Re: [Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-26 Thread Bartek Skorupa
The issue is not bad blender's behavior but difficulties with  
understanding what is going on when certain rotation models are used.
When animating rotations we often use our intuition and expect some  
behavior because we know our particular case.
Algorithms don't know exactly what our goal is. They have to be  
universal.
All algorithms have their flows.
I'd strongly vote not to mess up with the rotation interpolation as it  
is correct and we can do nothing about it.
We have 2 main rotation models: Euler and Quaternions.
Quaternions will interpolate exactly as shown in the example and we  
the humans intuitively perceive it as wrong, but it's not.
In every single case we have to choose proper model, but can't change  
the model itself.
Every single model (and in fact we have 7 main choices) will fail in  
some scenarios.
We simply have to choose the one that has least chance of failure in  
our particular case.
In our scenario Quaternions fail, so we have to use one of the 6  
available Euler models (6 possible rotations orders) or some smart  
parenting structure.
The first thought that came to my mind when I saw the example was:  
Something is broken. Quaternions shouldn't work this way, but then I  
analyzed this and figured out that there's nothing wrong with it.
I tested the same scenario using another app. I used quaternions model  
there and behavior was exactly as in Blender, so there's nothing wrong  
with Blender.

F-curves for quaternions:
I don't know anybody who use individual animation curves when working  
with quaternions, but this doesn't mean that there's no one doing it.  
I simply didn't have a chance to meet such person.
However I've heard some day that at least few people on the face of  
this earth CAN do it.
Therefore I wouldn't get rid of the curves.
Normal human beings will not use them, but let's leave them for other  
species :-)

Cheers

Bartek Skorupa

www.bartekskorupa.com


On 2012-04-26, at 03:36, Bassam Kurdali wrote:

Rotations in 3D are just a horrible beast, and I think it is non trivial
to figure out what constitutes a 'nice' interpolation across all cases,
perhaps not even possible. You might be to use hierachies to isolate
axis for some very specific setups, however:
 way how it could be correctly implemented. My attempt would be to  
 remove
 the possibility to edit f-curves for quaternions (who does that  
 anyway?)
Lots and lots of animators edit quat f-curves- and wouldn't like 'taking
the curve editor away' unless it is replaced with something better...
(curve editor++ ? direct editing of paths/handles in the 3D view?)
 and to use another interpolation scheme for this kind of rotations.

euler will have it's own, worse interpolation issues, but I'm not sure
how axis angle would behave in this specific case. Does anyone actually
use axis-angle and it's just me living in the stone age?

On 2012-04-26, at 03:19, Nathan Vegdahl wrote:

 But I think that this is not really the kind of
 interpolation an animator would want to have
 in this case.  As an animator I would prefer
 a direction interpolation and a separate roll
 interpolation.

 Believe me, as an animator and rigger, I have thought about this
 problem a lot.  But it's not as simple as you make it out to be.
 Whenever you separate out axes of rotation like that, you introduce
 singularities.  So you could, for example, use euler rotation with an
 appropriate rotation order to accomplish what you want here, but then
 it will interpolate strangely in other circumstances.

 For example, in this file: http://www.pasteall.org/blend/13547
 From key-1 to key-2, and from key-2 to key-3, the interpolation
 behaves as you expect.  But from key-3 to key-4 it behaves strangely.

 Even if we hide the interpolation curves entirely and let Blender do
 whatever strange things it wants to accomplish various interpolation
 methods internally, it's not clear to me that there's an obvious way
 to accomplish what you want in the general case, because roll is
 actually ill-defined for fully general 3d rotations.  Besides which,
 if we do that, then we deprive animators of a lot of control via
 interpolation curves.

 You might be able to accomplish something close to what you want via
 some clever rigging, however, by having separate controls for the
 pointing direction and the roll.  But you have to choose what
 pointing without rolling means then, which involves making some
 limiting assumptions.

 In any case, there is nothing broken about how Blender is
 interpolating your key frames.  I agree it's crappy for this use-case,
 but I don't know of any existing methods that are less crappy.

 --Nathan


 On Wed, Apr 25, 2012 at 1:57 PM, Tobias Oelgarte
 tobias.oelga...@googlemail.com wrote:
 Yes, you're right. But I think that this is not really the kind of
 interpolation an animator would want to have in this case. As an
 animator I would prefer a direction interpolation and a separate  
 roll
 interpolation. Ideally both 

[Bf-committers] Build error outliner_tree.c

2012-04-26 Thread 自分らしく 「のん」です
not found M_LN2

The include of the following header files is not done. 

BLI_math_base.h 

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Status of 2.63 release

2012-04-26 Thread Campbell Barton
ack! - bad commit log, the commit only disables recursive option.

On Thu, Apr 26, 2012 at 2:13 PM, trouble daemon troubledae...@gmail.com wrote:
 If I am not mistaken, I thought I seen a commit a few revisions ago
 today that specifically mentioned something about disabling bevel for
 release because of a discussion and/or problems. Not sure if that
 answers your question though.

 Ah yes, here it was:

 
 r45962 | campbellbarton | 2012-04-25 06:24:31 -0400 (Wed, 25 Apr 2012) | 2 
 lines

 disable bevel for release after discussion with brecht and sergey,
 this works far too poorly to be included in release.


 On Thu, Apr 26, 2012 at 12:05 AM, Thomas Dinges blen...@dingto.org wrote:
 Hi,
 what is the status now?

 According to sergey yesterday, we wait for a last minute bevel fix
 (patch was sent to Campbell to check) and the Splash.

 Thomas

 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



-- 
- Campbell
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Status of 2.63 release

2012-04-26 Thread Ton Roosendaal
Hi,

Quick updates:

Sergey and me are most of the day afk, busy with other things (test/prepare a 
digital pipeline on sets).
Campbell is at a Blender meetup in Melbourne now.
The Mango team is fighting with making a very cool splash; it still keeps 
missing 'it' :) 

I've asked Brecht/Campbell to check everything well today to see if we can do 
the 'ahoy', and to help coordinating the release todos.

The mango team has another 6 hours to make a final splash.

We then need release builders standby end of today for building, and do 
tomorrow release!

Laters,

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 26 Apr, 2012, at 6:05, Thomas Dinges wrote:

 Hi,
 what is the status now?
 
 According to sergey yesterday, we wait for a last minute bevel fix 
 (patch was sent to Campbell to check) and the Splash.
 
 Thomas
 
 -- 
 Thomas Dinges
 Blender Developer, Artist and Musician
 
 www.dingto.org
 
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Status of 2.63 release

2012-04-26 Thread Campbell Barton
@Thomas, I didnt recieve any patches, who wrote this?

Also, spending 2hrs on presentation today found 4 bugs (including
crasher and memory leak) - only 1 bmesh related,
really don't like to be too negative but I wasnt doing anything especially odd.
Fixed 3, 4th isnt a show-stopper.

Also testing UV tools I ran into a handful of UV selection bugs which
I *think* are all fixed now, but we could use more checking.

Did anyone go over all our regression files and test them? - if not I
can do it tonight. If anyone likes to do this to help out so I have
time for release logs, dont be shy to put your hand up :D.

On Thu, Apr 26, 2012 at 6:41 PM, Ton Roosendaal t...@blender.org wrote:
 Hi,

 Quick updates:

 Sergey and me are most of the day afk, busy with other things (test/prepare a 
 digital pipeline on sets).
 Campbell is at a Blender meetup in Melbourne now.
 The Mango team is fighting with making a very cool splash; it still keeps 
 missing 'it' :)

 I've asked Brecht/Campbell to check everything well today to see if we can do 
 the 'ahoy', and to help coordinating the release todos.

 The mango team has another 6 hours to make a final splash.

 We then need release builders standby end of today for building, and do 
 tomorrow release!

 Laters,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 26 Apr, 2012, at 6:05, Thomas Dinges wrote:

 Hi,
 what is the status now?

 According to sergey yesterday, we wait for a last minute bevel fix
 (patch was sent to Campbell to check) and the Splash.

 Thomas

 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



-- 
- Campbell
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] OpenGL Dependency Report and Script

2012-04-26 Thread trouble daemon
50/50 offtopic/related to another post /warning

Actually, I thought it was fine, other then the odd extraneous print
here, or function param there ;) Still, neat stuff. I don't know
python, but thought your code seemed to nicely cover enough key areas
that it interested me.

I was wondering though if you caught the message here earlier about
the clang reports? After glimpsing your code, it seemed like it had
all the parts one would really need to use to parse the clang reports
for differences.

Anyways, very cool and thanks for sharing/inspiring :)

On Thu, Apr 26, 2012 at 12:41 AM, Jason Wilkins
jason.a.wilk...@gmail.com wrote:
 In preparation for SoC I have started to study how Blender uses OpenGL

 Here is a report I generated:
 http://www.pasteall.org/31251/

 Here is the script I used to generate it:
 http://www.pasteall.org/31252/python

 You need to download a full glew to run it (and edit the file paths
 inside the script).  I'm a novice python user, so please don't mind
 how primitive my code is ;)

 There are some obvious problems, the main one is that I assume each
 token belongs to exactly one opengl extension, which I do not think is
 true at all.  The other is that some tokens inside Blender mimic
 OpenGL symbols.  I think one of my first tasks will be to find those
 fake opengl symbols, like glMats, and rename them.
 ___
 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] Antw.: Status of 2.63 release

2012-04-26 Thread Thomas Dinges
Hi,
Sergey said he sent a patch to you. Anyway, we should go to BCon 5 and commit 
splash and version bump and then check the regression files today. 
I am available for windows builds and website work.
Lets not postpone it any longer. There is no 100% stable.

Regards,
Thomas

Sent from my mobile device

- Reply message -
Von: Campbell Barton ideasma...@gmail.com
An: bf-blender developers bf-committers@blender.org
Betreff: [Bf-committers] Status of 2.63 release
Datum: Do., Apr. 26, 2012 10:55


@Thomas, I didnt recieve any patches, who wrote this?

Also, spending 2hrs on presentation today found 4 bugs (including
crasher and memory leak) - only 1 bmesh related,
really don't like to be too negative but I wasnt doing anything especially odd.
Fixed 3, 4th isnt a show-stopper.

Also testing UV tools I ran into a handful of UV selection bugs which
I *think* are all fixed now, but we could use more checking.

Did anyone go over all our regression files and test them? - if not I
can do it tonight. If anyone likes to do this to help out so I have
time for release logs, dont be shy to put your hand up :D.

On Thu, Apr 26, 2012 at 6:41 PM, Ton Roosendaal t...@blender.org wrote:
 Hi,

 Quick updates:

 Sergey and me are most of the day afk, busy with other things (test/prepare a 
 digital pipeline on sets).
 Campbell is at a Blender meetup in Melbourne now.
 The Mango team is fighting with making a very cool splash; it still keeps 
 missing 'it' :)

 I've asked Brecht/Campbell to check everything well today to see if we can do 
 the 'ahoy', and to help coordinating the release todos.

 The mango team has another 6 hours to make a final splash.

 We then need release builders standby end of today for building, and do 
 tomorrow release!

 Laters,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 26 Apr, 2012, at 6:05, Thomas Dinges wrote:

 Hi,
 what is the status now?

 According to sergey yesterday, we wait for a last minute bevel fix
 (patch was sent to Campbell to check) and the Splash.

 Thomas

 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



-- 
- Campbell
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Status of 2.63 release

2012-04-26 Thread Campbell Barton
Thanks! that'd be great, I'm not so worried about testing the
regressions on all OS's - most of the BMesh integration issues are not
64bit spesific.

On Thu, Apr 26, 2012 at 7:01 PM, trouble daemon troubledae...@gmail.com wrote:
 \o/

 :) I can give the test files a once over today I suppose, but that
 would only cover linux 64bit though.

 On Thu, Apr 26, 2012 at 4:55 AM, Campbell Barton ideasma...@gmail.com wrote:
 @Thomas, I didnt recieve any patches, who wrote this?

 Also, spending 2hrs on presentation today found 4 bugs (including
 crasher and memory leak) - only 1 bmesh related,
 really don't like to be too negative but I wasnt doing anything especially 
 odd.
 Fixed 3, 4th isnt a show-stopper.

 Also testing UV tools I ran into a handful of UV selection bugs which
 I *think* are all fixed now, but we could use more checking.

 Did anyone go over all our regression files and test them? - if not I
 can do it tonight. If anyone likes to do this to help out so I have
 time for release logs, dont be shy to put your hand up :D.

 On Thu, Apr 26, 2012 at 6:41 PM, Ton Roosendaal t...@blender.org wrote:
 Hi,

 Quick updates:

 Sergey and me are most of the day afk, busy with other things (test/prepare 
 a digital pipeline on sets).
 Campbell is at a Blender meetup in Melbourne now.
 The Mango team is fighting with making a very cool splash; it still keeps 
 missing 'it' :)

 I've asked Brecht/Campbell to check everything well today to see if we can 
 do the 'ahoy', and to help coordinating the release todos.

 The mango team has another 6 hours to make a final splash.

 We then need release builders standby end of today for building, and do 
 tomorrow release!

 Laters,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 26 Apr, 2012, at 6:05, Thomas Dinges wrote:

 Hi,
 what is the status now?

 According to sergey yesterday, we wait for a last minute bevel fix
 (patch was sent to Campbell to check) and the Splash.

 Thomas

 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



 --
 - Campbell
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



-- 
- Campbell
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Status of 2.63 release

2012-04-26 Thread Sergey Sharybin
Hi Campbell,

That was related on dynamic paint which is a regression. Report is in
tracker, bug is re-assigned to you, patch from me is inside.
One-liner, but probably it's in fact needed to be fixed in another way.

About bevel it was discovered yesterday and bevel modifier was producing
bad mesh (duplicated edges). Was looking into it last night but didn't
finish. Thought you'll be online this morning, but will mail you test file
instead.

On Thu, Apr 26, 2012 at 2:55 PM, Campbell Barton ideasma...@gmail.comwrote:

 @Thomas, I didnt recieve any patches, who wrote this?

 Also, spending 2hrs on presentation today found 4 bugs (including
 crasher and memory leak) - only 1 bmesh related,
 really don't like to be too negative but I wasnt doing anything especially
 odd.
 Fixed 3, 4th isnt a show-stopper.

 Also testing UV tools I ran into a handful of UV selection bugs which
 I *think* are all fixed now, but we could use more checking.

 Did anyone go over all our regression files and test them? - if not I
 can do it tonight. If anyone likes to do this to help out so I have
 time for release logs, dont be shy to put your hand up :D.

 On Thu, Apr 26, 2012 at 6:41 PM, Ton Roosendaal t...@blender.org wrote:
  Hi,
 
  Quick updates:
 
  Sergey and me are most of the day afk, busy with other things
 (test/prepare a digital pipeline on sets).
  Campbell is at a Blender meetup in Melbourne now.
  The Mango team is fighting with making a very cool splash; it still
 keeps missing 'it' :)
 
  I've asked Brecht/Campbell to check everything well today to see if we
 can do the 'ahoy', and to help coordinating the release todos.
 
  The mango team has another 6 hours to make a final splash.
 
  We then need release builders standby end of today for building, and do
 tomorrow release!
 
  Laters,
 
  -Ton-
 
  
  Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
  Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
 
  On 26 Apr, 2012, at 6:05, Thomas Dinges wrote:
 
  Hi,
  what is the status now?
 
  According to sergey yesterday, we wait for a last minute bevel fix
  (patch was sent to Campbell to check) and the Splash.
 
  Thomas
 
  --
  Thomas Dinges
  Blender Developer, Artist and Musician
 
  www.dingto.org
 
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers
 
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers



 --
 - Campbell
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers




-- 
With best regards, Sergey Sharybin
___
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 [45975] trunk/blender/SConstruct: Fix OIIO dll copying for win32-mingw

2012-04-26 Thread Antony Riakiotakis
Thanks! I had missed that for Scons :)
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] trying to build with mingw32

2012-04-26 Thread Antony Riakiotakis
Hi, it has been corrected in svn, can you try again?
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


[Bf-committers] dna_modifier_types.h is not compiled by VS 2008 on Japanese Windows7

2012-04-26 Thread Koji Iigura
Hi, everyone,

It is not seriously problem.
But if code owner will fix this problem, it is happy for developers on
Japanese Winodows7.

Current version's dna_modifier_types.h can not be compiled by VS 2008
(and VS 2008 Express) on Japanese Windows7.
# c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h

VS2008 says:

c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h :
error C2220: warning treated as error - no 'object' file generated
c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h :
warning C4819: The file contains a character that cannot be
represented in the current code page (932). Save the file in Unicode
format to prevent data loss

It seems that there are some problematic characters at line 901 (in comment).

...

Fixing this problem is quite easy.
First, You just open this file by TeraPad editor.
And just save it (overwrite).
Then you can build Blender.
---
Koji Iigura
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-26 Thread Antony Riakiotakis
 F-curves for quaternions:
 I don't know anybody who use individual animation curves when working
 with quaternions, but this doesn't mean that there's no one doing it.
 I simply didn't have a chance to meet such person.
 However I've heard some day that at least few people on the face of
 this earth CAN do it.
 Therefore I wouldn't get rid of the curves.
 Normal human beings will not use them, but let's leave them for other
 species :-)

This will sound like blatant advertisement but Nathan on his latest
DVD actually presents an intuitive way to tweak values for quaternions
(I will accept percentages later :p ). It's not actually for Martians
only though I 100% agree that a visualize and tweak tool like Bassam
said is a must. There has been a python plugin by Bartius Crouch that
did something similar:

http://blenderartists.org/forum/showthread.php?209341-New-animation-tool-technology-previewhighlight=animation+tool
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] OpenGL Dependency Report and Script

2012-04-26 Thread Antony Riakiotakis
We also use GL_ARB_texture_query_lod as well (gpu_codegen.c 653). Just
reported for completeness and to maybe check the parser as it is not
actually included in the report. Maybe it's a solitary case because it
is a relatively recent extension.
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] dna_modifier_types.h is not compiled by VS 2008 on Japanese Windows7

2012-04-26 Thread Bastien Montagne
I Koji,

Should be fixed in r45977 (sorry, I often forget not all OS are under 
utf-8 yet :/ ).

Le jeu. 26 avril 2012 12:11:31 CEST, Koji Iigura a écrit :
 Hi, everyone,

 It is not seriously problem.
 But if code owner will fix this problem, it is happy for developers on
 Japanese Winodows7.

 Current version's dna_modifier_types.h can not be compiled by VS 2008
 (and VS 2008 Express) on Japanese Windows7.
 # c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h

 VS2008 says:

 c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h :
 error C2220: warning treated as error - no 'object' file generated
 c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h :
 warning C4819: The file contains a character that cannot be
 represented in the current code page (932). Save the file in Unicode
 format to prevent data loss

 It seems that there are some problematic characters at line 901 (in comment).

 ...

 Fixing this problem is quite easy.
 First, You just open this file by TeraPad editor.
 And just save it (overwrite).
 Then you can build Blender.
 ---
 Koji Iigura
 ___
 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] Status of 2.63 release

2012-04-26 Thread trouble daemon
Okay, here are yer regression results, test on 64bit ubuntu 11.10 r45976:

animation/cubesphere.blend:
 - speed[0] red/broken, making timeline scrub have no effect
 - console: Failed to resolve data path: ('.speed',)

animation/timeline.blend:
 - file is fine itself, but noticed that multiple markers raise when
in close proximity to the current frame. Problem being that if you
have a large number in a small area and the time line is zoomed out,
you get a blur of text for the marker names as seen in the following
pics:

 http://www.pasteall.org/pic/30817  and  http://www.pasteall.org/pic/30818

compositing/zmask_compo.blend:
 - The zmask seems to be fine, but something changed with the grass
particles; it lost its curves and is straight up/taller than it shows
in the shipped render result

 http://www.pasteall.org/pic/30819

gameengine_bullet_softbody/webskategirl_bullet.blend:
 - Needs an svn up back to previous version, was accidentally
overwritten with previous file torus_complex.blend

gameengine_logic/actuators/property1.blend:
 - TODO: Should probably start in game engine render mode, and have
debug properties enabled to verify the numbers work as expected,
otherwise works fine

gameengine_logic/actuators/property2.blend
 - TODO: Investigate why doors don't do anything

gameengine_logic/actuators/sound.blend:
 - Sound doesn't coincide with impacts, and possibly a click/stutter
that cuts off one of the sounds as well (OpenAL)

gameengine_physics/2Dexample.blend:
 - Game seems to work (cept periodic stutter), but has some console errors:
  Python script error - object 'Cube', controller 'cont4':
  Traceback (most recent call last):
 File Main, line 7, in module
  NameError: name 'GameLogic' is not defined

gameengine_physics/genericConstraintSpringLimitMotor.blend:
 - Seems to run, but has some console errors:
  Python script error - object 'CubeChild.002', controller 
'cont':
  Traceback (most recent call last):
 File rotationalMotor, line 17, in module
  AttributeError: 'SCA_PythonController' object has no 
attribute 'getOwner'

gameengine_visual/screenspace.blend:
 - Doesn't seem to do anything anymore, assume out of date py script


[Skipping all io_tests]


modifier_stack/array3.blend:
 - _horrible_ 5fps frame rate now, even in wireframe mode (use to run
beautifully, pre bmesh or so), but runs great if I disable the second
array
 - console error on render: node_composit_exec_viewer error

paint/lockingTest.blend:
 - Runs just fine, but noticed an insane amount of console printf's to
inform me of locking (one line per brush stroke increment or so)

particles_and_hair/particle_dupligroups.blend:
 - Seems to render fine, but a bunch of console errors (5 in total,
and 5 objects missing in render, smells like it's related to cookie
challange!):
  Dependency cycle detected:
 Mball depends on Cube.014 through Particle Object 
Visualisation.
 Cube.014 depends on Mball through Particle Object 
Visualisation.

particles_and_hair/softhairtest.blend:
 - Something broke hair, doesn't seem to sway like it used to any more

physics/softbodytest.blend:
 - Seems to run fine, but file should be fixed later:
  Sphere depends on Sphere.001 through Field Collision.
  Sphere.001 depends on Sphere through Field Collision.

rendering/cycles/bmps.blend:
 - Seems fine, but some console cyclic errors that someone may want to
double check:
  cyclic OBCamera.001
  cyclic OBCircle.001
  cyclic OBCircle
  cyclic OBLightBackBig.001
  cyclic OBLightPlaneBig.001

ui_tests/space_headers.blend:
 - Console errors:
  /d/blender_dev/code/lib/tests/ui_tests/: No such file or 
directory

ui_tests/space_types.blend:
 - Console error when switching to File Browser screen in linux:
  /c/: No such file or directory


On Thu, Apr 26, 2012 at 5:26 AM, Campbell Barton ideasma...@gmail.com wrote:
 Thanks! that'd be great, I'm not so worried about testing the
 regressions on all OS's - most of the BMesh integration issues are not
 64bit spesific.
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Status of 2.63 release

2012-04-26 Thread Brecht Van Lommel
Hi all

Latest status for release is:

* Release notes are ready on blender.org and wiki.
* Still waiting for splash screen, presumably we get that very soon.
* Regression tests have not revealed any showstoppers yet, but we keep
testing and investigating.
* With some luck we can commit splash, version bumps and call release
ahoy in a few hours?

Regarding some specific issues that came up:

* modifier_stack/array3.blend: array modifier is slow with bmesh, but
is know issue with bug in tracker.
* compositing/zmask_compo.blend: particles are different, but also
happens in 2.62, may just be broken compatibility for settings
affecting hair length.
* Bug #31084: file crashing blender on load, this only happens in
debug build due to assert(), but appears to be working ok in release.
So not a showstopper in my opinion.
* Bevel modifier with duplicated edges mentioned by Sergey: no idea
what status of this is or if it is a showstopper, it's not a bug in
tracker?
* It does seem like quite a few regression test files are not working
entirely and need to be updated, will keep investigating into reports
on IRC and here to see if they are actual bugs/showstoppers.

Brecht
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] dna_modifier_types.h is not compiled by VS 2008 on Japanese Windows7

2012-04-26 Thread Koji Iigura
Hi, Bastien,

Now I get a new build with no modification on Japanese Windows7 by VS2008.
Thank you (^^)
---
Koji Iigura


On Thu, Apr 26, 2012 at 9:06 PM, Bastien Montagne montagn...@wanadoo.fr wrote:
 I Koji,

 Should be fixed in r45977 (sorry, I often forget not all OS are under
 utf-8 yet :/ ).

 Le jeu. 26 avril 2012 12:11:31 CEST, Koji Iigura a écrit :
 Hi, everyone,

 It is not seriously problem.
 But if code owner will fix this problem, it is happy for developers on
 Japanese Winodows7.

 Current version's dna_modifier_types.h can not be compiled by VS 2008
 (and VS 2008 Express) on Japanese Windows7.
 # c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h

 VS2008 says:

 c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h :
 error C2220: warning treated as error - no 'object' file generated
 c:\blendersvn\blender\source\blender\makesdna\dna_modifier_types.h :
 warning C4819: The file contains a character that cannot be
 represented in the current code page (932). Save the file in Unicode
 format to prevent data loss

 It seems that there are some problematic characters at line 901 (in comment).

 ...

 Fixing this problem is quite easy.
 First, You just open this file by TeraPad editor.
 And just save it (overwrite).
 Then you can build Blender.
 ---
 Koji Iigura
 ___
 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] trying to build with mingw32

2012-04-26 Thread Yousef Hurfoush

that fixed it, thanks.

now I'm trying to build the x64, i download the recommended mingw64,
and it compiles but the resulting blender crashes on start-up!
any ideas whats to do?

Regards
Yousef Harfoush
ba...@msn.com



 Date: Thu, 26 Apr 2012 13:05:40 +0300
 From: kal...@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] trying to build with mingw32
 
 Hi, it has been corrected in svn, can you try again?
 ___
 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] OpenGL Dependency Report and Script

2012-04-26 Thread Jason Wilkins
It appears the GL_ARB_texture_query_lod does not define any new C
functions or enums.  Those kinds of extensions may be difficult to
catch using my technique.

The best I can do is look for references to the extension string.
However, my experience with NVIDIA's drivers is that they let you use
GLSL extensions without explicitly saying so (IIRC).  Also, if an
extension is simply using an existing API with a new parameter and it
is not guarded with a pre-processor directive then it would still not
be detected.  A tool that could detect that would be on the level of a
full source code analyzer.

Fortunately I just need a tool that gives me a lay of the land.


On Thu, Apr 26, 2012 at 5:27 AM, Antony Riakiotakis kal...@gmail.com wrote:
 We also use GL_ARB_texture_query_lod as well (gpu_codegen.c 653). Just
 reported for completeness and to maybe check the parser as it is not
 actually included in the report. Maybe it's a solitary case because it
 is a relatively recent extension.
 ___
 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] trying to build with mingw32

2012-04-26 Thread Yousef Hurfoush

ok made it work, here is a comparision of time between msvcsp1 and mingw

using mike's bmw car scene:
Time: 3 min 24 sec (CPU) x64 mingw r45981
Time: 5 min 43 sec (CPU) x64 msvcsp1 r45820
Time: 5 min 27 sec (CPU) x32 mingw r45965
Time: 6 min 00 sec (CPU) x32 msvcsp1 r45965
the x64 mingw is much faster
any chance to soon enable ffmpeg, collada, libsnd on the x64?

Regards
Yousef Harfoush
ba...@msn.com



 Date: Thu, 26 Apr 2012 18:20:47 +0300
 From: kal...@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] trying to build with mingw32
 
 Do you have WITH_BF_FFMPEG enabled? If you do you should turn it off for now.
 ___
 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] trying to build with mingw32

2012-04-26 Thread Yousef Hurfoush

 Yes, I'll try ffmpeg tomorrow/in the weekend and OpenCollada ASAP.
awesome, waiting for you.

 What is libsnd for though? I am asking because I don't do sound here
 so I don't know and more importantly because it is turned off for
 default MinGW32 as well.

it provides packed file support check here - 
http://www.mega-nerd.com/libsndfile/

Regards
Yousef Harfoush
ba...@msn.com

  
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Blender 2.63 Release AHOY!

2012-04-26 Thread Campbell Barton
Updated credits page:
http://www.blender.org/development/credits

Anyone who did patches will see yourselves there too.

On Fri, Apr 27, 2012 at 4:46 AM, Sergey Sharybin sergey@gmail.com wrote:
 Hello everyone!

 Here's information for platform maintainers about revisions used for
 release:

 Tag: blender-2.63-release
 Main tree revision: r45996
 Addons revision: r3314
 Translation: r574

 Thanks everobody for the release!

 --
 With best regards, Sergey Sharybin
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



-- 
- Campbell
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Blender 2.63 Release AHOY!

2012-04-26 Thread Agustin Benavidez
Hi, from what i remember Mike Farnsworth also contributed with a couple of
patch for cycles, for importance sampling and float(hdr) textures support?
Cheers.

2012/4/26 Campbell Barton ideasma...@gmail.com

 Updated credits page:
 http://www.blender.org/development/credits

 Anyone who did patches will see yourselves there too.

 On Fri, Apr 27, 2012 at 4:46 AM, Sergey Sharybin sergey@gmail.com
 wrote:
  Hello everyone!
 
  Here's information for platform maintainers about revisions used for
  release:
 
  Tag: blender-2.63-release
  Main tree revision: r45996
  Addons revision: r3314
  Translation: r574
 
  Thanks everobody for the release!
 
  --
  With best regards, Sergey Sharybin
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers



 --
 - Campbell
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


[Bf-committers] importing bl_info

2012-04-26 Thread Yousef Hurfoush

hi

I'm trying to import the bl_info and use it's data as a dictionary in my script
i can't find a good way to do that! i started a BA thread and no good response 
was there
is there an API i could use, can anyone help?
thanks in advance :)

Regards
Yousef Harfoush
ba...@msn.com

  
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] importing bl_info

2012-04-26 Thread Campbell Barton
With bl_info - you probably want to load it without running any
blender code (importing bpy for eg).

check on addon_utils.py, fake_module().

This returns an empty module with only bl_info attribute attached.

Originally we imported the addon but now it uses pythons 'ast' module
to get the dict without running the code.

On Fri, Apr 27, 2012 at 7:18 AM, Yousef Hurfoush ba...@msn.com wrote:

 hi

 I'm trying to import the bl_info and use it's data as a dictionary in my 
 script
 i can't find a good way to do that! i started a BA thread and no good 
 response was there
 is there an API i could use, can anyone help?
 thanks in advance :)

 Regards
 Yousef Harfoush
 ba...@msn.com


 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



-- 
- Campbell
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Blender 2.63 Release AHOY!

2012-04-26 Thread Campbell Barton
@Nicholas, added your name to r45740, but wont update the credits page
for a few days incase there are more updates needed.

The message is scanned for patch number formatted as: [#1234]

Since not all patches have a patch number in our tracker I've added an
override in the credits generator.

If there is some commit you are not attributed for, write in the
commit number  your user name on our project site, eg:

http://projects.blender.org/users/ton - username given should load as
part of this URL.

---
Currently overrides looks like this...
author_overrides = {
farny: (43567, 44698),
nicholas_rishel: (45740, )
}

On Fri, Apr 27, 2012 at 10:55 AM, Nicholas Rishel rishel.n...@gmail.com wrote:
 Campbell,

 Just letting you know that it doesn't seem like I was credited for my patch:
 http://projects.blender.org/tracker/index.php?func=detailaid=30993group_id=9atid=127

 Out of curiosity, do you know how patch credits are handled?

 Nicholas Rishel


 On Thu, Apr 26, 2012 at 3:42 PM, Campbell Barton ideasma...@gmail.com
 wrote:

 Updated credits page:
 http://www.blender.org/development/credits

 Anyone who did patches will see yourselves there too.

 On Fri, Apr 27, 2012 at 4:46 AM, Sergey Sharybin sergey@gmail.com
 wrote:
  Hello everyone!
 
  Here's information for platform maintainers about revisions used for
  release:
 
  Tag: blender-2.63-release
  Main tree revision: r45996
  Addons revision: r3314
  Translation: r574
 
  Thanks everobody for the release!
 
  --
  With best regards, Sergey Sharybin
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers



 --
 - Campbell
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers





-- 
- Campbell
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Blender 2.63 Release AHOY!

2012-04-26 Thread Ethan Luo
Is that necessary to add translation credit there?

*罗聪翼/Ethan Luo* congcong...@gmail.com
*M: (86)139-8210-2445(GMT+8)*
***@congcong009 #twitter/facebook/**新浪围脖*
***BlenderCN**中文社区**(**www.blendercn.org**)*



On Fri, Apr 27, 2012 at 9:51 AM, Campbell Barton ideasma...@gmail.comwrote:

 @Nicholas, added your name to r45740, but wont update the credits page
 for a few days incase there are more updates needed.

 The message is scanned for patch number formatted as: [#1234]

 Since not all patches have a patch number in our tracker I've added an
 override in the credits generator.

 If there is some commit you are not attributed for, write in the
 commit number  your user name on our project site, eg:

 http://projects.blender.org/users/ton - username given should load as
 part of this URL.

 ---
 Currently overrides looks like this...
 author_overrides = {
farny: (43567, 44698),
nicholas_rishel: (45740, )
}

 On Fri, Apr 27, 2012 at 10:55 AM, Nicholas Rishel rishel.n...@gmail.com
 wrote:
  Campbell,
 
  Just letting you know that it doesn't seem like I was credited for my
 patch:
 
 http://projects.blender.org/tracker/index.php?func=detailaid=30993group_id=9atid=127
 
  Out of curiosity, do you know how patch credits are handled?
 
  Nicholas Rishel
 
 
  On Thu, Apr 26, 2012 at 3:42 PM, Campbell Barton ideasma...@gmail.com
  wrote:
 
  Updated credits page:
  http://www.blender.org/development/credits
 
  Anyone who did patches will see yourselves there too.
 
  On Fri, Apr 27, 2012 at 4:46 AM, Sergey Sharybin sergey@gmail.com
  wrote:
   Hello everyone!
  
   Here's information for platform maintainers about revisions used for
   release:
  
   Tag: blender-2.63-release
   Main tree revision: r45996
   Addons revision: r3314
   Translation: r574
  
   Thanks everobody for the release!
  
   --
   With best regards, Sergey Sharybin
   ___
   Bf-committers mailing list
   Bf-committers@blender.org
   http://lists.blender.org/mailman/listinfo/bf-committers
 
 
 
  --
  - Campbell
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers
 
 



 --
 - Campbell
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Blender 2.63 Release AHOY!

2012-04-26 Thread Thomas Dinges
Hi,
the remaining Windows builds (zip and 7z) are available here:
http://blender.dingto.org/builds/263/

Am 26.04.2012 20:46, schrieb Sergey Sharybin:
 Hello everyone!

 Here's information for platform maintainers about revisions used for
 release:

 Tag: blender-2.63-release
 Main tree revision: r45996
 Addons revision: r3314
 Translation: r574

 Thanks everobody for the release!



-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] importing bl_info

2012-04-26 Thread Yousef Hurfoush

 With bl_info - you probably want to load it without running any
 blender code (importing bpy for eg).
 
 check on addon_utils.py, fake_module().
thanks, i checked it, and it does the same almost :) as my script here:
http://www.pasteall.org/31285/python

so in the end, no clean way to do it.

Regards
Yousef Harfoush
ba...@msn.com

  
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] importing bl_info

2012-04-26 Thread Campbell Barton
On Fri, Apr 27, 2012 at 2:29 PM, Yousef Hurfoush ba...@msn.com wrote:

 With bl_info - you probably want to load it without running any
 blender code (importing bpy for eg).

 check on addon_utils.py, fake_module().
 thanks, i checked it, and it does the same almost :) as my script here:
 http://www.pasteall.org/31285/python

 so in the end, no clean way to do it.

 Regards
 Yousef Harfoush
 ba...@msn.com

Wouldn't say that - IMHO using AST is clean enough,
checked your code and while its doing roughly the same thing by
scanning for bl_info, but its using eval() which means someone could
create a malicious bl_info that runs code on your system.

You can avoid scanning for bl_info with ast, just load the python file
data and extract the dict (without execution), when fake_module(...,
speedy=False), this is what happens, it just turned out to be faster
to only parse the file header.
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers