Re: [Bf-committers] Weights range in vgroups
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] blender-ocio
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] blender-ocio
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] splitting userpref patch
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] New BF team member: Sergey Sharybin
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] New BF team member: Sergey Sharybin
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] OSX cmake stuff
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Syntax Highlighting Alternate Languages
@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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers