

 On Fri, Jul 22, 2011 at 8:06 PM, Campbell Barton
 ideasma...@gmail.com wrote:
  Thank for looking into this Benoit,
 
  This is not something I am knowledgeable on with so, taking you're
  word that vec * matrix is wrong (why didn't anyone notice
 this???),
  heres the upgrade path Sergy and I have agreed on that will
 not break
  scripts.
 
  1) deprecate vec * matrix immediately. print a warning which
  includes the python line number, add support for mat * vec.
 
  2) after some weeks/months, drop support for vec *
 matrix, print an
  error instead, to ensure scripts are not using it and its
 developers
  ignoring the warning.
 
  3) for 2.60 release, add in vec * matrix which works
 correctly and
  not like it does currently, leaving enough time that
 scripts from 2.58
  will have time to switch the multiplication order.
 
  On Fri, Jul 22, 2011 at 7:09 PM, Benoit Bolsee
  benoit.bol...@online.be wrote:
  Hi,
 
  I changed the Matrix multiplication order beween 2.49 and
 2.5 because
  it was simply incorrect in 2.49, in the sense that it was not
  matching the way you write matrix math on paper.
 
  In your example,
 
  print (m1 * m2)
  Matrix((0.0, 0.0, 1.0, 0.0),
  (-1.0, 0.0, 0.0, 0.0),
  (0.0, -1.0, 0.0, 0.0),
  (0.62, 0.1, -0.05, 1.0))
 
  is actually the correct answer if you remember that the matrix are
  column major. The order should not be changed again. I see
 Campbell
  reverted the patch, so that's ok.
 
  @Campbell: the reason why numpy returns a different result than
  Blender is because numpy matrix are row-major by default. The fact
  that Blender uses column major matrix may be confusing when the
  matrix is printed (columns are printed horizontally) but it's very
  convenient to extract vectors from the matrix (e.g. the position
  vector).
 
  While playing around I found something else that still
 doesn't work:
  in the scientific literature, vectors are single column
 matrix, this
  means that the only correct way to multiply a vector with
 a matrix is
  to put it on the right side of the matrix: v2 = m1 * v1
  However, this doesn't work in Blender
 
  m
  Matrix((1.0, 0.0, 0.0, 0.0),
  ? ? ? (0.0, 1.0, 0.0, 0.0),
  ? ? ? (1.0, 0.0, -1.0, 0.0),
  ? ? ? (0.0, 0.0, 0.0, 1.0))
 
  v
  Vector((0.5, 0.0, 0.5, 1.0))
 
  m*v
  Traceback (most recent call last):
  ?File blender_console, line 1, in module
  TypeError: Matrix multiplication: not supported between
  'mathutils.Matrix' and 'mathutils.Vector' types
 
  But the reverse expression gives the 

Re: [Bf-committers] Keymap storage management

2011-07-24 Thread mindrones
Hi,

 On Sat, Jul 23, 2011 at 11:42 AM, Jonathan Williamson
 jonat...@montagestudio.org wrote:
 I have to agree with Daniel. I constantly hide parts of a mesh bit by
bit.

 On Saturday, July 23, 2011 at 10:40 AM, Daniel Salazar -
3Developer.com wrote:

 NOT, we want to hide, hide, hide, unhide.. hence the two hotkeys

 Daniel Salazar
 3Developer.com (http://3Developer.com)

agree it's not ideal, I didn't consider that, my bad...



On 07/24/2011 01:12 PM, Jim Williams wrote:
 Then h on unhidden to hide single, h on hidden to unhide single, and
 Alt+h to unhide all (or hide all?).  No doubt that
 using a character as a toggle is convenient whenever there is an on-off 
 choice.


... but maybe it's possible to do:

- quick h-h acts as a toggle *just on the selection*
- h - N sec pause - h adds to hidden selection (after all you have to
select stuff before hitting h again to add to hidden objects)
- alt-h unhide all

Dunno, I just find that h-key really annoying being hit by accident and
you have to alt-h everything anyway if you want to revert.

In general I'd like to have more keystrokes being toggles, even among
many states, instead of having one shortcut for each single action.

An example being the viewport shading choice, could be that a shortcut
like Z toggles all the available states in a loop, would be fast to
choose. Same for the pivot point, say it gets a shortcut '.', then you
just end up pressing '.' many times until you get the pivot of choice.


Regards,
Luca

_

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Re: [Bf-committers] Keymap storage management

2011-07-24 Thread mindrones
Hi,

mindrones wrote:

 - quick h-h acts as a toggle *just on the selection*
 - h - N sec pause - h adds to hidden selection (after all you have to
 select stuff before hitting h again to add to hidden objects)
 - alt-h unhide all


now that I think of it, would it be possible that:

- if we have modified the selection, h adds to hidden selection,
- if we haven't, h acts as a toggle on the selection,
- alt-h unhide all?

At the moment I can't remember if we have this sort of conditional
behaviour in blender keys, just an idea.


Regards,
Luca

_

http://www.mindrones.com
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Re: [Bf-committers] Blender Foundation - softwarefreedom.org

2011-07-24 Thread Knapp
 - Don't mention (nor do) investigation of public patent databases
 ever, unless you already evidently knew it had to be done.
 Thanks!

 -Ton-

Why? What is wrong with looking at public info?
Thanks!

-- 
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://sf-journey-creations.wikispot.org/Front_Page
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[Bf-committers] New Developer

2011-07-24 Thread Campbell Barton
Hi All,
Bastien Montagne (mont29) has been given commit rights to work on his
vertex group patch before merging into trunk.

Wiki Page
http://wiki.blender.org/index.php/User:Mont29/WeightVGroup/Man

This modifier has been split into 3 since too much different
functionality was being included in the modifier from the original
patch, further polish on this patch I like to do collaboratively in a
branch to finalize before merging.

Welcome Bastien!
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Re: [Bf-committers] Blender Foundation - softwarefreedom.org

2011-07-24 Thread Ton Roosendaal
Hi,

I'm not talking about looking at info, but mentioning it implies you  
take responsibility for that.

-Ton-


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

On 24 Jul, 2011, at 16:26, Knapp wrote:

 - Don't mention (nor do) investigation of public patent databases
 ever, unless you already evidently knew it had to be done.
 Thanks!

 -Ton-

 Why? What is wrong with looking at public info?
 Thanks!

 -- 
 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!

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
 ___
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[Bf-committers] Blender developer IRC meeting notes, July 24 2011

2011-07-24 Thread Ton Roosendaal
Hi all,

Here's the summary of today's topics:

1) Blender 2.58 and next release

- As usual, bug tracker remains high in count... several obscure  
issues or from inexperienced users though. It's half a support system  
now too. Still, module owners should check on what's assigned!

- Daniel Salazar proposes a small default key switch: to keep Shift 
+Ctrl+S for Save-as, and make Alt+Ctrl+S for transform option Push/ 
Pull. Both were in use for save as, which is unneeded.

- Main target for 2.59 is still to resolve keymap and user setting  
load/save issues.

- Timing for 2.59: If we want a Siggraph release, new code should get  
in svn this week. Next sunday review of feasibility of that.

- Python math utilities: there's a bug in the code that treats matrix  
* vector and vector * matrix the same. They mean something else  
mathematically though. Campbell added a warning in console for wrong  
usage. Final fix then will happen 13th of September.

- A discussion started on Add-On quality and reviewing process. Luca  
Bonavita mentions the add-on tracker can be used to downgrade status  
of provided scripts too. Proposal is to start meeting regular about it  
in irc, 1st sunday month.


2) Other projects  branches

- New seamless texture bake in svn, Sergey Sharybin reviewed Morten  
Mikkelsen's code. Proposal is to add a short doc online about it, for  
example on Blender code blog.

- Still needed: schedule to apply branches/patches for 2.6x series.  
Thomas Dinges volunteers to investigate it and make a proposal for how  
to manage it well. Will be combined with a proposal for more formal bi- 
monthly release cycle in general.

- Campbell Barton reviewed patch for weight modifiers, he proposes to  
move this to a branch for a short while to further complete it.

- New booleans; Sergey contacted Carve developer Tobias Sargeant, he's  
available to help fixing up some issues we've discovered.

- Icon designer; Ton checks with Jendzrych, for help and/or get his  
SVG files. We could use more designers active to help out as well.


3) Google Summer of Code

- Joerg Mueller mentions the Pepper branch (5 students!) doesn't  
merge in Salad anymore. He gave up on it now... but the other  
students should keep track of it too. Sergey offers help with solving  
conflicts.

- Sergey made a FAQ for this project:
http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011/FAQ

Thanks!

-Ton-


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

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Re: [Bf-committers] Blender Foundation - softwarefreedom.org

2011-07-24 Thread Ton Roosendaal
Hi Douglas,

Ehh, let me rephrase -- tricky bizz this :) -- simply said:

Although law demands you to know the law (you cannot claim ignorance  
of it), the law doesn't demand you to know all patents or all  
registrations of IP. Unless you evidently investigated it, or should  
have known by common publications in your area of interest. Etc.

I'm not a lawyer! Just stay away from it!

-Ton-


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

On 24 Jul, 2011, at 18:04, Ton Roosendaal wrote:

 Hi,

 I'm not talking about looking at info, but mentioning it implies you
 take responsibility for that.

 -Ton-

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

 On 24 Jul, 2011, at 16:26, Knapp wrote:

 - Don't mention (nor do) investigation of public patent databases
 ever, unless you already evidently knew it had to be done.
 Thanks!

 -Ton-

 Why? What is wrong with looking at public info?
 Thanks!

 -- 
 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!

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011

2011-07-24 Thread mindrones
Hi,

On 07/24/2011 06:05 PM, Ton Roosendaal wrote:

 - Daniel Salazar proposes a small default key switch: to keep Shift 
 +Ctrl+S for Save-as, and make Alt+Ctrl+S for transform option Push/ 
 Pull. Both were in use for save as, which is unneeded.

Alt+Ctrl+S is save a copy, which is save with save copy enabled,
easy to leave breadcrumbs behind.

I usually do Alt+Ctrl+S, save in a backup blend for safety and go on a
main blend.

Personally I'd prefer not to lose that.

It's very handy when you want to save a backup without using save as
saving with a version number just to end up working in that versioned blend.


 - A discussion started on Add-On quality and reviewing process. Luca  
 Bonavita mentions the add-on tracker can be used to downgrade status  
 of provided scripts too. Proposal is to start meeting regular about it  
 in irc, 1st sunday month.

Also, we have decided to use
http://lists.blender.org/pipermail/bf-python/
to discuss addons officially from now on



Regards,
Luca

_

http://www.mindrones.com
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Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011

2011-07-24 Thread Martin Poirier
You can always remap it in your user defined keymap.

Good defaults might not be optimal for one individual's workflow, that's why 
you can customize them.


Martin



- Original Message -
From: mindrones mindro...@gmail.com
To: bf-blender developers bf-committers@blender.org
Cc: 
Sent: Sunday, July 24, 2011 1:08:52 PM
Subject: Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011

Hi,

On 07/24/2011 06:05 PM, Ton Roosendaal wrote:

 - Daniel Salazar proposes a small default key switch: to keep Shift 
 +Ctrl+S for Save-as, and make Alt+Ctrl+S for transform option Push/ 
 Pull. Both were in use for save as, which is unneeded.

Alt+Ctrl+S is save a copy, which is save with save copy enabled,
easy to leave breadcrumbs behind.

I usually do Alt+Ctrl+S, save in a backup blend for safety and go on a
main blend.

Personally I'd prefer not to lose that.

It's very handy when you want to save a backup without using save as
saving with a version number just to end up working in that versioned blend.


 - A discussion started on Add-On quality and reviewing process. Luca  
 Bonavita mentions the add-on tracker can be used to downgrade status  
 of provided scripts too. Proposal is to start meeting regular about it  
 in irc, 1st sunday month.

Also, we have decided to use
http://lists.blender.org/pipermail/bf-python/
to discuss addons officially from now on



Regards,
Luca

_

http://www.mindrones.com
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Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011

2011-07-24 Thread Sergey I. Sharybin
Ton Roosendaal wrote:
 2) Other projects  branches

 - New seamless texture bake in svn, Sergey Sharybin reviewed Morten
 Mikkelsen's code. Proposal is to add a short doc online about it, for
 example on Blender code blog.
 istinfo/bf-committers

Here's link to description of what exactly was changed: 
http://code.blender.org/index.php/2011/07/new-dilation-for-texture-filtering/

-- 
With best regards, Sergey I. Sharybin

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Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011

2011-07-24 Thread Richard Olsson
For what it's worth, I think that if ctrl+s and ctrl+shift+s both are saving 
operations, then it makes more sense for ctrl+alt+s to be related to saving the 
file as well rather than transforming selection. So if there are any other 
vacant combinations which would even remotely make sense to bind to push/pull, 
then IMHO ctrl+alt+s should remaine save copy.


Cheers
/R


On 24 jul 2011, at 19.49, Martin Poirier wrote:

 You can always remap it in your user defined keymap.
 
 Good defaults might not be optimal for one individual's workflow, that's why 
 you can customize them.
 
 
 Martin
 
 
 
 - Original Message -
 From: mindrones mindro...@gmail.com
 To: bf-blender developers bf-committers@blender.org
 Cc: 
 Sent: Sunday, July 24, 2011 1:08:52 PM
 Subject: Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011
 
 Hi,
 
 On 07/24/2011 06:05 PM, Ton Roosendaal wrote:
 
 - Daniel Salazar proposes a small default key switch: to keep Shift 
 +Ctrl+S for Save-as, and make Alt+Ctrl+S for transform option Push/ 
 Pull. Both were in use for save as, which is unneeded.
 
 Alt+Ctrl+S is save a copy, which is save with save copy enabled,
 easy to leave breadcrumbs behind.
 
 I usually do Alt+Ctrl+S, save in a backup blend for safety and go on a
 main blend.
 
 Personally I'd prefer not to lose that.
 
 It's very handy when you want to save a backup without using save as
 saving with a version number just to end up working in that versioned blend.
 
 
 - A discussion started on Add-On quality and reviewing process. Luca  
 Bonavita mentions the add-on tracker can be used to downgrade status  
 of provided scripts too. Proposal is to start meeting regular about it  
 in irc, 1st sunday month.
 
 Also, we have decided to use
 http://lists.blender.org/pipermail/bf-python/
 to discuss addons officially from now on
 
 
 
 Regards,
 Luca
 
 _
 
 http://www.mindrones.com
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 Bf-committers mailing list
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Re: [Bf-committers] Blender Foundation - softwarefreedom.org

2011-07-24 Thread Ton Roosendaal
Hi,

Not sure who here read the Harmony website. Here's an interesting  
critic of it:
http://ebb.org/bkuhn/blog/2011/07/07/harmony-harmful.html

In short - my impression too - the agreement has a very high and  
complex rate of statements to solely protect and serve the  
organization. It's quite disputable what a developer benefits from it...

The much more friendly readable Sign off from Linux kernel is  
something too:
http://permalink.gmane.org/gmane.linux.kernel.commits.head/33254

Not that I like to see this overhead for each of our commits; will  
study further :)

-Ton-


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

On 24 Jul, 2011, at 14:04, Ton Roosendaal wrote:

 Hi devs,

 Blender Foundation has signed up an agreement with The Software
 Freedom Law Center, so they can officially help or advice us for any
 future cases when legalities might arise.

 This is also related to my investigation of developer agreements. I'm
 reviewing the Harmony Agreements project and discuss with them what it
 would possibly benefit Blender.
 http://harmonyagreements.org/overview.html

 You probably know I'm a very relaxed and non-paranoid person. I don't
 think we're being at much risk, nor am I afraid for lawyers ever, nor
 do I like it much to force our contributors to give up the rather
 informal freedom here and make them sign complex agreements.

 On the other hand, it's the Foundation's responsibility to ensure
 Blender developers can safely and happily work, and to ensure Blender
 itself and its future is protected in the best way possible. With
 Blender becoming a more relevant alternative for commercial products,
 it's only a matter of time for some zealot to try out how to harm our
 project legally.

 Here's some tips I've learned sofar for developers to avoid;

 - Be careful with referring to commercial products. All of these
 typically have EULAs that forbid to investigate the products for any
 other reason than to use them.

 - If you refer to products or technology, ensure it's public and free
 info. Include the links to such docs or web pages.

 - Always document your progress and designs and publish it in the
 earliest possible stage.

 - Don't mention (nor do) investigation of public patent databases
 ever, unless you already evidently knew it had to be done.

 - If you're in doubt whether your work might get risky industry
 attention, arrange with me to have it published and committed under
 BF copyright. Even though that won't waive your liability from
 flagrant violations, it'll at least makes the BF position more clear
 in a future.

 - If you ever get contacted by a company or laywers firm about patents
 or IP issues, contact me individually immediate, and I'll hook you up
 with softwarefreedom.org. :)

 Thanks!

 -Ton-

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

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Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support

2011-07-24 Thread Daniel Salazar - 3Developer.com
Mike I managed to get it working! but it's unusable. seems that all
axis are inverted

cheers

Daniel Salazar
3Developer.com



On Fri, Jul 22, 2011 at 9:57 PM, Stephen M. McQuay step...@mcquay.me wrote:
 On Fri, Jul 22, 2011 at 10:32:08PM -0500, Mike Erwin wrote:
 Either check out the merwin-spacenav branch now... or wait a very
 short time for 2.59

 libspnav-dev installed; Can't wait!

 Thanks,

 --
 Stephen M. McQuay
 http://mcquay.me/vcf
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[Bf-committers] Oddity, Feature, or bug ? Some observations

2011-07-24 Thread Jass
Hi.

I have recently made a tutorial (not exactly about Blender, but using 
Blender to demonstrate some methods).
After reviewing the video i found some parts where i think that Blender 
could be changed
for improved user experience and quicker workflow.

I created a rather longish report on my observations here:

 
http://blenderartists.org/forum/showthread.php?225610-Oddities-and-feature-request-for-the-Modelling-Workflow-...p=1907733viewfull=1#post1907733

So i thought, maybe i better report it in this mailing list too. So 
whoever is concerned might find this a helpfull input from an average 
user ...
And here is the link to the video:

http://www.youtube.com/watch?v=eBtVsC0lfZs

And here is an abbreviated list of the topics i am reporting:

* Adding materials
* Selecting collapsed vertices
* Deleting face loops
* Edited edges and vertices hidden by material settings
* Manually slicing edge loops
* Seams get removed when adjacent edge loops are deleted
* Seam crossings and edge loop selection
* unwrap - cylinder projection
* Using multiple textures on one object is a headache
* Baking several textures

thanks for reading!
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Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011

2011-07-24 Thread Martin Poirier
S and Alt-S are transform operations already, so it makes as much sense from 
that angle.


Martin



- Original Message -
From: Richard Olsson r...@richardolsson.se
To: bf-blender developers bf-committers@blender.org
Cc: 
Sent: Sunday, July 24, 2011 2:20:52 PM
Subject: Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011

For what it's worth, I think that if ctrl+s and ctrl+shift+s both are saving 
operations, then it makes more sense for ctrl+alt+s to be related to saving the 
file as well rather than transforming selection. So if there are any other 
vacant combinations which would even remotely make sense to bind to push/pull, 
then IMHO ctrl+alt+s should remaine save copy.


Cheers
/R


On 24 jul 2011, at 19.49, Martin Poirier wrote:

 You can always remap it in your user defined keymap.
 
 Good defaults might not be optimal for one individual's workflow, that's why 
 you can customize them.
 
 
 Martin
 
 
 
 - Original Message -
 From: mindrones mindro...@gmail.com
 To: bf-blender developers bf-committers@blender.org
 Cc: 
 Sent: Sunday, July 24, 2011 1:08:52 PM
 Subject: Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011
 
 Hi,
 
 On 07/24/2011 06:05 PM, Ton Roosendaal wrote:
 
 - Daniel Salazar proposes a small default key switch: to keep Shift 
 +Ctrl+S for Save-as, and make Alt+Ctrl+S for transform option Push/ 
 Pull. Both were in use for save as, which is unneeded.
 
 Alt+Ctrl+S is save a copy, which is save with save copy enabled,
 easy to leave breadcrumbs behind.
 
 I usually do Alt+Ctrl+S, save in a backup blend for safety and go on a
 main blend.
 
 Personally I'd prefer not to lose that.
 
 It's very handy when you want to save a backup without using save as
 saving with a version number just to end up working in that versioned blend.
 
 
 - A discussion started on Add-On quality and reviewing process. Luca  
 Bonavita mentions the add-on tracker can be used to downgrade status  
 of provided scripts too. Proposal is to start meeting regular about it  
 in irc, 1st sunday month.
 
 Also, we have decided to use
 http://lists.blender.org/pipermail/bf-python/
 to discuss addons officially from now on
 
 
 
 Regards,
 Luca
 
 _
 
 http://www.mindrones.com
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Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011

2011-07-24 Thread Daniel Salazar - 3Developer.com
And

Ctrl Alt Shift S = Shear
Shift Alt S = To Sphere

Daniel Salazar
3Developer.com



On Sun, Jul 24, 2011 at 1:14 PM, Martin Poirier the...@yahoo.com wrote:
 S and Alt-S are transform operations already, so it makes as much sense from 
 that angle.


 Martin



 - Original Message -
 From: Richard Olsson r...@richardolsson.se
 To: bf-blender developers bf-committers@blender.org
 Cc:
 Sent: Sunday, July 24, 2011 2:20:52 PM
 Subject: Re: [Bf-committers] Blender developer IRC meeting notes, July 24 2011

 For what it's worth, I think that if ctrl+s and ctrl+shift+s both are saving 
 operations, then it makes more sense for ctrl+alt+s to be related to saving 
 the file as well rather than transforming selection. So if there are any 
 other vacant combinations which would even remotely make sense to bind to 
 push/pull, then IMHO ctrl+alt+s should remaine save copy.


 Cheers
 /R


 On 24 jul 2011, at 19.49, Martin Poirier wrote:

 You can always remap it in your user defined keymap.

 Good defaults might not be optimal for one individual's workflow, that's why 
 you can customize them.


 Martin



 - Original Message -
 From: mindrones mindro...@gmail.com
 To: bf-blender developers bf-committers@blender.org
 Cc:
 Sent: Sunday, July 24, 2011 1:08:52 PM
 Subject: Re: [Bf-committers] Blender developer IRC meeting notes, July 24 
 2011

 Hi,

 On 07/24/2011 06:05 PM, Ton Roosendaal wrote:

 - Daniel Salazar proposes a small default key switch: to keep Shift
 +Ctrl+S for Save-as, and make Alt+Ctrl+S for transform option Push/
 Pull. Both were in use for save as, which is unneeded.

 Alt+Ctrl+S is save a copy, which is save with save copy enabled,
 easy to leave breadcrumbs behind.

 I usually do Alt+Ctrl+S, save in a backup blend for safety and go on a
 main blend.

 Personally I'd prefer not to lose that.

 It's very handy when you want to save a backup without using save as
 saving with a version number just to end up working in that versioned blend.


 - A discussion started on Add-On quality and reviewing process. Luca
 Bonavita mentions the add-on tracker can be used to downgrade status
 of provided scripts too. Proposal is to start meeting regular about it
 in irc, 1st sunday month.

 Also, we have decided to use
 http://lists.blender.org/pipermail/bf-python/
 to discuss addons officially from now on



 Regards,
 Luca

 _

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Re: [Bf-committers] [Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [2116] trunk/py/scripts/addons: cleanup

2011-07-24 Thread Martin Poirier

This commit broke netrender (error on import, missing re module in master.py 
that was imported from utils.py).

I wouldn't be surprised if it broke other things too.

I shouldn't have to say this, but please test thoroughly before removing code, 
especially with extensions that are disabled by default and wouldn't show 
errors until enabled.


Martin
PS: Yes, I know, that was done two weeks ago, I'm only getting around to 
debugging things again now.



From: Campbell Barton ideasma...@gmail.com
To: bf-extensions-...@blender.org
Sent: Sunday, July 10, 2011 6:57:28 PM
Subject: [Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [2116] 
trunk/py/scripts/addons: cleanup

Revision: 2116
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-extensionsrevision=2116
Author:   campbellbarton
Date:     2011-07-10 22:57:27 + (Sun, 10 Jul 2011)
Log Message:
---
cleanup
- remove/comment unused variables
- remove unused imports
- fixed some bugs using incorrect variables

Modified Paths:
--
    trunk/py/scripts/addons/add_mesh_BoltFactory/Boltfactory.py
    trunk/py/scripts/addons/add_mesh_BoltFactory/createMesh.py
    trunk/py/scripts/addons/add_mesh_BoltFactory/preset_utils.py
    trunk/py/scripts/addons/add_mesh_extra_objects/add_mesh_extra_objects.py
    trunk/py/scripts/addons/add_mesh_extra_objects/add_mesh_gears.py
    trunk/py/scripts/addons/add_mesh_extra_objects/add_mesh_gemstones.py
    trunk/py/scripts/addons/add_mesh_extra_objects/add_mesh_twisted_torus.py
    trunk/py/scripts/addons/io_anim_bvh/export_bvh.py
    trunk/py/scripts/addons/io_anim_bvh/import_bvh.py
    trunk/py/scripts/addons/io_coat3D/coat.py
    trunk/py/scripts/addons/io_coat3D/tex.py
    trunk/py/scripts/addons/io_convert_image_to_mesh_img/import_img.py
    trunk/py/scripts/addons/io_curve_svg/__init__.py
    trunk/py/scripts/addons/io_curve_svg/import_svg.py
    trunk/py/scripts/addons/io_mesh_ply/import_ply.py
    trunk/py/scripts/addons/io_mesh_raw/import_raw.py
    trunk/py/scripts/addons/io_scene_3ds/export_3ds.py
    trunk/py/scripts/addons/io_scene_3ds/import_3ds.py
    trunk/py/scripts/addons/io_scene_fbx/__init__.py
    trunk/py/scripts/addons/io_scene_fbx/export_fbx.py
    trunk/py/scripts/addons/io_scene_m3/__init__.py
    trunk/py/scripts/addons/io_scene_m3/import_m3.py
    trunk/py/scripts/addons/io_scene_map/__init__.py
    trunk/py/scripts/addons/io_scene_map/export_map.py
    trunk/py/scripts/addons/io_scene_obj/__init__.py
    trunk/py/scripts/addons/io_scene_obj/export_obj.py
    trunk/py/scripts/addons/io_scene_obj/import_obj.py
    trunk/py/scripts/addons/io_scene_x3d/__init__.py
    trunk/py/scripts/addons/io_scene_x3d/export_x3d.py
    trunk/py/scripts/addons/io_scene_x3d/import_x3d.py
    trunk/py/scripts/addons/io_shape_mdd/export_mdd.py
    trunk/py/scripts/addons/io_shape_mdd/import_mdd.py
    trunk/py/scripts/addons/light_field_tools/__init__.py
    trunk/py/scripts/addons/light_field_tools/light_field_tools.py
    trunk/py/scripts/addons/modules/ui_utils.py
    trunk/py/scripts/addons/netrender/client.py
    trunk/py/scripts/addons/netrender/master.py
    trunk/py/scripts/addons/netrender/master_html.py
    trunk/py/scripts/addons/netrender/model.py
    trunk/py/scripts/addons/netrender/operators.py
    trunk/py/scripts/addons/netrender/repath.py
    trunk/py/scripts/addons/netrender/slave.py
    trunk/py/scripts/addons/netrender/thumbnail.py
    trunk/py/scripts/addons/netrender/ui.py
    trunk/py/scripts/addons/netrender/utils.py
    trunk/py/scripts/addons/netrender/versioning.py
    trunk/py/scripts/addons/object_fracture/fracture_ops.py
    trunk/py/scripts/addons/render_povray/render.py
    trunk/py/scripts/addons/render_povray/ui.py
    trunk/py/scripts/addons/rigify/__init__.py
    trunk/py/scripts/addons/rigify/generate.py
    trunk/py/scripts/addons/rigify/metarig_menu.py
    trunk/py/scripts/addons/rigify/rigs/basic/copy.py
    trunk/py/scripts/addons/rigify/rigs/basic/copy_chain.py
    trunk/py/scripts/addons/rigify/rigs/biped/arm/__init__.py
    trunk/py/scripts/addons/rigify/rigs/biped/arm/deform.py
    trunk/py/scripts/addons/rigify/rigs/biped/arm/fk.py
    trunk/py/scripts/addons/rigify/rigs/biped/arm/ik.py
    trunk/py/scripts/addons/rigify/rigs/biped/leg/__init__.py
    trunk/py/scripts/addons/rigify/rigs/biped/leg/deform.py
    trunk/py/scripts/addons/rigify/rigs/biped/leg/fk.py
    trunk/py/scripts/addons/rigify/rigs/biped/leg/ik.py
    trunk/py/scripts/addons/rigify/rigs/finger.py
    trunk/py/scripts/addons/rigify/rigs/misc/delta.py
    trunk/py/scripts/addons/rigify/rigs/neck_short.py
    trunk/py/scripts/addons/rigify/rigs/palm.py
    trunk/py/scripts/addons/rigify/rigs/spine.py
    trunk/py/scripts/addons/rigify/ui.py
    trunk/py/scripts/addons/rigify/utils.py
    trunk/py/scripts/addons/space_view3d_math_vis/__init__.py
    trunk/py/scripts/addons/space_view3d_math_vis/utils.py
    

Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support

2011-07-24 Thread Mike Erwin
Daniel Salazar:
 Mike I managed to get it working! but it's unusable. seems that all
 axis are inverted

Testers seem to be split on this issue, so let me explain and offer a
workaround.The orbit modes are implemented as target camera rather
than object mode. In other words, you're controlling the viewpoint,
not the thing being viewed. Think of the viewpoint moving with the
knob instead of the object going the wrong way. This is consistent
with the way fly mode works. Shift-F over to that and tell me what you
think. Please also try the 2D navigation (either image/uv or one of
the flat quad views) and let me know if those feel wrong to you
also. If after a few days of practice you are still annoyed with the
way it works, we can look for a solution.

A quick alternative is to put something like this into /etc/spnavrc

# blender needs to do its own dead-zone filtering
dead-zone = 0

# any combination of {x,y,z} for each of these:
invert-rot = xy
invert-trans = yz


For general interest, here is what others had to say so far.

Jesper Schwachöfer:
 Rotating and zooming around the object is much better than it used
 to be. And for this turntable style moving, the fit button is perfect,
 setting the rotational center was sometimes really buggy in the old
 version.

Kevin Cozens:
 Up/Down doesn't seem to work. Forward/backward zooms in and out
 as expected. All other axis (left/right, yaw, pitch, roll) are operating
 opposite to expectations. For example, I rotate the knob clockwise
 and object rotates counter-clockwise.

Kyle Goddard:
 No, it does exactly what I expected. Not confused for a second
 about which way it would go when I do *this*. Fly mode is so much
 better with this, I haven't used fly in years because it would zoom
 past where I wanted. I'll have to practice, but yeah the directions
 seem to be right.

The internal testers at 3Dconnexion would have alerted me or Nathan if
anything was seriously wrong with this implementation. They have
brought up other things, but not this, so they *are* paying attention.
The issue can be solved with some combination of practice and user
settings. I tend to lean toward practice + good behavior with default
settings.

Please continue to send any feedback this way!

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire
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Re: [Bf-committers] Keymap storage management

2011-07-24 Thread Felix Schlitter
Hi,

- h always hides selection
- alt h reveals last hidden
- alt h again reveals all

Just an idea. I am not too sure about conditional hotkeys based on the
selection. That might get confusing.

Then h on unhidden to hide single, h on hidden to unhide single, and
Alt+h to unhide all (or hide all?).  No doubt that
using a character as a toggle is convenient whenever there is an on-off
choice.

I like that idea, however, that kinda contradicts the current design where
you cannot act on hidden objects in the 3D viewport...


On Mon, Jul 25, 2011 at 1:18 AM, mindrones mindro...@gmail.com wrote:

 Hi,

 mindrones wrote:

  - quick h-h acts as a toggle *just on the selection*
  - h - N sec pause - h adds to hidden selection (after all you have to
  select stuff before hitting h again to add to hidden objects)
  - alt-h unhide all


 now that I think of it, would it be possible that:

 - if we have modified the selection, h adds to hidden selection,
 - if we haven't, h acts as a toggle on the selection,
 - alt-h unhide all?

 At the moment I can't remember if we have this sort of conditional
 behaviour in blender keys, just an idea.


 Regards,
 Luca

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Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support

2011-07-24 Thread Daniel Salazar - 3Developer.com
I don't know what are they smoking to expect this behavior, it's
impossible! in fly mode it works fine tough, I really hope this isn't
the default. I expect it to work like the old test program (cube) in
the drivers

Daniel Salazar
3Developer.com



On Sun, Jul 24, 2011 at 4:38 PM, Mike Erwin significant@gmail.com wrote:
 Daniel Salazar:
 Mike I managed to get it working! but it's unusable. seems that all
 axis are inverted

 Testers seem to be split on this issue, so let me explain and offer a
 workaround.The orbit modes are implemented as target camera rather
 than object mode. In other words, you're controlling the viewpoint,
 not the thing being viewed. Think of the viewpoint moving with the
 knob instead of the object going the wrong way. This is consistent
 with the way fly mode works. Shift-F over to that and tell me what you
 think. Please also try the 2D navigation (either image/uv or one of
 the flat quad views) and let me know if those feel wrong to you
 also. If after a few days of practice you are still annoyed with the
 way it works, we can look for a solution.

 A quick alternative is to put something like this into /etc/spnavrc

 # blender needs to do its own dead-zone filtering
 dead-zone = 0

 # any combination of {x,y,z} for each of these:
 invert-rot = xy
 invert-trans = yz


 For general interest, here is what others had to say so far.

 Jesper Schwachöfer:
 Rotating and zooming around the object is much better than it used
 to be. And for this turntable style moving, the fit button is perfect,
 setting the rotational center was sometimes really buggy in the old
 version.

 Kevin Cozens:
 Up/Down doesn't seem to work. Forward/backward zooms in and out
 as expected. All other axis (left/right, yaw, pitch, roll) are operating
 opposite to expectations. For example, I rotate the knob clockwise
 and object rotates counter-clockwise.

 Kyle Goddard:
 No, it does exactly what I expected. Not confused for a second
 about which way it would go when I do *this*. Fly mode is so much
 better with this, I haven't used fly in years because it would zoom
 past where I wanted. I'll have to practice, but yeah the directions
 seem to be right.

 The internal testers at 3Dconnexion would have alerted me or Nathan if
 anything was seriously wrong with this implementation. They have
 brought up other things, but not this, so they *are* paying attention.
 The issue can be solved with some combination of practice and user
 settings. I tend to lean toward practice + good behavior with default
 settings.

 Please continue to send any feedback this way!

 Mike Erwin
 musician, naturalist, pixel pusher, hacker extraordinaire
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Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support

2011-07-24 Thread Daniel Salazar - 3Developer.com
Double reading the comments you posted it seems they are talking about
*fly mode*, which as I said works as expected

Daniel Salazar
3Developer.com
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Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support

2011-07-24 Thread Daniel Salazar - 3Developer.com
Gah sorry for triple posting :)

When you navigate your normal view (not fly mode) you do it in object
space and not in camera space, ie: drag mouse to the left and camera
orbits to the right, that is why this mode should really work inverted
as it is right now. It's really what feels natural

And I forgot to say, 2D spaces are wonderful, totally intuitive to
navigate on images :) I hope we can get the same soon for node space
and others!

Daniel Salazar
3Developer.com



On Sun, Jul 24, 2011 at 4:47 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 Double reading the comments you posted it seems they are talking about
 *fly mode*, which as I said works as expected

 Daniel Salazar
 3Developer.com

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Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support

2011-07-24 Thread Mike Erwin
Daniel Salazar wrote:
 Double reading the comments you posted it seems they are talking about
 *fly mode*, which as I said works as expected

Those comments were about orbit navigation, with some fly-mode
sprinkles on top. For the one that mentioned fly mode, I was standing
right beside him, so I'm doubly sure! Whatever they're smoking, it
seems to be popular.

 When you navigate your normal view (not fly mode) you do it in object
 space and not in camera space, ie: drag mouse to the left and camera
 orbits to the right, that is why this mode should really work inverted
 as it is right now. It's really what feels natural

Ok, you convinced me. I have much respect for your work and
professional opinion, so will add the option to orbit in either object
or target-camera mode. As for which is the default... we can
rock-paper-scissors-lizard-spock for it. The config file workaround
would fix this but break all the other parts you say work well. Give
me a few minutes...

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire
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Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support

2011-07-24 Thread Daniel Salazar - 3Developer.com
Well be sure to share some of that, maybe I'll suddenly get it :D
Thanks for the option, will test and report back ASAP. Also the open
source driver seems much nicer, no need for that annoying window open
all the time. happy

Daniel Salazar
3Developer.com



On Sun, Jul 24, 2011 at 5:12 PM, Mike Erwin significant@gmail.com wrote:
 Daniel Salazar wrote:
 Double reading the comments you posted it seems they are talking about
 *fly mode*, which as I said works as expected

 Those comments were about orbit navigation, with some fly-mode
 sprinkles on top. For the one that mentioned fly mode, I was standing
 right beside him, so I'm doubly sure! Whatever they're smoking, it
 seems to be popular.

 When you navigate your normal view (not fly mode) you do it in object
 space and not in camera space, ie: drag mouse to the left and camera
 orbits to the right, that is why this mode should really work inverted
 as it is right now. It's really what feels natural

 Ok, you convinced me. I have much respect for your work and
 professional opinion, so will add the option to orbit in either object
 or target-camera mode. As for which is the default... we can
 rock-paper-scissors-lizard-spock for it. The config file workaround
 would fix this but break all the other parts you say work well. Give
 me a few minutes...

 Mike Erwin
 musician, naturalist, pixel pusher, hacker extraordinaire
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Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support

2011-07-24 Thread Matt Ebb
This is probably a bit of a useless comment, but I remember the 2.4x
implementation of orbiting the space navigator always seemed terribly
awkward. That old way was inverted compared to the 3ds max plugin that came
with the 3dconnexion driver, and the 3ds max version always felt much easier
to navigate. So I haven't tried this implementation in blender 2.5 yet, but
if it's the same as the 2.4x version, then I can totally see where Daniel is
coming from. But yeah, an option for this would be best of course!

cheers

Matt


On Mon, Jul 25, 2011 at 9:20 AM, Daniel Salazar - 3Developer.com 
zan...@gmail.com wrote:

 Well be sure to share some of that, maybe I'll suddenly get it :D
 Thanks for the option, will test and report back ASAP. Also the open
 source driver seems much nicer, no need for that annoying window open
 all the time. happy

 Daniel Salazar
 3Developer.com



 On Sun, Jul 24, 2011 at 5:12 PM, Mike Erwin significant@gmail.com
 wrote:
  Daniel Salazar wrote:
  Double reading the comments you posted it seems they are talking about
  *fly mode*, which as I said works as expected
 
  Those comments were about orbit navigation, with some fly-mode
  sprinkles on top. For the one that mentioned fly mode, I was standing
  right beside him, so I'm doubly sure! Whatever they're smoking, it
  seems to be popular.
 
  When you navigate your normal view (not fly mode) you do it in object
  space and not in camera space, ie: drag mouse to the left and camera
  orbits to the right, that is why this mode should really work inverted
  as it is right now. It's really what feels natural
 
  Ok, you convinced me. I have much respect for your work and
  professional opinion, so will add the option to orbit in either object
  or target-camera mode. As for which is the default... we can
  rock-paper-scissors-lizard-spock for it. The config file workaround
  would fix this but break all the other parts you say work well. Give
  me a few minutes...
 
  Mike Erwin
  musician, naturalist, pixel pusher, hacker extraordinaire
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers
 
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Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support

2011-07-24 Thread Mike Erwin
There's a new option in the 3D mouse popup menu. It works in turntable
mode, and will work in trackball also after dinner.

Setting this option makes orbit unusable for me, but hopefully usable
for those of you who have your brains wired differently!

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire
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Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support

2011-07-24 Thread Daniel Salazar - 3Developer.com
Hi mike, the zoom is still inverted! when I pull the knot to me i
expect the object to get closer. remember: brain wires crossed! :)

cheers

Daniel Salazar
3Developer.com



On Sun, Jul 24, 2011 at 6:25 PM, Mike Erwin significant@gmail.com wrote:
 There's a new option in the 3D mouse popup menu. It works in turntable
 mode, and will work in trackball also after dinner.

 Setting this option makes orbit unusable for me, but hopefully usable
 for those of you who have your brains wired differently!

 Mike Erwin
 musician, naturalist, pixel pusher, hacker extraordinaire
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

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Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support

2011-07-24 Thread Daniel Salazar - 3Developer.com
Would be killer if 2D space zoom got inverted too with this option so
pull closer means zoom in, pull towards the screen means zoomout

Daniel Salazar
3Developer.com



On Sun, Jul 24, 2011 at 6:37 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 Hi mike, the zoom is still inverted! when I pull the knot to me i
 expect the object to get closer. remember: brain wires crossed! :)

 cheers

 Daniel Salazar
 3Developer.com



 On Sun, Jul 24, 2011 at 6:25 PM, Mike Erwin significant@gmail.com wrote:
 There's a new option in the 3D mouse popup menu. It works in turntable
 mode, and will work in trackball also after dinner.

 Setting this option makes orbit unusable for me, but hopefully usable
 for those of you who have your brains wired differently!

 Mike Erwin
 musician, naturalist, pixel pusher, hacker extraordinaire
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers


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Re: [Bf-committers] Blender Foundation - softwarefreedom.org

2011-07-24 Thread Campbell Barton
Knowingly violating IP is a worse then doing so by accident (if you're
getting sued for IP infringement), given the state of US software
patents, blender probably violates loads of patents - which themselves
are probably invalid or could be shown to have proof of prior art.

So the worst thing you can do is to find patents blender violates and
post them on this list - because then we cant claim ignorance.
According to Bradley Kuhn this happened to GCC and was a real pain
because once posted they could not publicly ignore it.

+1 for Just stay away from it!

On Mon, Jul 25, 2011 at 2:16 AM, Ton Roosendaal t...@blender.org wrote:
 Hi Douglas,

 Ehh, let me rephrase -- tricky bizz this :) -- simply said:

 Although law demands you to know the law (you cannot claim ignorance
 of it), the law doesn't demand you to know all patents or all
 registrations of IP. Unless you evidently investigated it, or should
 have known by common publications in your area of interest. Etc.

 I'm not a lawyer! Just stay away from it!

 -Ton-

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

 On 24 Jul, 2011, at 18:04, Ton Roosendaal wrote:

 Hi,

 I'm not talking about looking at info, but mentioning it implies you
 take responsibility for that.

 -Ton-

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

 On 24 Jul, 2011, at 16:26, Knapp wrote:

 - Don't mention (nor do) investigation of public patent databases
 ever, unless you already evidently knew it had to be done.
 Thanks!

 -Ton-

 Why? What is wrong with looking at public info?
 Thanks!

 --
 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!

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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-- 
- Campbell
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