Re: [Bf-committers] Updated BMesh Merge Proposal
Well, what about earlier versions of blender? They won't have the newer version checking code. But I like the idea of exporting function, or something close. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Get a error when complie in osx.
Hi, ALL: I get a error when I comlie blender in osx with x86_64. who can help me? please _FT_Outline_Get_CBox, referenced from: _blf_glyph_add in libbf_blenfont.a(blf_glyph.o) ld: symbol(s) not found collect2: ld returned 1 exit status scons: *** [/Users/xiaobo/Documents/code/blender_build/build/darwin/bin/blender] Error 1 scons: building terminated because of errors. -- -- 小波 上 http://yuzhe.me http://fanfou.com/kfihihc htpp://twitter.com/kfihihc http://twitter.com/kfihihc http://about.me/xiaobo/bio ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Mesh curvature estimation
There was one in 2010, here is the page of the project : http://wiki.blender.org/index.php/User:Rohith291991/Gsoc2010/Proposal I spent a bit of time discussing about it with Rohith on IRC, and provided some code I had written for a partial implementation of mixed integer quadrangulations into an other software. Last time we discussed about it about one year ago, he was struggling to extract a mesh from the parametrization. Yet, I don't know if the direction field was still manually generated, but I think he used the code I gave him to build the parametrization from a direction field. I'll try to go over his code to see if I can guess how far he went. Anyway, I don't know what's left of this project, and what can be recovered. Still, if you want to resurrect this project, and think I could be of any help, please let me know, and I'll send you my code as well, and we can arrange a meeting on IRC. -- Vincent. - Mail original - I dont think the MIQ project got very far, since I've offered to implement this once my work on compositor / mask editor is done, and my offer was generally greeted with much happiness that someone was going to do this... noone even mentioned to me that anyone did a gsoc on it... so im guessing it didn't go TOO far... but maybe I'm wrong... idk. On Mon, Nov 28, 2011 at 6:01 AM, Vincent Nivoliers vincent.nivoli...@loria.fr wrote: [2011-11-27 19:38:53 -0500] Nicholas Bishop: Hi all, A few times I've run into algorithms that require principal curvatures [1] as inputs. My cursory examination of the Blender source (basically just grepping for curvature) didn't turn up any code for this, so I ported the (GPLv2) curvature code from the trimesh2 lib [2] to Blender. That code is based on the paper Estimating Curvatures and Their Derivatives on Triangle Meshes [3]. Dunno if this is useful to anyone else, but I've pushed a Blender branch [4] containing the curvature calculation (in blenlib/intern/curvature.c), as well as a test modifier that displays the curvature vectors. Screenshot with Suzanne: http://www.pasteall.org/pic/show.php?id=21557 Notes: The original code was in C++; I converted it to C and switched the math stuff over to blenlib and the types to MVert/MFace/etc. The per-vertex output is the two principal curvatures and two direction vectors. I haven't updated the code to handle quads yet, it'll assert() if it encounters a non-triangle face. I've only just gotten this working, so there are definitely bugs in it yet. :) Thanks, -Nicholas [1] http://en.wikipedia.org/wiki/Principal_curvature [2] http://gfx.cs.princeton.edu/proj/trimesh2/ [3] http://gfx.cs.princeton.edu/pubs/_2004_ECA/ [4] https://gitorious.org/~nicholasbishop/blenderprojects/nicholasbishop-blender/commits/tri-curvature Hi, There was a gsoc project last year [1] about the implementation of mixed integer quadrangulationsa [2] into blender. I don't know where this project lies now, but I believe this code uses a curvature estimator to generate a direction field on the surface. Thanks for this work, -- Vincent [1] http://code.google.com/p/google-summer-of-code-2010-blender/ [2] http://www.graphics.rwth-aachen.de/uploads/media/bommes_zimmer_2009_siggraph_01.pdf ___ 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] Proposal to Change Mathutils Vectors
Hi all, I've written a proposal to change the current handling of transfomations of vectors and remove the use cases for 4D vectors. The proposal can be found here: http://wiki.blender.org/index.php/User:TrumanBlending#Proposal:_Four_Dimensional_Mathutils_Vectors Thanks, Andrew ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Updated BMesh Merge Proposal
2011/12/2 Αντώνης Ρυακιωτάκης kal...@gmail.com: Well, what about earlier versions of blender? They won't have the newer version checking code. But I like the idea of exporting function, or something close. Yes, that is true but the idea does fix the problem for the next time it comes up, as it will, in the future. And the export function should make it possible to give the old software the new blends but that leaves the old programs with the new files problem. Perhaps this is not ideal but could the new blends be made so that there is no chance that the old software can load them? That should block complaints other than it will not load, at which point we can just tell them to get the new software and export to the old format. -- 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] Updated BMesh Merge Proposal
One other idea just jumped up at me. Write a python add on for the old software that would allow for loading of the new format. Then users of 2.4 or whatever can download it and add it to their old blender. On Fri, Dec 2, 2011 at 1:22 PM, Knapp magick.c...@gmail.com wrote: 2011/12/2 Αντώνης Ρυακιωτάκης kal...@gmail.com: Well, what about earlier versions of blender? They won't have the newer version checking code. But I like the idea of exporting function, or something close. Yes, that is true but the idea does fix the problem for the next time it comes up, as it will, in the future. And the export function should make it possible to give the old software the new blends but that leaves the old programs with the new files problem. Perhaps this is not ideal but could the new blends be made so that there is no chance that the old software can load them? That should block complaints other than it will not load, at which point we can just tell them to get the new software and export to the old format. -- 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/ -- 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] Proposal to Change Mathutils Vectors
Hi Andrew, I really like the well written proposal. You explained well the reasons in favor of dropping homogeneous coordinates. I miss a reference to what the downside would be, though. Broken scripts? Any limitation on always assuming w=1? Best regards, Dalai 2011/12/2 Andrew Hale trumanblend...@gmail.com Hi all, I've written a proposal to change the current handling of transfomations of vectors and remove the use cases for 4D vectors. The proposal can be found here: http://wiki.blender.org/index.php/User:TrumanBlending#Proposal:_Four_Dimensional_Mathutils_Vectors Thanks, Andrew ___ 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] Help! Error building blender
2011/12/1 Reuben Martin reube...@gmail.com On Thursday, December 01, 2011 04:11:08 PM iozk...@gmail.com wrote: I have error building blender latest source LINK: fatal error LNK1104: cannot open file 'libboost_thread-vc100-mt-s-1_47.lib' I'm bulding with python 27 scons The error is rather self explanatory. Make sure the missing file exists, and that is in in the library paths used when linking. -Reuben ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers is here C:\BlenderSVN\lib\Windows\boost\lib but i don't know why still launch the error ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Boost VS2010 win libs
Hey Alexander, You committed x64 Boost libs for msvc 2010 a few days ago. But they are not used from within cmake/scons yet?! People report issues with it on the mailing list and in forums. There are two possibilities, as we officially don't support vs2010 from our side: 1) Please fix the issues, and maintain the libs. 2) Remove them from SVN again. Our libs in svn are there to build blender (especially for release), if there are (experimental) libs which can be only used with tweaking or not work at all, they can be provided via a third party website as zip archive or whatever as well. I don't mind libs in svn for mingw or msvc2010 (again, they are not used for official releases) but if they are in svn, they should work and not just waste huge amounts of space. Thanks. 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] Updated BMesh Merge Proposal
There are many options here, I was going to list all the ones I could think of but most have some fairly annoying drawbacks. Currently BMesh triangulates the mesh when loaded in trunk or 2.4x, You could argue both ways... since mesh data is core to most blender projects... a) being forwards compatible highly important. b) triangulation of quads is so destructive - users would be better off exporting to an intermediate format then using new blendfiles in an older blender. Not crashing gives the appearance of working but infact its still quite limited, people aren't seriously going to take meshes with UV's, vertex colors etc and load them in an older blender to continue working. IMHO possible practical options are... * do nothing (allow crashing). * solve crash loading bmesh files for 2.61+, this ofcourse wont help 2.60 or older but at least allows loading in a few previous releases. * make a token effort - (what I'm proposing, load in triangulated mesh data) * write full edge and face data into the file (would make file larger since it would need to save faces twice, not to mention uv, vertex color layers etc, also if quite some work to do this and know to ignore edge data which doesn't exist for ngons). * New save option/mode Save as 2.60 compatible blend as suggested, I'm not keen on this option, mainly because it introduces the overhead of having multiple ways to save a blend file and gives us more work to support, but it could be made to work well and at least wont slow down regular saving as with what I suggested initially. On Fri, Dec 2, 2011 at 11:25 PM, Knapp magick.c...@gmail.com wrote: One other idea just jumped up at me. Write a python add on for the old software that would allow for loading of the new format. Then users of 2.4 or whatever can download it and add it to their old blender. On Fri, Dec 2, 2011 at 1:22 PM, Knapp magick.c...@gmail.com wrote: 2011/12/2 Αντώνης Ρυακιωτάκης kal...@gmail.com: Well, what about earlier versions of blender? They won't have the newer version checking code. But I like the idea of exporting function, or something close. Yes, that is true but the idea does fix the problem for the next time it comes up, as it will, in the future. And the export function should make it possible to give the old software the new blends but that leaves the old programs with the new files problem. Perhaps this is not ideal but could the new blends be made so that there is no chance that the old software can load them? That should block complaints other than it will not load, at which point we can just tell them to get the new software and export to the old format. -- 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/ -- 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 -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal to Change Mathutils Vectors
Would removing 4d vectors affect quaternions? I've not looked at the implementation but I do use quaternions in some of my personal blender scripts and I'd prefer they didn't go away On Fri, Dec 2, 2011 at 3:47 AM, Andrew Hale trumanblend...@gmail.comwrote: Hi all, I've written a proposal to change the current handling of transfomations of vectors and remove the use cases for 4D vectors. The proposal can be found here: http://wiki.blender.org/index.php/User:TrumanBlending#Proposal:_Four_Dimensional_Mathutils_Vectors Thanks, Andrew ___ 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