Re: [Bf-committers] AAC and ACC3 support

2012-11-20 Thread David
On Nov 19, 2012, at 6:38 PM, Sergey Sharybin wrote:
 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?

I just submitted a patch, from the tracker:


this patch enables the use of the AAC and AC3 encoders in ffmpeg.
These are marked as experimental, yet they seem to be in widespread use
and all the information I could find on what makes them experimental is that
they create files with suboptimal quality per bitrate, i.e. for a given bitrate 
the quality
achieved could be better. This seems to be an issue only for lower bitrates, any
rates 160kbps seem to be transparent anyways.

Note: I have not tested the patch more than just quickly encoding one test file,
I don't have time to look at this longer unfortunately at the moment.


http://projects.blender.org/tracker/index.php?func=detailaid=33242group_id=9atid=127

till then, David.

 
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 With best regards, Sergey Sharybin
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Re: [Bf-committers] AAC and ACC3 support

2012-11-20 Thread Sergey Sharybin
Hi David,

Thanks for the patch. From quick glance seems ok. Will do some more tests
later tonight.


On Tue, Nov 20, 2012 at 7:10 PM, David erwi...@gmx.net wrote:

 On Nov 19, 2012, at 6:38 PM, Sergey Sharybin wrote:
  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?

 I just submitted a patch, from the tracker:

 
 this patch enables the use of the AAC and AC3 encoders in ffmpeg.
 These are marked as experimental, yet they seem to be in widespread use
 and all the information I could find on what makes them experimental is
 that
 they create files with suboptimal quality per bitrate, i.e. for a given
 bitrate the quality
 achieved could be better. This seems to be an issue only for lower
 bitrates, any
 rates 160kbps seem to be transparent anyways.

 Note: I have not tested the patch more than just quickly encoding one test
 file,
 I don't have time to look at this longer unfortunately at the moment.
 


 http://projects.blender.org/tracker/index.php?func=detailaid=33242group_id=9atid=127

 till then, David.

 
  --
  With best regards, Sergey Sharybin
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Re: [Bf-committers] Blender issues on Windows

2012-11-20 Thread Mitchell Stokes
It seems to me we almost need another lib checkout to deal with vc10,
similar to the mingw ones. It is rather annoying to have to download a pile
of Boost libs only to have to turn around and compile my own anyways. We
could use an svn external to handle libs that both can use (share). Also,
the build.bat needs modifications to build libs for vc10 (different folder
structure).

--Mitchell Stokes

On Mon, Nov 19, 2012 at 10:57 PM, Sergey Sharybin sergey@gmail.comwrote:

 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.com
 wrote:

  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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  --
  With best regards, Sergey Sharybin
 
 


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Re: [Bf-committers] Blender issues on Windows

2012-11-20 Thread Erwin Coumans
An alternative to avoid huge libraries is to add cmake/scons support
 to build BOOST from source, at least for Windows.

Just copy the BOOST source code in blender/extern for example.
Of course this can stay pure optional,
so it will be ignored if you use precompiled libraries.



On 20 November 2012 14:08, Mitchell Stokes moguri...@gmail.com wrote:

 t seems to me we almost need another lib checkout to deal with vc10,
 similar to the mingw ones. It is rather annoying to have to download a pile
 of Boost libs only to have to turn around and compile my own anyways. We
 could use an svn external to handle libs that both can use (share). Also,
 the build.bat needs modifications to build libs for vc10 (different folder
 structure).

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Re: [Bf-committers] Blender issues on Windows

2012-11-20 Thread bjornm...@gmx.net
ho,
I voice up rarely because I use pretty aged versions of blender in our 
production line.
Building Blender for Windows  from the 'hot rod' is a challenge every 
time I try.
Most annoying is downloading the entire lib/windows mess for an/some 
hour(s) on a clean (virtual) machine.
Yes .. we do use virtual machines .. just to tame the windows version 
zoo on the customer side :)
IMHO that directory needs to be structured like
lib .. windows
  (..target switch)
..32
   ..common
  ..development system
  ..Unix clones
  ..ms likes

..64
   ..common
  ..development system
   ..Unix clones
   ..ms likes
so I can check out the things I really need
old man's grumbling ends here .. almost,
A symbolic hug at the
flying Dutchman
I know it is hard to control a pile of ants.



Am 20.11.2012 23:28, schrieb Erwin Coumans:
 An alternative to avoid huge libraries is to add cmake/scons support
   to build BOOST from source, at least for Windows.

 Just copy the BOOST source code in blender/extern for example.
 Of course this can stay pure optional,
 so it will be ignored if you use precompiled libraries.



 On 20 November 2012 14:08, Mitchell Stokes moguri...@gmail.com wrote:

 t seems to me we almost need another lib checkout to deal with vc10,
 similar to the mingw ones. It is rather annoying to have to download a pile
 of Boost libs only to have to turn around and compile my own anyways. We
 could use an svn external to handle libs that both can use (share). Also,
 the build.bat needs modifications to build libs for vc10 (different folder
 structure).

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[Bf-committers] Cursor to center of mass

2012-11-20 Thread Ummi Nom
Hi!

I've written some center of mass calculations in python for closed meshes,
but there is an issue with using tessfaces in my code; I run mesh.update
with tessfaces=True but when I loop over mesh.tessfaces there are only 6
faces in default scene cube so the center of mass is offset.

It seems to work when the mesh is triangulated
http://www.pasteall.org/37396/python

# Code
import mathutils
from mathutils import *
import bpy

tess_count = 0

# Handle tri as a tetrahedron with fourth point at origo
def handleTri(v1, v2, v3):
global tess_count
tess_count = tess_count + 1

temp = (v3-v1).cross(v2-v1)
nor = temp.normalized()
area = 0.5*temp.dot(nor)
vol = area*nor.dot(v1)/3.0
centroid = (v1+v2+v3)/4.0

return (centroid, vol)


for me in bpy.data.meshes:
me.update(calc_tessface=True)

sumc= Vector()
summ = 0


for f in me.tessfaces:
v1 = Vector(me.vertices[f.vertices[0]].co)
v2 = Vector(me.vertices[f.vertices[1]].co)
v3 = Vector(me.vertices[f.vertices[2]].co)

centroid, mass = handleTri(v1, v2, v3)
sumc += centroid * mass
summ += mass

print(tess_count)

print(sumc/summ)
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Re: [Bf-committers] Cursor to center of mass

2012-11-20 Thread Brecht Van Lommel
Tessfaces includes both triangles and quads, it doesn't triangulate
entirely, so you'd need to handle the quads still.

Brecht.

On Wed, Nov 21, 2012 at 4:30 AM, Ummi Nom ummi...@gmail.com wrote:
 Hi!

 I've written some center of mass calculations in python for closed meshes,
 but there is an issue with using tessfaces in my code; I run mesh.update
 with tessfaces=True but when I loop over mesh.tessfaces there are only 6
 faces in default scene cube so the center of mass is offset.

 It seems to work when the mesh is triangulated
 http://www.pasteall.org/37396/python

 # Code
 import mathutils
 from mathutils import *
 import bpy

 tess_count = 0

 # Handle tri as a tetrahedron with fourth point at origo
 def handleTri(v1, v2, v3):
 global tess_count
 tess_count = tess_count + 1

 temp = (v3-v1).cross(v2-v1)
 nor = temp.normalized()
 area = 0.5*temp.dot(nor)
 vol = area*nor.dot(v1)/3.0
 centroid = (v1+v2+v3)/4.0

 return (centroid, vol)


 for me in bpy.data.meshes:
 me.update(calc_tessface=True)

 sumc= Vector()
 summ = 0


 for f in me.tessfaces:
 v1 = Vector(me.vertices[f.vertices[0]].co)
 v2 = Vector(me.vertices[f.vertices[1]].co)
 v3 = Vector(me.vertices[f.vertices[2]].co)

 centroid, mass = handleTri(v1, v2, v3)
 sumc += centroid * mass
 summ += mass

 print(tess_count)

 print(sumc/summ)
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[Bf-committers] Leap Motion

2012-11-20 Thread Jason Wilkins
Has anybody been thinking about the Leap Motion input device?

https://leapmotion.com/

I'm only asking because as part of my research I want to add support
for it to Blender, but if anybody else is interested I do not want to
duplicate work when we could work together.
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