Re: [Bf-committers] Weights range in vgroups

2011-08-01 Thread Lukas Tönne
 I don't think I expressed any opinion, the functionality is useful
 but probably not the *place* for this since vgroups are by definition
 a 0.0-1.0 value. Blender has custom vertex data available in the C
 API, but everything is so hardcoded that.. good luck using that in a
 modifier or anywhere else. I keep looking forward to the nodetree and
 for now I'll go with not enabling this where it doesn't belong.

Good point!
I think using vertex groups to store calculated results is a bit of an
abuse: They are primarily user-defined inputs for modifiers and as
such should be easily accessible (which includes 0-1 range as Campbell
pointed out). Even more important might be that modifiers and other
users of vgroups *expect* them to be in 0-1 range, which would make
them ignore out-of-range values in the best case or simply go crazy by
extrapolating.

Calculated values with unlimited range should instead be stored in
custom vertex data, but as noted by Daniel these custom data layers
are actually hardcoded - there is no way to add really new data layers
for things like this, let alone access them anywhere. Nodes would
unlock that beast, but until then i think it's best to keep them
inside range limits.
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Re: [Bf-committers] blender-ocio

2011-08-01 Thread Ton Roosendaal
Hi Xavier,

You might want to check on older docs we wrote about all of this.
Like here: (messy!)
http://wiki.blender.org/index.php/Dev:2.5/Source/Imaging/Colour_Management

Matt wrote a very nice summary of what he intended to work sofar:
http://lists.blender.org/pipermail/bf-vfx/2011-July/000124.html

Before any coding works continues, I'd prefer to have a good top level  
design doc in place first. This both on end-user level (how to  
interact with color data) as on technical design level (how this data  
works, flows, gets stored).

Once that's fully clear we can discuss code and implementation much  
better.

I realize it's easier for an experienced Blender coder to write it out  
though... :)
My preference is also to keep it as simple as possible. Color theory  
in itself is more than complex enough already. We can make practical  
choices what to do really well, and where we restrict ourselves to.  
For me Blender remains a 3D creation program first; for that target we  
should fit perfect in studio color pipelines. Another target would be  
to ensure video/film/photography in/out works.

Laters,

-Ton-


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

On 31 Jul, 2011, at 4:34, Xavier Thomas wrote:

 I guys,

 I began working on using openColorIO inside blender for color  
 management.

 I laid all the ground work:
 -integrate ocio sources in extern
 -add a C API
 -add BKE_colormanagement to manage the pipeline (init, exit, RNA  
 helpers
 ...)

 https://github.com/thmxv

 Now should come the heavy work, ie integrating all this into the  
 blender
 pipeline.
 I already placed a few call to this back-end into the sources but  
 only as
 a test:
 - use the BKE_colormanagement into divers.c to convert 8bit srgb to  
 32bit
 float linear (colorspace names are still hard coded tough)
 - use the main API and the RNA helpers to add Display selector
 (one color-managed display per wmWindow) and View selector
 (one color-managed view per SpaceImage)

 So basically lots of works but nothing yet to test for the end user.  
 However
 I would appreciate if other devs with more insight on the blender  
 internal
 could do a quick review to see if nothing is fundamentally broken in  
 those
 bases.

 Hopefully more later.


 Xavier
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Re: [Bf-committers] blender-ocio

2011-08-01 Thread Tom M
Just FYI on oiio list there is mention of oiio and ocio integration
improving after siggraph.

LetterRip

On Mon, Aug 1, 2011 at 7:36 AM, Ton Roosendaal t...@blender.org wrote:
 Hi Xavier,

 You might want to check on older docs we wrote about all of this.
 Like here: (messy!)
 http://wiki.blender.org/index.php/Dev:2.5/Source/Imaging/Colour_Management

 Matt wrote a very nice summary of what he intended to work sofar:
 http://lists.blender.org/pipermail/bf-vfx/2011-July/000124.html

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[Bf-committers] splitting userpref patch

2011-08-01 Thread Ingo Randolf
hello everyone.

i just submitted a patch, which adds a user preference to turn off 
area-splitting...
([#28139] lock window splitting)

why did i do that:

area-splitting is a powerful feature.

under some circumstances i find it useful to be able to avoid area-splitting 
though.
the first time i encountered this feature i was quite confused... now i love it.

this patch adds the feature, to be able to hide and disable the splitter 
actionzone.
the feature is called Lock Window Splitting and applies to actionszones with 
type AZONE_AREA

---

in general, it might be useful to be able to disable actionzones under certain 
circumstances.
e.g.: area-splitting in the preferences window... what for?

this patch does not provide a general mechanism to enable/disable actionzones, 
but adds the possibility of hiding and disabling AZONE_AREA (splitting 
actionzone)

it might be more of use, to implement a general mechanism to do this...


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

2011-08-01 Thread Stephen M. McQuay
I installed from source and everything worked ... except I agree with
Daniel: everything seems backwards. I'm sure it could be chalked up to a
preferences thing, but when I used my first spacenav device 5 years ago
(3D parametric CAD stuff using Unigraphics) it was definitely in a move
device as you'd expect to move the part in 3-space kinda way.

I also build the little config gui thing and saw that one could invert
axis, but I haven't tried that out.

Anyhow, there are my two cents.

-- 
Stephen M. McQuay
http://mcquay.me/vcf
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Re: [Bf-committers] New BF team member: Sergey Sharybin

2011-08-01 Thread rafa
Congratulations Sergey !!

I wish you the best!

El 31/07/11 18:47, Ton Roosendaal escribió:
 Hi all,

 I'm really happy to confirm that Sergey accepted a part-time job (30h/
 week) to work with Brecht, Campbell and me on general Blender tasks.
 It is partially to wrap up his SoC project, but especially for all the
 other jobs that keep lying around, like patch reviewing and bugtracking.

 He'll start September 1st, at least for four months now. If things
 work out well, his contract will be continued to be part of the Mango
 (open movie) developer support team.

 Welcome Sergey! :)

 -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] New BF team member: Sergey Sharybin

2011-08-01 Thread Morten Mikkelsen
Does this mean I get to demand more service from you? :)

Congratulations!

Morten :)




On Mon, Aug 1, 2011 at 9:21 AM, rafa rsaave...@ono.com wrote:

 Congratulations Sergey !!

 I wish you the best!

 El 31/07/11 18:47, Ton Roosendaal escribió:
  Hi all,
 
  I'm really happy to confirm that Sergey accepted a part-time job (30h/
  week) to work with Brecht, Campbell and me on general Blender tasks.
  It is partially to wrap up his SoC project, but especially for all the
  other jobs that keep lying around, like patch reviewing and bugtracking.
 
  He'll start September 1st, at least for four months now. If things
  work out well, his contract will be continued to be part of the Mango
  (open movie) developer support team.
 
  Welcome Sergey! :)
 
  -Ton-
 
  
  Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
  Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
 
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[Bf-committers] Syntax Highlighting Alternate Languages

2011-08-01 Thread Sinan Hassani
FYI: I wrote a plug-in now that lets you edit Blender text files using 
External Text Editor. So if your external text editor has highlighting 
for files it should deal with this issue.
The plugin has been tested internally (under Windows) and I believe it 
should be one of the solutions to this issue.

This is not the place to talk about this, plug-in is not free, however 
if anyone interested please see blenderartists script section for more 
details about plugin.


SInan
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[Bf-committers] OSX cmake stuff

2011-08-01 Thread Kent Mein
Anyone on OSX that uses cmake, give
http://www.cs.umn.edu/~mein/blender/cmake.diff
a try and let me know if there are any problems.  If I don't hear
anything in a couple of days I'll commit.

It fixes an issue with Lion compiling and cleans up/fixes an
issue I was having with the find python code for OSX

Kent
-- 
m...@cs.umn.edu
http://www.cs.umn.edu/~mein
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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-08-01 Thread Campbell Barton
Hi SInan, could you give a link to the post?
We could have this builtin to blender since we have an to edit
external images and it seems useful.

On Tue, Aug 2, 2011 at 6:03 AM, Sinan Hassani sinan.hass...@gmail.com wrote:
 FYI: I wrote a plug-in now that lets you edit Blender text files using
 External Text Editor. So if your external text editor has highlighting
 for files it should deal with this issue.
 The plugin has been tested internally (under Windows) and I believe it
 should be one of the solutions to this issue.

 This is not the place to talk about this, plug-in is not free, however
 if anyone interested please see blenderartists script section for more
 details about plugin.


 SInan
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-- 
- Campbell
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[Bf-committers] Syntax Highlighting Alternate Languages

2011-08-01 Thread Sinan Hassani
@Campbell

I'm actually trying to sell the plugin. If I sell enough copies I would be more 
than happy to re-license it under GPL.
Not saying what enough copies is at this time, I just released the plug-in 
today.

For info about this plug-in:

http://www.sinsoft.com/2011/08/edit-blender-text-files-using-external.html

A video of the plug-in in action:

http://www.youtube.com/watch?v=hGMFDmbR9U8


Sinan


Hi SInan, could you give a link to the post?
We could have this builtin to blender since we have an to edit
external images and it seems useful.

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