Re: [Bf-committers] mingw cmake Vista with cycles complains

2012-04-10 Thread Peter K.H. Gragert
;-(

Trying to follow you advice (new mingw) ... cmake does not work anymore and
my old compilation cannot even use gcc

Now getting this:
CMake Error at C:/Program Files/CMake
2.8/share/cmake-2.8/Modules/CMakeTestCCompiler.cmake:52 (MESSAGE):

The C compiler c:/MinGW/bin/gcc.exe is not able to compile a simple test

program.

It fails with the following output:

Change Dir: C:/BlenderSVN/cmake_all3/CMakeFiles/CMakeTmp

 Run Build Command:c:/MinGW/bin/mingw32-make.exe cmTryCompileExec/fast

c:/MinGW/bin/mingw32-make.exe -f CMakeFiles\cmTryCompileExec.dir\build.make

CMakeFiles/cmTryCompileExec.dir/build

mingw32-make.exe[1]: Entering directory

`C:/BlenderSVN/cmake_all3/CMakeFiles/CMakeTmp'

C:\Program Files\CMake 2.8\bin\cmake.exe -E cmake_progress_report

C:\BlenderSVN\cmake_all3\CMakeFiles\CMakeTmp\CMakeFiles 1

De syntaxis van de bestandsnaam, mapnaam of volumenaam is onjuist.

Er is een fout opgetreden tijdens het verwerken van: \C:\Program.

De syntaxis van de bestandsnaam, mapnaam of volumenaam is onjuist.

Er is een fout opgetreden tijdens het verwerken van: 2.8\bin\cmake.exe\ -E

cmake_progress_report

C:\BlenderSVN\cmake_all3\CMakeFiles\CMakeTmp\CMakeFiles 1.

mingw32-make.exe[1]: ***

[CMakeFiles/cmTryCompileExec.dir/testCCompiler.c.obj] Error 1

mingw32-make.exe[1]: Leaving directory

`C:/BlenderSVN/cmake_all3/CMakeFiles/CMakeTmp'

mingw32-make.exe: *** [cmTryCompileExec/fast] Error 2



Will see if I am able to repair (have an image ... of C:)
Greetings
Peter



Op 9 april 2012 20:33 schreef Antony Riakiotakis kal...@gmail.com het
volgende:

 -j4 means use 4 threads (jobs) for make execution. I am not sure if
 mingw32-make uses it properly but I have it there just in case..make
 on unix does use it. The  WITH_IMAGE_OPENEXR exists for sure, even in
 cmakegui. Check for it because it is needed to compile openimageio. It
 seems though that your errors are compiler-conflict related. Make sure
 you have the latest MinGW installed, that you have MinGW in your path
 and that you use the MinGW makefile generator for cmake. A clean
 build(delete everything from your build directory) with the correct
 parameters may be needed or some libraries may still reference
 functions for another compiler.

 About the command line, yes, it's a batch file located in the build
 directory. My own directory structure is blender/ , blender-build/ ,
 lib/ and build.bat in C:/src/ To build I simply double click
 build.bat. The batch file also does an automatic update of svn(needs
 latest tortoisesvn with command line tools option during install to
 work) and prints the latest changes from svn. In the end I also strip
 the executables to make them smaller. The entire contents of the file
 are:


 cd c:\src\blender
 svn log -r BASE:HEAD
 svn up

 cd c:\src\blender-build

 del CMakeCache.txt
 cmake -G MinGW Makefiles -DWITH_RAYOPTIMIZATION=ON
 -DWITH_CODEC_FFMPEG=ON -DWITH_PLAYER=ON -DWITH_IMAGE_OPENEXR=ON
 -DWITH_OPENCOLLADA=ON -DWITH_CYCLES=ON -DWITH_CYCLES_CUDA_BINARIES=ON
 -DWITH_MOD_OCEANSIM=ON -DWITH_FFTW3=ON -DWITH_LIBMV=ON ..\blender
 mingw32-make install -j4
 cd bin
 strip blender.exe
 strip blenderplayer.exe
 cd ..\..\
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Re: [Bf-committers] node size

2012-04-10 Thread Lukas Tönne
 Maybe I missed it, but I can't find a property which would be the size of a
 node. That would be very helpful when scripting node to organize them.
 Would it be possible to add it ?

Indeed, these are missing in the API. See below [1] for a quick patch.
We're at BCon 4 atm, so trunk will have to wait for two more weeks or
so. Notes:
* height doesn't have an effect in most nodes, since this is
recalculated on drawing based on the number of inputs, extra buttons,
etc. The frame node is currently the only one actually using a free
height value.
* width and height have fixed limits (type specific).
* There are two separate width values ('width' and 'width_collapsed')
used for the expanded/collapsed node display respectively.
* Nodes Group node values currently also depend on their open/closed
state (will change with the upcoming group nodes patch).

 While I'm at it :
 len(scene.node_tree.nodes['RGB'].outputs) = 1
 len(scene.node_tree.nodes['RenderLayer'].outputs) = 28

 RGB which is a rgb input node return 1 output which is correct.
 But the RenderLayer return 28 even if I only have one pass selected. Is
 that normal or is it a bug ?

Yes, the render layers node currently generates all possible render
pass output sockets on creation, then just disables all but the used
passes (SOCK_UNAVAIL flag in C). By now nodes can actually quite
easily use real dynamic socket lists (file output node does this), so
in the future this might change. Best way to handle this in the API
would probably be to simply skip the disabled sockets, no use in
actually including them in the collection.

{1]
http://www.pasteall.org/30800/diff
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-10 Thread Lukas Tönne
 Remove the autohide for now? We should spend design powers on how we want to 
 work with node systems in general.

Yeah, i wouldn't mind removing it again altogether. Nice idea, but
doesn't work so well in practice. Somebody will always be crying
though ;)
Should i do this right away? It's still bcon4 you know ...
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Re: [Bf-committers] node size

2012-04-10 Thread François T .
Great thanks

2012/4/10 Lukas Tönne lukas.toe...@googlemail.com

  Maybe I missed it, but I can't find a property which would be the size
 of a
  node. That would be very helpful when scripting node to organize them.
  Would it be possible to add it ?

 Indeed, these are missing in the API. See below [1] for a quick patch.
 We're at BCon 4 atm, so trunk will have to wait for two more weeks or
 so. Notes:






 * height doesn't have an effect in most nodes, since this is
 recalculated on drawing based on the number of inputs, extra buttons,
 etc. The frame node is currently the only one actually using a free
 height value.
 * width and height have fixed limits (type specific).
 * There are two separate width values ('width' and 'width_collapsed')
 used for the expanded/collapsed node display respectively.
 * Nodes Group node values currently also depend on their open/closed
 state (will change with the upcoming group nodes patch).

  While I'm at it :
  len(scene.node_tree.nodes['RGB'].outputs) = 1
  len(scene.node_tree.nodes['RenderLayer'].outputs) = 28
 
  RGB which is a rgb input node return 1 output which is correct.
  But the RenderLayer return 28 even if I only have one pass selected. Is
  that normal or is it a bug ?

 Yes, the render layers node currently generates all possible render
 pass output sockets on creation, then just disables all but the used
 passes (SOCK_UNAVAIL flag in C). By now nodes can actually quite
 easily use real dynamic socket lists (file output node does this), so
 in the future this might change. Best way to handle this in the API
 would probably be to simply skip the disabled sockets, no use in
 actually including them in the collection.

 {1]
 http://www.pasteall.org/30800/diff
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-- 

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www.francois-tarlier.com
www.linkedin.com/in/francoistarlier
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[Bf-committers] Animation editor context

2012-04-10 Thread Lukas Tönne
Currently the animation editor does not support node groups. This is
because the animation editor filters any possible channel set based on
the active context, i.e. mostly scene, world and the active object.
This works fine for any data block that is uniquely associated to an
object (i.e. you can get from object to ID block anim data
unambiguously). Correct me if i'm wrong here, since i don't have a
whole lot of animation experience :)

The problem is that some data blocks might not necessarily have this
kind of direct connection to objects (point in case: node groups). As
long as a base node tree is reachable, one could simply list anim data
for all the node groups in that node tree, but this could get pretty
messy once groups inside groups come into play and the number of
animated node groups increases.

One possible solution could be to base the display of node animation
data on the visible node editors, rather than the active object. I.e.
instead of going along the object-material-node_tree path for shader
nodes or scene-node_tree for compositor, the graph/dopesheet/nla
editor would display channels for the currently visible node editors.

Since the node editor has an explicit active node tree (either the
base tree or some edited group), this would give much more control
over the display of node animation data. After all it is not of much
use to display animation data for a node tree without actually seeing
the tree (or so it seems to me). I'd also like to point out that the
upcoming node groups patch [1] supports node tree pinning, i.e. a node
editor can then display a node tree independent of the current context
and selection.

Does this sound like a reasonable idea? Or are there design problems
i'm overlooking?

Regards,
Lukas


[1]
https://www.gitorious.org/~lukastoenne/blenderprojects/blender-lukastoenne/commits/node-groups-upgrade
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-10 Thread François T .
What about de-collapsing a node while connecting ?
What I mean is :
nodeA (uncollapse) , nodeB (collapse)
- click on output nodeA to connect to a nodeB socket
- drag over nodeB
- nodeB gets uncollapse
- I release on the socket I want
- nodeB gets back to collapse mode

??

2012/4/10 Lukas Tönne lukas.toe...@googlemail.com

  Remove the autohide for now? We should spend design powers on how we
 want to work with node systems in general.

 Yeah, i wouldn't mind removing it again altogether. Nice idea, but
 doesn't work so well in practice. Somebody will always be crying
 though ;)
 Should i do this right away? It's still bcon4 you know ...
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www.linkedin.com/in/francoistarlier
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-10 Thread Lukas Tönne
 What about de-collapsing a node while connecting ?

Hmm, i don't know, that seems rather complicated. This kind of
behavior is bound to cause problems, since un-collapsing the node
would shift all socket positions in turn, etc. Let's keep it simple!
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Re: [Bf-committers] mingw cmake Vista with cycles complains

2012-04-10 Thread Antony Riakiotakis
Hi, can you drop by on irc (#blendercoders on Freenode)? It will be
easier than doing this through email. My nick is Psy-Fi, feel free to
nag me.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [45510] trunk/blender: mango request: option to draw background in front of all objects in the viewport.

2012-04-10 Thread Dalai Felinto
Perhaps it should now be named 'Reference Image' instead of 'Background
Image'?

2012/4/10 Sergey Sharybin sergey@gmail.com

 Revision: 45510

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=45510
 Author:   nazgul
 Date: 2012-04-10 14:59:06 + (Tue, 10 Apr 2012)
 Log Message:
 ---
 mango request: option to draw background in front of all objects in the
 viewport.
 Should be really handy for painting clean plates.

 Modified Paths:
 --
trunk/blender/release/scripts/startup/bl_ui/space_view3d.py
trunk/blender/source/blender/editors/space_view3d/view3d_draw.c
trunk/blender/source/blender/makesdna/DNA_view3d_types.h
trunk/blender/source/blender/makesrna/intern/rna_space.c

 Modified: trunk/blender/release/scripts/startup/bl_ui/space_view3d.py
 ===
 --- trunk/blender/release/scripts/startup/bl_ui/space_view3d.py 2012-04-10
 14:58:21 UTC (rev 45509)
 +++ trunk/blender/release/scripts/startup/bl_ui/space_view3d.py 2012-04-10
 14:59:06 UTC (rev 45510)
 @@ -2478,10 +2478,12 @@
 column.prop(bg.clip_user, use_render_undistorted)

 if has_bg:
 -box.prop(bg, opacity, slider=True)
 +col = box.column()
 +col.prop(bg, show_on_foreground)
 +col.prop(bg, opacity, slider=True)
 if bg.view_axis != 'CAMERA':
 -box.prop(bg, size)
 -row = box.row(align=True)
 +col.prop(bg, size)
 +row = col.row(align=True)
 row.prop(bg, offset_x, text=X)
 row.prop(bg, offset_y, text=Y)


 Modified: trunk/blender/source/blender/editors/space_view3d/view3d_draw.c
 ===
 --- trunk/blender/source/blender/editors/space_view3d/view3d_draw.c
 2012-04-10 14:58:21 UTC (rev 45509)
 +++ trunk/blender/source/blender/editors/space_view3d/view3d_draw.c
 2012-04-10 14:59:06 UTC (rev 45510)
 @@ -1515,7 +1515,7 @@

  /* * */

 -static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
 +static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d, int
 foreground)
  {
RegionView3D *rv3d = ar-regiondata;
BGpic *bgpic;
 @@ -1524,10 +1524,13 @@
ImBuf *ibuf = NULL, *freeibuf;
float vec[4], fac, asp, zoomx, zoomy;
float x1, y1, x2, y2, cx, cy;
 +   int fg_flag = foreground ? V3D_BGPIC_FOREGROUND : 0;

 -
for (bgpic = v3d-bgpicbase.first; bgpic; bgpic = bgpic-next) {

 +   if ((bgpic-flag  V3D_BGPIC_FOREGROUND) != fg_flag)
 +   continue;
 +
if ((bgpic-view == 0) || /* zero for any */
(bgpic-view  (1  rv3d-view)) || /* check agaist
 flags */
(rv3d-persp == RV3D_CAMOB  bgpic-view == (1 
 RV3D_VIEW_CAMERA)))
 @@ -1680,6 +1683,26 @@
}
  }

 +static void draw_bgpics(Scene *scene, ARegion *ar, View3D *v3d, int
 foreground)
 +{
 +   RegionView3D *rv3d = ar-regiondata;
 +
 +   if ((v3d-flag  V3D_DISPBGPICS) == 0)
 +   return;
 +
 +   if (v3d-flag2  V3D_RENDER_OVERRIDE)
 +   return;
 +
 +   if ((rv3d-view == RV3D_VIEW_USER) || (rv3d-persp != RV3D_ORTHO))
 {
 +   if (rv3d-persp == RV3D_CAMOB) {
 +   draw_bgpic(scene, ar, v3d, foreground);
 +   }
 +   }
 +   else {
 +   draw_bgpic(scene, ar, v3d, foreground);
 +   }
 +}
 +
  /* ** View3d afterdraw *** */

  typedef struct View3DAfter {
 @@ -2750,13 +2773,16 @@

/* render result draw */
if (v3d-flag  V3D_DISPBGPICS)
 -   draw_bgpic(scene, ar, v3d);
 +   draw_bgpic(scene, ar, v3d, FALSE);
else
fdrawcheckerboard(0, 0, ar-winx, ar-winy);

type = rv3d-render_engine-type;
type-view_draw(rv3d-render_engine, C);

 +   if (v3d-flag  V3D_DISPBGPICS)
 +   draw_bgpic(scene, ar, v3d, TRUE);
 +
return 1;
  }

 @@ -2837,9 +2863,6 @@
  star_stuff_term_func);
}
}
 -   if ((v3d-flag2  V3D_RENDER_OVERRIDE) == 0) {
 -   if (v3d-flag  V3D_DISPBGPICS)
 draw_bgpic(scene, ar, v3d);
 -   }
}
}
else {
 @@ -2851,13 +2874,11 @@
glLoadMatrixf(rv3d-winmat);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(rv3d-viewmat);
 -
 -   if (v3d-flag  V3D_DISPBGPICS) {
 -   draw_bgpic(scene, ar, v3d);
 -   

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [45510] trunk/blender: mango request: option to draw background in front of all objects in the viewport.

2012-04-10 Thread Sergey Sharybin
Was afraid such renaming will mess up all documentation and tutorials
created for 2,63.

On Tue, Apr 10, 2012 at 5:07 PM, Dalai Felinto dfeli...@gmail.com wrote:

 Perhaps it should now be named 'Reference Image' instead of 'Background
 Image'?

 2012/4/10 Sergey Sharybin sergey@gmail.com

  Revision: 45510
 
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=45510
  Author:   nazgul
  Date: 2012-04-10 14:59:06 + (Tue, 10 Apr 2012)
  Log Message:
  ---
  mango request: option to draw background in front of all objects in the
  viewport.
  Should be really handy for painting clean plates.
 
  Modified Paths:
  --
 trunk/blender/release/scripts/startup/bl_ui/space_view3d.py
 trunk/blender/source/blender/editors/space_view3d/view3d_draw.c
 trunk/blender/source/blender/makesdna/DNA_view3d_types.h
 trunk/blender/source/blender/makesrna/intern/rna_space.c
 
  Modified: trunk/blender/release/scripts/startup/bl_ui/space_view3d.py
  ===
  --- trunk/blender/release/scripts/startup/bl_ui/space_view3d.py
 2012-04-10
  14:58:21 UTC (rev 45509)
  +++ trunk/blender/release/scripts/startup/bl_ui/space_view3d.py
 2012-04-10
  14:59:06 UTC (rev 45510)
  @@ -2478,10 +2478,12 @@
  column.prop(bg.clip_user, use_render_undistorted)
 
  if has_bg:
  -box.prop(bg, opacity, slider=True)
  +col = box.column()
  +col.prop(bg, show_on_foreground)
  +col.prop(bg, opacity, slider=True)
  if bg.view_axis != 'CAMERA':
  -box.prop(bg, size)
  -row = box.row(align=True)
  +col.prop(bg, size)
  +row = col.row(align=True)
  row.prop(bg, offset_x, text=X)
  row.prop(bg, offset_y, text=Y)
 
 
  Modified: trunk/blender/source/blender/editors/space_view3d/view3d_draw.c
  ===
  --- trunk/blender/source/blender/editors/space_view3d/view3d_draw.c
  2012-04-10 14:58:21 UTC (rev 45509)
  +++ trunk/blender/source/blender/editors/space_view3d/view3d_draw.c
  2012-04-10 14:59:06 UTC (rev 45510)
  @@ -1515,7 +1515,7 @@
 
   /* * */
 
  -static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
  +static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d, int
  foreground)
   {
 RegionView3D *rv3d = ar-regiondata;
 BGpic *bgpic;
  @@ -1524,10 +1524,13 @@
 ImBuf *ibuf = NULL, *freeibuf;
 float vec[4], fac, asp, zoomx, zoomy;
 float x1, y1, x2, y2, cx, cy;
  +   int fg_flag = foreground ? V3D_BGPIC_FOREGROUND : 0;
 
  -
 for (bgpic = v3d-bgpicbase.first; bgpic; bgpic = bgpic-next) {
 
  +   if ((bgpic-flag  V3D_BGPIC_FOREGROUND) != fg_flag)
  +   continue;
  +
 if ((bgpic-view == 0) || /* zero for any */
 (bgpic-view  (1  rv3d-view)) || /* check agaist
  flags */
 (rv3d-persp == RV3D_CAMOB  bgpic-view == (1 
  RV3D_VIEW_CAMERA)))
  @@ -1680,6 +1683,26 @@
 }
   }
 
  +static void draw_bgpics(Scene *scene, ARegion *ar, View3D *v3d, int
  foreground)
  +{
  +   RegionView3D *rv3d = ar-regiondata;
  +
  +   if ((v3d-flag  V3D_DISPBGPICS) == 0)
  +   return;
  +
  +   if (v3d-flag2  V3D_RENDER_OVERRIDE)
  +   return;
  +
  +   if ((rv3d-view == RV3D_VIEW_USER) || (rv3d-persp !=
 RV3D_ORTHO))
  {
  +   if (rv3d-persp == RV3D_CAMOB) {
  +   draw_bgpic(scene, ar, v3d, foreground);
  +   }
  +   }
  +   else {
  +   draw_bgpic(scene, ar, v3d, foreground);
  +   }
  +}
  +
   /* ** View3d afterdraw *** */
 
   typedef struct View3DAfter {
  @@ -2750,13 +2773,16 @@
 
 /* render result draw */
 if (v3d-flag  V3D_DISPBGPICS)
  -   draw_bgpic(scene, ar, v3d);
  +   draw_bgpic(scene, ar, v3d, FALSE);
 else
 fdrawcheckerboard(0, 0, ar-winx, ar-winy);
 
 type = rv3d-render_engine-type;
 type-view_draw(rv3d-render_engine, C);
 
  +   if (v3d-flag  V3D_DISPBGPICS)
  +   draw_bgpic(scene, ar, v3d, TRUE);
  +
 return 1;
   }
 
  @@ -2837,9 +2863,6 @@
 
  star_stuff_term_func);
 }
 }
  -   if ((v3d-flag2  V3D_RENDER_OVERRIDE) == 0) {
  -   if (v3d-flag  V3D_DISPBGPICS)
  draw_bgpic(scene, ar, v3d);
  -   }
 }
 }
 else {
  @@ -2851,13 +2874,11 @@
 

[Bf-committers] 3DsMax editable poly like toolset

2012-04-10 Thread Mariusz Komorowski
Hi,

After long time of inactivity, I decided to do something in Blender.
So I've downloaded SVN - everything works perfect with VS2008 at first time,
so big thanks to everyone here :)

I have idea to do something like editable poly stack panel in 3DStudioMax
in Blender.
For me very useful is for exemple extruding edges and vertices in Max style
(with the
'extrusion base' topology, not just simple extruding, I can give a photo
example
of this if someone will be interested).

So I have some questions:
1. Is this good idea to do at first task, or there is something 'more
necessary'
similar to it?
2. Has someone started such a feature already?
3. Which will better to do that: C Api or Python Api? (Now I think that
Python will
   be enough to do this)
4. When I'm done who generally to contact to?

Thanks in advance for answers.

In detail these toolset will include:
- extrude (on vertex, edge, polygon)
- bevel (on vertex, edge, polygon)
- chamfer
- inset
- connect
- and maybe something more (I'm open for proposals)

Best regards,

Mariusz
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Re: [Bf-committers] Animation editor context

2012-04-10 Thread Daniel Salazar - 3Developer.com
Hi, in animation editors is essential to display everything there is in the
scene, visibility not important. This for general re-timing tasks

Daniel Salazar
patazstudio.com


On Tue, Apr 10, 2012 at 2:49 AM, Lukas Tönne lukas.toe...@googlemail.comwrote:

 Currently the animation editor does not support node groups. This is
 because the animation editor filters any possible channel set based on
 the active context, i.e. mostly scene, world and the active object.
 This works fine for any data block that is uniquely associated to an
 object (i.e. you can get from object to ID block anim data
 unambiguously). Correct me if i'm wrong here, since i don't have a
 whole lot of animation experience :)

 The problem is that some data blocks might not necessarily have this
 kind of direct connection to objects (point in case: node groups). As
 long as a base node tree is reachable, one could simply list anim data
 for all the node groups in that node tree, but this could get pretty
 messy once groups inside groups come into play and the number of
 animated node groups increases.

 One possible solution could be to base the display of node animation
 data on the visible node editors, rather than the active object. I.e.
 instead of going along the object-material-node_tree path for shader
 nodes or scene-node_tree for compositor, the graph/dopesheet/nla
 editor would display channels for the currently visible node editors.

 Since the node editor has an explicit active node tree (either the
 base tree or some edited group), this would give much more control
 over the display of node animation data. After all it is not of much
 use to display animation data for a node tree without actually seeing
 the tree (or so it seems to me). I'd also like to point out that the
 upcoming node groups patch [1] supports node tree pinning, i.e. a node
 editor can then display a node tree independent of the current context
 and selection.

 Does this sound like a reasonable idea? Or are there design problems
 i'm overlooking?

 Regards,
 Lukas


 [1]

 https://www.gitorious.org/~lukastoenne/blenderprojects/blender-lukastoenne/commits/node-groups-upgrade
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-10 Thread Daniel Salazar - 3Developer.com
I'd prefer a popup menu asking which channel to connect to after dragging a
link to a collapsed node. At least this way it's not totally invisible!

Daniel Salazar
patazstudio.com


On Tue, Apr 10, 2012 at 4:16 AM, Lukas Tönne lukas.toe...@googlemail.comwrote:

  What about de-collapsing a node while connecting ?

 Hmm, i don't know, that seems rather complicated. This kind of
 behavior is bound to cause problems, since un-collapsing the node
 would shift all socket positions in turn, etc. Let's keep it simple!
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-10 Thread Tom M
Actually just make the channels visible as the noodle approaches the node,
and then rehide after.  You can also just make channels visible on mouse
over, etc.

LetterRip

On Tue, Apr 10, 2012 at 11:03 AM, Daniel Salazar - 3Developer.com 
zan...@gmail.com wrote:

 I'd prefer a popup menu asking which channel to connect to after dragging a
 link to a collapsed node. At least this way it's not totally invisible!

 Daniel Salazar
 patazstudio.com



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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-10 Thread François T .
That's pretty much what I was thinking of. I was just pushing a bit further
to be able to see the socket's name. But that seems fine as well, just a
bit more power user IMO (you need to know the names and order of all
sockets)

2012/4/10 Tom M letter...@gmail.com

 Actually just make the channels visible as the noodle approaches the node,
 and then rehide after.  You can also just make channels visible on mouse
 over, etc.

 LetterRip

 On Tue, Apr 10, 2012 at 11:03 AM, Daniel Salazar - 3Developer.com 
 zan...@gmail.com wrote:

  I'd prefer a popup menu asking which channel to connect to after
 dragging a
  link to a collapsed node. At least this way it's not totally invisible!
 
  Daniel Salazar
  patazstudio.com
 
 
 
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-- 

François Tarlier
www.francois-tarlier.com
www.linkedin.com/in/francoistarlier
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-10 Thread Troy Sobotka
Accordion on pointer proximity?
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Re: [Bf-committers] 3DsMax editable poly like toolset

2012-04-10 Thread Alberto Torres
Hi, I'd like to see examples of features that are not possible in
blender (with similar effort). I think everything you mention there is
already possible in blender in a easy way, but maybe I'm mistaken.

DiThi



El día 10 de abril de 2012 19:41, Mariusz Komorowski
komo...@gmail.com escribió:
 Hi,

 After long time of inactivity, I decided to do something in Blender.
 So I've downloaded SVN - everything works perfect with VS2008 at first time,
 so big thanks to everyone here :)

 I have idea to do something like editable poly stack panel in 3DStudioMax
 in Blender.
 For me very useful is for exemple extruding edges and vertices in Max style
 (with the
 'extrusion base' topology, not just simple extruding, I can give a photo
 example
 of this if someone will be interested).

 So I have some questions:
 1. Is this good idea to do at first task, or there is something 'more
 necessary'
    similar to it?
 2. Has someone started such a feature already?
 3. Which will better to do that: C Api or Python Api? (Now I think that
 Python will
   be enough to do this)
 4. When I'm done who generally to contact to?

 Thanks in advance for answers.

 In detail these toolset will include:
 - extrude (on vertex, edge, polygon)
 - bevel (on vertex, edge, polygon)
 - chamfer
 - inset
 - connect
 - and maybe something more (I'm open for proposals)

 Best regards,

 Mariusz
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Re: [Bf-committers] 3DsMax editable poly like toolset

2012-04-10 Thread metalliandy
The Edit poly Modifier in max is really useful. One of the coolest 
things about it is that you can basically add the modifier and then 
change the mesh by adding loops etc. and once you remove the modifier, 
the mesh will revert back to it's unchanged state (or you can apply the 
modifer and keep the changes),
I would love to see something like this in Blender :)

Though I would like to see projection cages for baking first as 
currently it's impossible to bake a normal map in Blender if it has hard 
edges because you get seams etc. ;)

Cheers!

-Andy

On 10/04/2012 21:24, Alberto Torres wrote:
 Hi, I'd like to see examples of features that are not possible in
 blender (with similar effort). I think everything you mention there is
 already possible in blender in a easy way, but maybe I'm mistaken.

 DiThi



 El día 10 de abril de 2012 19:41, Mariusz Komorowski
 komo...@gmail.com  escribió:
 Hi,

 After long time of inactivity, I decided to do something in Blender.
 So I've downloaded SVN - everything works perfect with VS2008 at first time,
 so big thanks to everyone here :)

 I have idea to do something like editable poly stack panel in 3DStudioMax
 in Blender.
 For me very useful is for exemple extruding edges and vertices in Max style
 (with the
 'extrusion base' topology, not just simple extruding, I can give a photo
 example
 of this if someone will be interested).

 So I have some questions:
 1. Is this good idea to do at first task, or there is something 'more
 necessary'
 similar to it?
 2. Has someone started such a feature already?
 3. Which will better to do that: C Api or Python Api? (Now I think that
 Python will
be enough to do this)
 4. When I'm done who generally to contact to?

 Thanks in advance for answers.

 In detail these toolset will include:
 - extrude (on vertex, edge, polygon)
 - bevel (on vertex, edge, polygon)
 - chamfer
 - inset
 - connect
 - and maybe something more (I'm open for proposals)

 Best regards,

 Mariusz
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Re: [Bf-committers] 3DsMax editable poly like toolset

2012-04-10 Thread Tom M
so edit poly is basically setting an undo point for edit mesh operators?

LetterRip

On Tue, Apr 10, 2012 at 1:46 PM, metalliandy
metalliandy...@googlemail.comwrote:

 The Edit poly Modifier in max is really useful. One of the coolest
 things about it is that you can basically add the modifier and then
 change the mesh by adding loops etc. and once you remove the modifier,
 the mesh will revert back to it's unchanged state (or you can apply the
 modifer and keep the changes),
 I would love to see something like this in Blender :)

 Though I would like to see projection cages for baking first as
 currently it's impossible to bake a normal map in Blender if it has hard
 edges because you get seams etc. ;)

 Cheers!

 -Andy

 On 10/04/2012 21:24, Alberto Torres wrote:
  Hi, I'd like to see examples of features that are not possible in
  blender (with similar effort). I think everything you mention there is
  already possible in blender in a easy way, but maybe I'm mistaken.
 
  DiThi
 
 
 
  El día 10 de abril de 2012 19:41, Mariusz Komorowski
  komo...@gmail.com  escribió:
  Hi,
 
  After long time of inactivity, I decided to do something in Blender.
  So I've downloaded SVN - everything works perfect with VS2008 at first
 time,
  so big thanks to everyone here :)
 
  I have idea to do something like editable poly stack panel in
 3DStudioMax
  in Blender.
  For me very useful is for exemple extruding edges and vertices in Max
 style
  (with the
  'extrusion base' topology, not just simple extruding, I can give a photo
  example
  of this if someone will be interested).
 
  So I have some questions:
  1. Is this good idea to do at first task, or there is something 'more
  necessary'
  similar to it?
  2. Has someone started such a feature already?
  3. Which will better to do that: C Api or Python Api? (Now I think that
  Python will
 be enough to do this)
  4. When I'm done who generally to contact to?
 
  Thanks in advance for answers.
 
  In detail these toolset will include:
  - extrude (on vertex, edge, polygon)
  - bevel (on vertex, edge, polygon)
  - chamfer
  - inset
  - connect
  - and maybe something more (I'm open for proposals)
 
  Best regards,
 
  Mariusz
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Re: [Bf-committers] 3DsMax editable poly like toolset

2012-04-10 Thread Antony Riakiotakis
Sounds like a temporary BMesh initialized from the derivedmesh of the
stack below it.
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Re: [Bf-committers] 3DsMax editable poly like toolset

2012-04-10 Thread Gustav Göransson
I don't think 3ds's editable poly is a good reference. It won't make
sense to have mesh tools accessible through a modifier like in 3ds
max. I think it's better to utilize blenders current mesh tools in
combination with some sort of mesh layers (maybe as a modifier).

I guess what you're really is after is non-destructive modeling. For
this, Softimage (see link below) and Houdini is far more superior.
However implementing something similar would be a huge project...

http://www.youtube.com/watch?v=B7vUjUwaYgM

On Tue, Apr 10, 2012 at 19:41, Mariusz Komorowski komo...@gmail.com wrote:
 Hi,

 After long time of inactivity, I decided to do something in Blender.
 So I've downloaded SVN - everything works perfect with VS2008 at first time,
 so big thanks to everyone here :)

 I have idea to do something like editable poly stack panel in 3DStudioMax
 in Blender.
 For me very useful is for exemple extruding edges and vertices in Max style
 (with the
 'extrusion base' topology, not just simple extruding, I can give a photo
 example
 of this if someone will be interested).

 So I have some questions:
 1. Is this good idea to do at first task, or there is something 'more
 necessary'
    similar to it?
 2. Has someone started such a feature already?
 3. Which will better to do that: C Api or Python Api? (Now I think that
 Python will
   be enough to do this)
 4. When I'm done who generally to contact to?

 Thanks in advance for answers.

 In detail these toolset will include:
 - extrude (on vertex, edge, polygon)
 - bevel (on vertex, edge, polygon)
 - chamfer
 - inset
 - connect
 - and maybe something more (I'm open for proposals)

 Best regards,

 Mariusz
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Re: [Bf-committers] 3DsMax editable poly like toolset

2012-04-10 Thread metalliandy
Yea, but you can toggle it on/off in the same way as a normal modifier 
with no loss of speed. It basically a container for all the changes, 
among other things.

Here are the Autodesk docs for it.
http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-1230619A-8CB3-4411-B07D-C133716F61F-408.htm,topicNumber=d28e80766

-Andy
On 10/04/2012 21:55, Tom M wrote:
 so edit poly is basically setting an undo point for edit mesh operators?

 LetterRip

 On Tue, Apr 10, 2012 at 1:46 PM, metalliandy
 metalliandy...@googlemail.comwrote:

 The Edit poly Modifier in max is really useful. One of the coolest
 things about it is that you can basically add the modifier and then
 change the mesh by adding loops etc. and once you remove the modifier,
 the mesh will revert back to it's unchanged state (or you can apply the
 modifer and keep the changes),
 I would love to see something like this in Blender :)

 Though I would like to see projection cages for baking first as
 currently it's impossible to bake a normal map in Blender if it has hard
 edges because you get seams etc. ;)

 Cheers!

 -Andy

 On 10/04/2012 21:24, Alberto Torres wrote:
 Hi, I'd like to see examples of features that are not possible in
 blender (with similar effort). I think everything you mention there is
 already possible in blender in a easy way, but maybe I'm mistaken.

 DiThi



 El día 10 de abril de 2012 19:41, Mariusz Komorowski
 komo...@gmail.com   escribió:
 Hi,

 After long time of inactivity, I decided to do something in Blender.
 So I've downloaded SVN - everything works perfect with VS2008 at first
 time,
 so big thanks to everyone here :)

 I have idea to do something like editable poly stack panel in
 3DStudioMax
 in Blender.
 For me very useful is for exemple extruding edges and vertices in Max
 style
 (with the
 'extrusion base' topology, not just simple extruding, I can give a photo
 example
 of this if someone will be interested).

 So I have some questions:
 1. Is this good idea to do at first task, or there is something 'more
 necessary'
  similar to it?
 2. Has someone started such a feature already?
 3. Which will better to do that: C Api or Python Api? (Now I think that
 Python will
 be enough to do this)
 4. When I'm done who generally to contact to?

 Thanks in advance for answers.

 In detail these toolset will include:
 - extrude (on vertex, edge, polygon)
 - bevel (on vertex, edge, polygon)
 - chamfer
 - inset
 - connect
 - and maybe something more (I'm open for proposals)

 Best regards,

 Mariusz
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Re: [Bf-committers] 3DsMax editable poly like toolset

2012-04-10 Thread patrick boelens

I actually think there may defintely be a place for functionality like this in 
Blender. I pretty much envisioned it as Tom described, as 'undo points', except 
with the added benefit of being able to go back and forth.
Maybe we could implement this in a fashion similar to the Shapekeys panel? I 
could imagine a panel called 'Mesh States' or 'Mesh Revisions', where the user 
could add, remove or select a mesh's state, essentially just making a duplicate 
of the current mesh at that point (á la fake users) and storing it for possible 
later use. I think at the very least this would provide a nice interface 
solution to the (I think pretty common) practice of duplicating an object and 
storing it on a backups/ junk layer (layer 0 or 20 in most cases I'd reckon).

-Patrick

 Date: Tue, 10 Apr 2012 22:26:26 +0100
 From: metalliandy...@googlemail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] 3DsMax editable poly like toolset
 
 Yea, but you can toggle it on/off in the same way as a normal modifier 
 with no loss of speed. It basically a container for all the changes, 
 among other things.
 
 Here are the Autodesk docs for it.
 http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-1230619A-8CB3-4411-B07D-C133716F61F-408.htm,topicNumber=d28e80766
 
 -Andy
 On 10/04/2012 21:55, Tom M wrote:
  so edit poly is basically setting an undo point for edit mesh operators?
 
  LetterRip
 
  On Tue, Apr 10, 2012 at 1:46 PM, metalliandy
  metalliandy...@googlemail.comwrote:
 
  The Edit poly Modifier in max is really useful. One of the coolest
  things about it is that you can basically add the modifier and then
  change the mesh by adding loops etc. and once you remove the modifier,
  the mesh will revert back to it's unchanged state (or you can apply the
  modifer and keep the changes),
  I would love to see something like this in Blender :)
 
  Though I would like to see projection cages for baking first as
  currently it's impossible to bake a normal map in Blender if it has hard
  edges because you get seams etc. ;)
 
  Cheers!
 
  -Andy
 
  On 10/04/2012 21:24, Alberto Torres wrote:
  Hi, I'd like to see examples of features that are not possible in
  blender (with similar effort). I think everything you mention there is
  already possible in blender in a easy way, but maybe I'm mistaken.
 
  DiThi
 
 
 
  El día 10 de abril de 2012 19:41, Mariusz Komorowski
  komo...@gmail.com   escribió:
  Hi,
 
  After long time of inactivity, I decided to do something in Blender.
  So I've downloaded SVN - everything works perfect with VS2008 at first
  time,
  so big thanks to everyone here :)
 
  I have idea to do something like editable poly stack panel in
  3DStudioMax
  in Blender.
  For me very useful is for exemple extruding edges and vertices in Max
  style
  (with the
  'extrusion base' topology, not just simple extruding, I can give a photo
  example
  of this if someone will be interested).
 
  So I have some questions:
  1. Is this good idea to do at first task, or there is something 'more
  necessary'
   similar to it?
  2. Has someone started such a feature already?
  3. Which will better to do that: C Api or Python Api? (Now I think that
  Python will
  be enough to do this)
  4. When I'm done who generally to contact to?
 
  Thanks in advance for answers.
 
  In detail these toolset will include:
  - extrude (on vertex, edge, polygon)
  - bevel (on vertex, edge, polygon)
  - chamfer
  - inset
  - connect
  - and maybe something more (I'm open for proposals)
 
  Best regards,
 
  Mariusz
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Re: [Bf-committers] 3DsMax editable poly like toolset

2012-04-10 Thread Dan Eicher
If I understand how this works then having an undo stack wouldn't cut it.

From videos it looks like it applies the whole stack (I'm sure
optimized in some way) to the base mesh which is why you can go back N
steps and change a parameter which then gets applied up the whole
chain.

Main use case:

* add a mesh
* make a loop cut
* make a loop cut across the new faces
* move some of the newly created geometry
* delete the first loop cut
* ???
* mesh explodes

Dan
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Re: [Bf-committers] 3DsMax editable poly like toolset

2012-04-10 Thread metalliandy
Yea. :)
I actually like the idea of this being in a modifier though, as it's a 
neat solution with an obvious hierarchy etc. (because it would be in a 
stack). Also it would be in a place where many people would be used to 
the workflow  (not just Blender users) and would maybe reduce the amount 
of panel switching, depending on the user. As a modeller first and 
foremost, the modifier panel is open all of the time unless I am forced 
to switch to something else on a temporary basis.
I think it's possible that the shapekeys-like panel might become a 
little confusing after a while, but maybe that's just me :)

-Andy

On 10/04/2012 23:45, patrick boelens wrote:
 I actually think there may defintely be a place for functionality like this 
 in Blender. I pretty much envisioned it as Tom described, as 'undo points', 
 except with the added benefit of being able to go back and forth.
 Maybe we could implement this in a fashion similar to the Shapekeys panel? I 
 could imagine a panel called 'Mesh States' or 'Mesh Revisions', where the 
 user could add, remove or select a mesh's state, essentially just making a 
 duplicate of the current mesh at that point (á la fake users) and storing it 
 for possible later use. I think at the very least this would provide a nice 
 interface solution to the (I think pretty common) practice of duplicating an 
 object and storing it on a backups/ junk layer (layer 0 or 20 in most cases 
 I'd reckon).

 -Patrick

 Date: Tue, 10 Apr 2012 22:26:26 +0100
 From: metalliandy...@googlemail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] 3DsMax editable poly like toolset

 Yea, but you can toggle it on/off in the same way as a normal modifier
 with no loss of speed. It basically a container for all the changes,
 among other things.

 Here are the Autodesk docs for it.
 http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-1230619A-8CB3-4411-B07D-C133716F61F-408.htm,topicNumber=d28e80766

 -Andy
 On 10/04/2012 21:55, Tom M wrote:
 so edit poly is basically setting an undo point for edit mesh operators?

 LetterRip

 On Tue, Apr 10, 2012 at 1:46 PM, metalliandy
 metalliandy...@googlemail.comwrote:

 The Edit poly Modifier in max is really useful. One of the coolest
 things about it is that you can basically add the modifier and then
 change the mesh by adding loops etc. and once you remove the modifier,
 the mesh will revert back to it's unchanged state (or you can apply the
 modifer and keep the changes),
 I would love to see something like this in Blender :)

 Though I would like to see projection cages for baking first as
 currently it's impossible to bake a normal map in Blender if it has hard
 edges because you get seams etc. ;)

 Cheers!

 -Andy

 On 10/04/2012 21:24, Alberto Torres wrote:
 Hi, I'd like to see examples of features that are not possible in
 blender (with similar effort). I think everything you mention there is
 already possible in blender in a easy way, but maybe I'm mistaken.

 DiThi



 El día 10 de abril de 2012 19:41, Mariusz Komorowski
 komo...@gmail.comescribió:
 Hi,

 After long time of inactivity, I decided to do something in Blender.
 So I've downloaded SVN - everything works perfect with VS2008 at first
 time,
 so big thanks to everyone here :)

 I have idea to do something like editable poly stack panel in
 3DStudioMax
 in Blender.
 For me very useful is for exemple extruding edges and vertices in Max
 style
 (with the
 'extrusion base' topology, not just simple extruding, I can give a photo
 example
 of this if someone will be interested).

 So I have some questions:
 1. Is this good idea to do at first task, or there is something 'more
 necessary'
   similar to it?
 2. Has someone started such a feature already?
 3. Which will better to do that: C Api or Python Api? (Now I think that
 Python will
  be enough to do this)
 4. When I'm done who generally to contact to?

 Thanks in advance for answers.

 In detail these toolset will include:
 - extrude (on vertex, edge, polygon)
 - bevel (on vertex, edge, polygon)
 - chamfer
 - inset
 - connect
 - and maybe something more (I'm open for proposals)

 Best regards,

 Mariusz
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[Bf-committers] py-constraints proposal

2012-04-10 Thread Dan Eicher
Added a patch to the boneyard with the back end changes needed to
implement pyconstraints --
http://projects.blender.org/tracker/index.php?func=detailaid=30903group_id=9atid=127

My plan is to take the currently broken ScriptConstraint and make it
work like panels, operators and my super sexy py-listeners (poor, poor
dead py-listeners *sniff*) where you sub-class it, register it and it
automagically Just Works(tm).

Easy, peasy...just don't want to spend a whole lot of time on this
only to have it die on the tracker so figured I'd 'propose it' before
going any further.

Dan
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Re: [Bf-committers] Animation editor context

2012-04-10 Thread Joshua Leung
Hi Lukas,

[Warning, this may be a long email...]

On Tue, Apr 10, 2012 at 8:49 PM, Lukas Tönne
lukas.toe...@googlemail.com wrote:
 Currently the animation editor does not support node groups. This is
 because the animation editor filters any possible channel set based on
 the active context, i.e. mostly scene, world and the active object.
 This works fine for any data block that is uniquely associated to an
 object (i.e. you can get from object to ID block anim data
 unambiguously). Correct me if i'm wrong here, since i don't have a
 whole lot of animation experience :)

By and large this is correct. The issue of what to do with what I'll
call transient ID-blocks (i.e. textures and nodegroups) is
problematic, since they can be used in multiple places, with those
places tending to be quite deeply nested.

One of the ideas for solving this that I've mooted in the past is just
dumping a list of all of those which currently have at least one user
at the bottom of the list (after scene stuff). While this may not work
that great when dealing with multiple scenes, for most nodegroups,
this will probably be sufficient.


On Tue, Apr 10, 2012 at 8:49 PM, Lukas Tönne
lukas.toe...@googlemail.com wrote:
 One possible solution could be to base the display of node animation
 data on the visible node editors, rather than the active object.
 ... snip ...
 Does this sound like a reasonable idea? Or are there design problems
 i'm overlooking?

There are perhaps two aspects to why this sort of thing isn't done in Blender:

* Conceptual/Design Principles
AFAIK, the original idea behind Blender's Editors (i.e. Screen Areas
such as 3D View, DopeSheet, etc.) was that they were to act as
separate applications (or at the very least, standalone views) which
just happen to have access to the same underlying database. IIRC, I
might have heard Ton once say that there was once an idea during the
early days to be able to have external things like calculators etc.
running in separate editors.

Anyways, the key principle governing this is that, apart from the
global database, an editor only knows about its own data. That is, it
shouldn't assume that any other editors exist, and definitely
shouldn't try to fiddle with or use what may be present in any other
editors (as those things are private to those). Admittedly, we do have
one or two examples of things that try to deviate from this, but I
think we'll all agree that they are somewhat hairy in places and have
been problematic spots in the past.

By and large, this is what's been governing my design/implementation
decisions when dealing with various issues.

* Technical Considerations
One of the technical barriers is that there is no way to reliably
refer to any particular editor instance within a screen layout (NOTE:
this is similar to how we generally only refer to ID-blocks only, and
not entities within them, with the exception being when we use the ID
+ a named identifier), and to have one which accurately matches up to
what the user actually expected. Sure, we can just grab the first one
of a certain type, or perhaps the largest. But, things like grabbing
the largest aren't exactly the best strategy - we may have the
dependent editor maximised so this falls down, and even if nothing
is maximised, finding the largest area actually doesn't always end up
targetting what you'd intuitively think (anyone remember
render-in-largest-area?).

One of the complications leading into this is that there may be more
than one editor of a particular type open at a time. Another is that,
since 2.5 we can now have more than one window open. From what I've
seen from the Open Movie Projects, it is common practice to dump the
animation editors on the secondary monitor, and have the main
view/editor on the primary. In this case, we actually have two
separate screen layouts (out of quite a few), which may slightly
complicate matters.

Though on second thought, these problems are not intractable... just
not dead straightforward to get working, and which may be troublesome
to get bugfree.

* Other considerations
Now, as Daniel pointed out, it is very useful for animators to be able
to retime everything in the scene while seeing how various parts fit
in with each other.


So overall, it's possible that there may be a place for this sort of
dedicated filtering, and indeed it might be useful for those who deal
with nodes all day long. However, I think we should only take this
step if every other alternative fails first.


Regards,
Joshua
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Re: [Bf-committers] API: How to get a list of running scripts?

2012-04-10 Thread Dima Glibitsky
Do you mean the Python API? Seems like it's not possible yet... But I
guess in your case, you can just have a global variable in the script
(or add some property to a WindowManager) and set it to True/False
accordingly.
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