Re: [Bf-committers] mingw cmake Vista with cycles complains
;-( 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 ..\..\ ___ 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] node size
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes
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 ... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] node size
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Animation editor context
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes
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 ... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes
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! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] mingw cmake Vista with cycles complains
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. ___ 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 [45510] trunk/blender: mango request: option to draw background in front of all objects in the viewport.
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.
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
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Animation editor context
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 ___ 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] Nodes auto hide sockets on collapsed nodes
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! ___ 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] Nodes auto hide sockets on collapsed nodes
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes
Accordion on pointer proximity? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3DsMax editable poly like toolset
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 ___ 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] 3DsMax editable poly like toolset
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 ___ 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] 3DsMax editable poly like toolset
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 ___ 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
Re: [Bf-committers] 3DsMax editable poly like toolset
Sounds like a temporary BMesh initialized from the derivedmesh of the stack below it. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3DsMax editable poly like toolset
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 ___ 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] 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 ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3DsMax editable poly like toolset
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 ___ 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 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] 3DsMax editable poly like toolset
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3DsMax editable poly like toolset
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 ___ 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 mailing list Bf-committers@blender.org
[Bf-committers] py-constraints proposal
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Animation editor context
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] API: How to get a list of running scripts?
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers