[Bf-committers] Cycles idea
It might be nice to have cycles go into pause mode when you have a point or object in active interaction mode. For example when you are rotating an object or other interactive modes. I find that the rendering is mostly no problem but when I am in edit mode for example and click on a few vert and try to scale or rotate them I loose a lot of precision because the screen and mouse updating is so slow. So some sort of auto render pause might be nice. Not as high a priority as other problems but it would add a lot of polish to my user experience. -- 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/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cycles idea
Pause button on cycles render is nice but it is really hard to tell if it is on or off. Perhaps it could change icons from 2 lines to a triangle like most music and video players do? -- 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/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] WebP WebM
I've been using the new WebM video from google and it's great, now they have a new image format that supports good lossy compression supporting *alpha* and great lossless compression with better filesize than png! (this got me more exited, less ftp waiting!) So what are we waiting to get support in Blender! http://code.google.com/speed/webp/ http://www.webmproject.org/ cheers! Daniel Salazar 3Developer.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cycles idea
How about an outline of active selection being superimposed on top of Cycles rendering? I guess that may be helpful too :-) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] R: Array mod idea
Hello, I am developing for quite some time something like that. Trackers: http://projects.blender.org/tracker/index.php?func=detailaid=26662 Builds to try: http://graphicall.org/ruesp83 This build includes my new Advanced Array Modifier: http://vimeo.com/28236738 A new build will be loaded in a few days! ;-) Best regards, Fabio (ruesp83) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] R: Array mod idea
On Sat, Nov 19, 2011 at 1:40 PM, Fabio Russo rues...@libero.it wrote: Hello, I am developing for quite some time something like that. Trackers: http://projects.blender.org/tracker/index.php?func=detailaid=26662 Builds to try: http://graphicall.org/ruesp83 This build includes my new Advanced Array Modifier: http://vimeo.com/28236738 A new build will be loaded in a few days! ;-) Best regards, Fabio (ruesp83) That is GREAT! Any projections for when it will be in trunk? I have very limited time so mostly test stuff that has made it into trunk. 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/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cycles idea
On Sat, Nov 19, 2011 at 12:57 PM, Dima Glibitsky dima.g...@gmail.com wrote: How about an outline of active selection being superimposed on top of Cycles rendering? I guess that may be helpful too :-) Ya, +1 for that too! I would bet that it is in the works. -- 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/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender tangent space calculation
Correct, this is how blender does it everywhere in its code-base. Ok. I've asked because after weldind I've gotten this problem with some quads. But today seems that I solve it by swapping the first vertex in the vert array with the first finded vertex that is not indexed to any of the 4'th face's index. On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen mikkels...@gmail.comwrote: I wanted to ask about this line: const int iGetNrVerts= data-mface[face_num].v4!=0 ? 4 : 3; Or there is no way that last index points to zero? Correct, this is how blender does it everywhere in its code-base. Super glad to hear you're getting useful results! Be sure to submit a patch for review. ___ 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 tangent space calculation
Be sure to submit a patch for review. I've submitted a patch today. This is my first patch and I hope I've did all right. I've checked it for warnings, added txt file with small description about api. I've added a simple test exporting script that writes a data to txt file. I've added a 'weldmesh.h' and 'weldmesh.c' too. And also added the blend file with a simple mesh and generated normal map. http://projects.blender.org/tracker/index.php?func=detailaid=29335group_id=9atid=127 I'll be very grateful if someone's find a time to test it. Thanks :) On Sat, Nov 19, 2011 at 8:27 PM, Eugene Minov minov@gmail.com wrote: Correct, this is how blender does it everywhere in its code-base. Ok. I've asked because after weldind I've gotten this problem with some quads. But today seems that I solve it by swapping the first vertex in the vert array with the first finded vertex that is not indexed to any of the 4'th face's index. On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen mikkels...@gmail.comwrote: I wanted to ask about this line: const int iGetNrVerts= data-mface[face_num].v4!=0 ? 4 : 3; Or there is no way that last index points to zero? Correct, this is how blender does it everywhere in its code-base. Super glad to hear you're getting useful results! Be sure to submit a patch for review. ___ 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] WebP WebM
+1 here... I've been using Webm also for a lot of my work and quality is amazing!... Nothing to envy on h264... I've also done some tests with Webp and is just matter of time for this awesome format to be adopted widespread... I think is important that we support great quality open standards like these. 2011/11/19 Daniel Salazar - 3Developer.com zan...@gmail.com I've been using the new WebM video from google and it's great, now they have a new image format that supports good lossy compression supporting *alpha* and great lossless compression with better filesize than png! (this got me more exited, less ftp waiting!) So what are we waiting to get support in Blender! http://code.google.com/speed/webp/ http://www.webmproject.org/ cheers! Daniel Salazar 3Developer.com ___ 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] Trunk broken!
http://www.pasteall.org/26572 cheers, Daniel Salazar 3Developer.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender tangent space calculation
I am not 100% sure I understand you correctly but your fix doesn't sound correct but perhaps I am misunderstanding you. Anyway, the welder is going to generate a zero based index list unlike what is used within Blender. If you want to use the indexed result within a Blender context you'd have to put a dummy vertex at the beginning of the vertex array such that all other vertices are offset by one entry and then you'd add all the welder-generated indices by +1 to offset to after the dummy vertex. This way triangles can still have their fourth index as 0 which points to the dummy vertex and within Blender means no vertex assigned. On Sat, Nov 19, 2011 at 9:27 AM, Eugene Minov minov@gmail.com wrote: Correct, this is how blender does it everywhere in its code-base. Ok. I've asked because after weldind I've gotten this problem with some quads. But today seems that I solve it by swapping the first vertex in the vert array with the first finded vertex that is not indexed to any of the 4'th face's index. On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen mikkels...@gmail.com wrote: I wanted to ask about this line: const int iGetNrVerts= data-mface[face_num].v4!=0 ? 4 : 3; Or there is no way that last index points to zero? Correct, this is how blender does it everywhere in its code-base. Super glad to hear you're getting useful results! Be sure to submit a patch for review. ___ 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
Re: [Bf-committers] Blender tangent space calculation
If you want to use the indexed result within a Blender context you'd have to put a dummy vertex at the beginning of the vertex array such that all other vertices are offset by one entry I mean put a dummy vertex in front of the unique vertices of course (meaning after welding). And also +1 to the indices you get after welding. On Sat, Nov 19, 2011 at 12:35 PM, Morten Mikkelsen mikkels...@gmail.comwrote: I am not 100% sure I understand you correctly but your fix doesn't sound correct but perhaps I am misunderstanding you. Anyway, the welder is going to generate a zero based index list unlike what is used within Blender. If you want to use the indexed result within a Blender context you'd have to put a dummy vertex at the beginning of the vertex array such that all other vertices are offset by one entry and then you'd add all the welder-generated indices by +1 to offset to after the dummy vertex. This way triangles can still have their fourth index as 0 which points to the dummy vertex and within Blender means no vertex assigned. On Sat, Nov 19, 2011 at 9:27 AM, Eugene Minov minov@gmail.com wrote: Correct, this is how blender does it everywhere in its code-base. Ok. I've asked because after weldind I've gotten this problem with some quads. But today seems that I solve it by swapping the first vertex in the vert array with the first finded vertex that is not indexed to any of the 4'th face's index. On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen mikkels...@gmail.com wrote: I wanted to ask about this line: const int iGetNrVerts= data-mface[face_num].v4!=0 ? 4 : 3; Or there is no way that last index points to zero? Correct, this is how blender does it everywhere in its code-base. Super glad to hear you're getting useful results! Be sure to submit a patch for review. ___ 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
Re: [Bf-committers] Blender tangent space calculation
If you want to use the indexed result within a Blender context you'd have to put a dummy vertex at the beginning of the vertex array such that all other vertices are offset by one entry and then you'd add all the welder-generated indices by +1 to offset to after the dummy vertex. Yes you're right! My first thought was to fix this in the same way. Seems that I just wanted to find a way to not allocate an extra dummy vertex :) Actually I doing this, I put a dummy vertex at the beginning and then do +1 to the indices. But only if I cannot find another appropriate vertex within other unique vertices in the array, on which didn't point any fourth index from any face. There's almost always must be that vertex. Then if I find this vertex I swap it with a vertex at the begining. Then I loop all my indexes and change indexes that point to fonded vertex, to '0', and otherwise, those indexes that point to '0', i change to index of founded vertex. I've tested this on a diferent meshes, wached results and I pretty sure that it must work correct, but now I think that maybe it'd be better and easier to put an extra vertex only :) On Sat, Nov 19, 2011 at 11:36 PM, Morten Mikkelsen mikkels...@gmail.comwrote: If you want to use the indexed result within a Blender context you'd have to put a dummy vertex at the beginning of the vertex array such that all other vertices are offset by one entry I mean put a dummy vertex in front of the unique vertices of course (meaning after welding). And also +1 to the indices you get after welding. On Sat, Nov 19, 2011 at 12:35 PM, Morten Mikkelsen mikkels...@gmail.com wrote: I am not 100% sure I understand you correctly but your fix doesn't sound correct but perhaps I am misunderstanding you. Anyway, the welder is going to generate a zero based index list unlike what is used within Blender. If you want to use the indexed result within a Blender context you'd have to put a dummy vertex at the beginning of the vertex array such that all other vertices are offset by one entry and then you'd add all the welder-generated indices by +1 to offset to after the dummy vertex. This way triangles can still have their fourth index as 0 which points to the dummy vertex and within Blender means no vertex assigned. On Sat, Nov 19, 2011 at 9:27 AM, Eugene Minov minov@gmail.com wrote: Correct, this is how blender does it everywhere in its code-base. Ok. I've asked because after weldind I've gotten this problem with some quads. But today seems that I solve it by swapping the first vertex in the vert array with the first finded vertex that is not indexed to any of the 4'th face's index. On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen mikkels...@gmail.com wrote: I wanted to ask about this line: const int iGetNrVerts= data-mface[face_num].v4!=0 ? 4 : 3; Or there is no way that last index points to zero? Correct, this is how blender does it everywhere in its code-base. Super glad to hear you're getting useful results! Be sure to submit a patch for review. ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Panels are cropped when there is a scrollbar
Hi, after recent changes, some panels get cropped when there is a scrollbar. For example, I can't see the whole Output panel in the Properties Editor. Best regards, Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41997] trunk/blender: UI/RNA:
+++ trunk/blender/release/scripts/startup/bl_ui/space_clip.py 2011-11-20 00:32:39 UTC (rev 41997) @@ -474,16 +474,14 @@ return sc.mode == 'RECONSTRUCTION' and sc.clip def draw_header(self, context): - sc = context.space_data - tracking = sc.clip.tracking - stab = tracking.stabilization - + stab = context.space_data.clip.tracking.stabilization + self.layout.prop(stab, use_2d_stabilization, text=) def draw(self, context): layout = self.layout - sc = context.space_data - tracking = sc.clip.tracking + + tracking = context.space_data.clip.tracking stab = tracking.stabilization layout.active = stab.use_2d_stabilization Hi Thomas, I don't think these kinds of cleanup commits are that worthwhile (referring specifically changes in space_clip.py), it means if you want to access one of these members later - devs are likely to add in duplicate lookups eg. if context.space_data.clip.tracking.foo and context.space_data.clip.tracking.bar: ... rather than... if tracking.foo and tracking.bar: ... in python storing intermediate vars gives a little overhead but its nothing like the slowdown of getattr lookups, multiple times. - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers