Re: [Bf-committers] Thinking about a community edit mode for blender

2012-11-19 Thread Jiří Hnídek
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
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Re: [Bf-committers] Thinking about a community edit mode for blender

2012-11-19 Thread Jason Wilkins
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
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[Bf-committers] Blender issues on Windows

2012-11-19 Thread 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).

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.

-- 
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Re: [Bf-committers] Blender issues on Windows

2012-11-19 Thread Thomas Dinges
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

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Re: [Bf-committers] Blender issues on Windows

2012-11-19 Thread Sergey Sharybin
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

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[Bf-committers] AAC and ACC3 support

2012-11-19 Thread Sergey Sharybin
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
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[Bf-committers] AAC and ACC3 support

2012-11-19 Thread Sergey Kurdakov
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
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[Bf-committers] [#33196] Warning Fixes 11-16-2012

2012-11-19 Thread Jason Wilkins
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
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[Bf-committers] Cursor to center of mass

2012-11-19 Thread Juan Pablo Bouza

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!
  
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Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Jason Wilkins
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!

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Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Jason Wilkins
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!

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Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Brecht Van Lommel
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!

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Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Martin Bürbaum
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!
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Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Jason Wilkins
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!
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Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Juan Pablo Bouza

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!
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[Bf-committers] Collada exporter

2012-11-19 Thread Daniel Jungmann
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?
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Re: [Bf-committers] Collada exporter

2012-11-19 Thread Gaia
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?
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Re: [Bf-committers] Blender issues on Windows

2012-11-19 Thread Sergey Sharybin
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

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-- 
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