Re: [Bf-committers] Thinking about a community edit mode for blender
Hi, I work at Blender Addon with Verse integration, but it is still very WIP (it is only possible to connect and disconnect from Verse server): https://github.com/jirihnidek/verse-blender Intention of this Addon will be collaborative editing in 3D view. My main targets are following: * Visualization of avatars (position, view, etc.) with camera object * Sharing of mesh objects * Sharing of Grease pencil drawings BTW: What is Verse? :-) Verse is network protocol for real-time sharing of 2D/3D data between graphical applications. https://github.com/verse/verse Best Regards, Jiri Dne 18.11.2012 17:05, Gaia napsal(a): Hi all; I remember there was some attempt to add a multi user mode for blender (I think there was something setup in 2.4) The key idea was that 2 or more users could share one Blender 3dView and do concurrent editing on the objects right in blender. I would like to even add another thought: Maybe it is possible to setup a bridge between blender and an online world, such that you can edit an object in blender which is actually located in an online environment (or visualize an object that is actually located in blender in an online world) . I guess that all of this is far from trivial. But maybe it would be fun to start thinking about how that could be done. Or if the groundwork has already been done, maybe it makes sense to make a production ready tool (Addon?). As far as i know there was some work on this done for RealExtent a while ago... Do you have any opinion on such a development ? Does it make sense, are there better ways to go, is it doable, feasible ? Anybody working on it even ? cheers, Gaia ___ 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] Thinking about a community edit mode for blender
I'm both surprised and not surprised that syncing two Blender instances would be considered difficult to add. Not surprised because this has always been a difficult problem to add to a program after the fact, but surprised because of how powerful DNA and the loader seem to be. On Mon, Nov 19, 2012 at 2:46 AM, Jiří Hnídek jiri.hni...@tul.cz wrote: Hi, I work at Blender Addon with Verse integration, but it is still very WIP (it is only possible to connect and disconnect from Verse server): https://github.com/jirihnidek/verse-blender Intention of this Addon will be collaborative editing in 3D view. My main targets are following: * Visualization of avatars (position, view, etc.) with camera object * Sharing of mesh objects * Sharing of Grease pencil drawings BTW: What is Verse? :-) Verse is network protocol for real-time sharing of 2D/3D data between graphical applications. https://github.com/verse/verse Best Regards, Jiri Dne 18.11.2012 17:05, Gaia napsal(a): Hi all; I remember there was some attempt to add a multi user mode for blender (I think there was something setup in 2.4) The key idea was that 2 or more users could share one Blender 3dView and do concurrent editing on the objects right in blender. I would like to even add another thought: Maybe it is possible to setup a bridge between blender and an online world, such that you can edit an object in blender which is actually located in an online environment (or visualize an object that is actually located in blender in an online world) . I guess that all of this is far from trivial. But maybe it would be fun to start thinking about how that could be done. Or if the groundwork has already been done, maybe it makes sense to make a production ready tool (Addon?). As far as i know there was some work on this done for RealExtent a while ago... Do you have any opinion on such a development ? Does it make sense, are there better ways to go, is it doable, feasible ? Anybody working on it even ? cheers, Gaia ___ 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] Blender issues on Windows
Hello everyone, I've tried to work on some bugs on Windows today and i couldn't do that. First issue was missed debug library for i18n (seems it's substituding by #pragma in boost includes as a recommended). I was able to compile blender on windows without i18n but it crashed on startup -- something with OIIO and STL (memcpy to bad memory). This wasn't happening approximatelly a week ago and current situation is really annoying -- we can not fix windows-related bugs even. I've already spent lots ot time getting linux platform working and investigating current windows crap and would rather leave windows platform to other developers. Suggestion would be: - Get debug builds working ASAP -- we really need this for bug tracker and other kind of general development. - Fix OSL issues to the end of week on all platforms. If OSL is not stable on all platforms to the end of week i would seriously consider doing 2.65 release without OSL and leave it for 2.66. -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender issues on Windows
Hi Sergey, I dropped debug boost libs from SVN as they are quite big (160-200 MB per architecture). In case someone needs them, you can find them here (for x32 and x64): http://blender.dingto.org/builds/dev/ Am 19.11.2012 13:18, schrieb Sergey Sharybin: Hello everyone, I've tried to work on some bugs on Windows today and i couldn't do that. First issue was missed debug library for i18n (seems it's substituding by #pragma in boost includes as a recommended). -- 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] Blender issues on Windows
Thanks, I've commited tweaks to CMake so localization _shouldn't_ require debug library anymore. However, i do have quite the same backtrace on startup as with i18n disabled and OIIO enabled. Perhaps that's related somehow. On Mon, Nov 19, 2012 at 7:25 PM, Thomas Dinges blen...@dingto.org wrote: Hi Sergey, I dropped debug boost libs from SVN as they are quite big (160-200 MB per architecture). In case someone needs them, you can find them here (for x32 and x64): http://blender.dingto.org/builds/dev/ Am 19.11.2012 13:18, schrieb Sergey Sharybin: Hello everyone, I've tried to work on some bugs on Windows today and i couldn't do that. First issue was missed debug library for i18n (seems it's substituding by #pragma in boost includes as a recommended). -- 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 -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] AAC and ACC3 support
Hi, Well, issue is simple -- in FFmpeg this codecs are marked as experimental and unless you're configuring export context in a proper way (enable experimental codecs) you can not use this codecs. It seems that if FFmpeg is compiled with libfaac this codecs could be used. Bad thing that it makes FFmpeg unable to be redistributed via blender.org. I've made quick tests trying to make AAC/AC3 working without libfaac (seems FFmpeg does have own implementation for this codecs) but it ended up in only noise in output. The question is: is there somebody who're familiar with this stuff and could make it work or we're simply disable this codecs? -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] AAC and ACC3 support
Hi Sergey As as I know there are no ways to have aac sound in ffmpeg in GPL compatible way --enable-libfdk-aac is also incompatible with GPL. as to what to make with such situation - it is up to developers. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] [#33196] Warning Fixes 11-16-2012
Could I get a quick review of patch #33196? It isn't anything too complicated and I could apply it myself once I get the lgtm. http://projects.blender.org/tracker/?func=detailaid=33196group_id=9atid=127 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Cursor to center of mass
Hi! The addition of the center of mass option for object origins is really cool! Now, there are many times in rigging when you need the center of the object to be at 0 0 0, specially for exporting meshes. So, in these cases, the origin to center of mass option would not be used. Nevertheless, the center of mass options would be really usefull for placing objects such as bones... So, I propose to add the center of mass option also in the Cursor snapping menu (shif+S). That would be cursor to center of mass. Cheers! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cursor to center of mass
I'll ask, since I hope it will save time instead of looking at the code. Is the center of mass option actually calculating a center of mass or is it calculating a centroid? A centroid would be equivalent to the center of mass of a set of equally massive points at the vertexes. A true center of mass would require some kind of tetrahedralization and integration over the interior mass of an object. That seems quite heavy duty so that is why I'm having doubts that this feature is named correctly. On Mon, Nov 19, 2012 at 4:00 PM, Juan Pablo Bouza jpbo...@hotmail.com wrote: Hi! The addition of the center of mass option for object origins is really cool! Now, there are many times in rigging when you need the center of the object to be at 0 0 0, specially for exporting meshes. So, in these cases, the origin to center of mass option would not be used. Nevertheless, the center of mass options would be really usefull for placing objects such as bones... So, I propose to add the center of mass option also in the Cursor snapping menu (shif+S). That would be cursor to center of mass. Cheers! ___ 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] Cursor to center of mass
I did some experiments and it does seem to work quite well, whatever method is used. If nobody else wants to look at adding a cursor to center of mass option for placing the 3D cursor then I'll do it. On Mon, Nov 19, 2012 at 4:00 PM, Juan Pablo Bouza jpbo...@hotmail.com wrote: Hi! The addition of the center of mass option for object origins is really cool! Now, there are many times in rigging when you need the center of the object to be at 0 0 0, specially for exporting meshes. So, in these cases, the origin to center of mass option would not be used. Nevertheless, the center of mass options would be really usefull for placing objects such as bones... So, I propose to add the center of mass option also in the Cursor snapping menu (shif+S). That would be cursor to center of mass. Cheers! ___ 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] Cursor to center of mass
It's based on face areas, so it could be interpreted as the center of mass of a hollow object. Brecht. On Mon, Nov 19, 2012 at 11:37 PM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I did some experiments and it does seem to work quite well, whatever method is used. If nobody else wants to look at adding a cursor to center of mass option for placing the 3D cursor then I'll do it. On Mon, Nov 19, 2012 at 4:00 PM, Juan Pablo Bouza jpbo...@hotmail.com wrote: Hi! The addition of the center of mass option for object origins is really cool! Now, there are many times in rigging when you need the center of the object to be at 0 0 0, specially for exporting meshes. So, in these cases, the origin to center of mass option would not be used. Nevertheless, the center of mass options would be really usefull for placing objects such as bones... So, I propose to add the center of mass option also in the Cursor snapping menu (shif+S). That would be cursor to center of mass. Cheers! ___ 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] Cursor to center of mass
Just FYI - I did something similar (Snap Cursor to Centroid) as a script a while back. http://projects.blender.org/tracker/index.php?func=detailaid=30299group_id=153atid=467 Cheers, Martin Original-Nachricht Datum: Mon, 19 Nov 2012 19:00:23 -0300 Von: Juan Pablo Bouza jpbo...@hotmail.com An: bf-committers@blender.org Betreff: [Bf-committers] Cursor to center of mass Hi! The addition of the center of mass option for object origins is really cool! Now, there are many times in rigging when you need the center of the object to be at 0 0 0, specially for exporting meshes. So, in these cases, the origin to center of mass option would not be used. Nevertheless, the center of mass options would be really usefull for placing objects such as bones... So, I propose to add the center of mass option also in the Cursor snapping menu (shif+S). That would be cursor to center of mass. Cheers! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cursor to center of mass
Brecht, I figured that was what it did after testing it some, but since subdividing a face caused the center to move slightly I had my doubts. If it was vertexes I expected a really large move (since there were 100 times as many vertexes in my subdivided face than the rest of the model), but using faces or tets it should not move at all. Did I find a bug? On Mon, Nov 19, 2012 at 5:05 PM, Martin Bürbaum martin.buerb...@gmx.at wrote: Just FYI - I did something similar (Snap Cursor to Centroid) as a script a while back. http://projects.blender.org/tracker/index.php?func=detailaid=30299group_id=153atid=467 Cheers, Martin Original-Nachricht Datum: Mon, 19 Nov 2012 19:00:23 -0300 Von: Juan Pablo Bouza jpbo...@hotmail.com An: bf-committers@blender.org Betreff: [Bf-committers] Cursor to center of mass Hi! The addition of the center of mass option for object origins is really cool! Now, there are many times in rigging when you need the center of the object to be at 0 0 0, specially for exporting meshes. So, in these cases, the origin to center of mass option would not be used. Nevertheless, the center of mass options would be really usefull for placing objects such as bones... So, I propose to add the center of mass option also in the Cursor snapping menu (shif+S). That would be cursor to center of mass. Cheers! ___ 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] Cursor to center of mass
Thanks for looking into this guys! You're the best :D Date: Mon, 19 Nov 2012 17:12:00 -0600 From: jason.a.wilk...@gmail.com To: bf-committers@blender.org Subject: Re: [Bf-committers] Cursor to center of mass Brecht, I figured that was what it did after testing it some, but since subdividing a face caused the center to move slightly I had my doubts. If it was vertexes I expected a really large move (since there were 100 times as many vertexes in my subdivided face than the rest of the model), but using faces or tets it should not move at all. Did I find a bug? On Mon, Nov 19, 2012 at 5:05 PM, Martin Bürbaum martin.buerb...@gmx.at wrote: Just FYI - I did something similar (Snap Cursor to Centroid) as a script a while back. http://projects.blender.org/tracker/index.php?func=detailaid=30299group_id=153atid=467 Cheers, Martin Original-Nachricht Datum: Mon, 19 Nov 2012 19:00:23 -0300 Von: Juan Pablo Bouza jpbo...@hotmail.com An: bf-committers@blender.org Betreff: [Bf-committers] Cursor to center of mass Hi! The addition of the center of mass option for object origins is really cool! Now, there are many times in rigging when you need the center of the object to be at 0 0 0, specially for exporting meshes. So, in these cases, the origin to center of mass option would not be used. Nevertheless, the center of mass options would be really usefull for placing objects such as bones... So, I propose to add the center of mass option also in the Cursor snapping menu (shif+S). That would be cursor to center of mass. Cheers! ___ 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] Collada exporter
Hi everyone! As I use multiple vertex colors in blender and found out that the collada exporter can't export them all, I wrote a patch so blender exports all vertex colors. Is there any interest here for the patch? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Collada exporter
Sure. Any improvement of the Collada module is welcome and appreciated :) Please can you add the patch to the patch tracker at http://projects.blender.org/ ? Then i will take a look on it. thanks! Gaia On 20.11.2012 00:37, Daniel Jungmann wrote: Hi everyone! As I use multiple vertex colors in blender and found out that the collada exporter can't export them all, I wrote a patch so blender exports all vertex colors. Is there any interest here for the patch? ___ 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 issues on Windows
Just for the note, All issues with windows and msvc2008 should be solved now. However, not sure if msvc2010 work now. Also not sure if it's possible to avoid commiting 300 more megabytes of debug libs to make msvc2010 happy. Still would be nice if somebody soublecheck on this :) Thanks Thomas and Brecht for solving windows issues :) On Mon, Nov 19, 2012 at 7:27 PM, Sergey Sharybin sergey@gmail.comwrote: Thanks, I've commited tweaks to CMake so localization _shouldn't_ require debug library anymore. However, i do have quite the same backtrace on startup as with i18n disabled and OIIO enabled. Perhaps that's related somehow. On Mon, Nov 19, 2012 at 7:25 PM, Thomas Dinges blen...@dingto.org wrote: Hi Sergey, I dropped debug boost libs from SVN as they are quite big (160-200 MB per architecture). In case someone needs them, you can find them here (for x32 and x64): http://blender.dingto.org/builds/dev/ Am 19.11.2012 13:18, schrieb Sergey Sharybin: Hello everyone, I've tried to work on some bugs on Windows today and i couldn't do that. First issue was missed debug library for i18n (seems it's substituding by #pragma in boost includes as a recommended). -- 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 -- With best regards, Sergey Sharybin -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers