Re: [Bf-committers] Blender online

2013-04-26 Thread Alexandr Kuznetsov
Hi.

I had an idea for networking support for quite a while. I don't think 
that Blender will benefit from real time collaboration on the level of 
Google Wave. Humans don't function that way. It is impossible to edit an 
arm of a character while another artist is editing the leg of the same 
character. This leads to "real time" conflicts  which would had to be 
resolve often.
Therefore, I think it best to implement support for existing distributed 
storage like git or svn. As they are open source, we can modify them for 
our needs.
1. Create generic file interface to support files on different storage  
systems like git, svn, and http as read only.
2. Resolve dependencies dynamically from network: oh, this.blend 
requires file depend.blend and ext.jpg  texture. Let me download them 
from the network.
3. Automatically check updated versions of file. Push edited versions 
back. If gsoc allows, add dynamic swiping  of library files (which user 
is not currently editing). For example, an artist working on a character 
animation can see that another artist changed lighting.
4. Add support for back up and forking through blender file explorer.
5. svn has horrible binary file support.  You can possibly investigate 
.blend format in order to make smaller diff files.
6. Resolve what to do when files are "opening" == downloading from the 
server. Interface hanging for 30 sec is unacceptable.


About web interface. I'm porting Blender to OpenGL ES. The standard is 
very similar to WebGL, so we can get blender running when it is done. We 
need to create a javascript library that calls remote GL commands on a 
client's computer. Also, we need to create simple web server front end 
which replaces standard gl.h. Instead of calling glClear, the blender 
would simply send this command to the client. The problem with this is 
latency... I have up to 25ms latency with web servers. For real time 
feedback it gives 40fps. Now imagine you have to process and send back 
signals. We are now looking for  20fps. The only way this will work, if 
studio has a server or it is nearby with good internet.

Best,
Alex


On 4/26/2013 12:09 PM, Patrick Shirkey wrote:
> On Sat, April 27, 2013 1:35 am, Sergey Kurdakov wrote:
>> Hi
>>
>>> Maybe it's a better idea to create a simple online modeller, so people
>> could create a sketch and then export it to .blend format?
>>
>> then take a look at this approach
>>
>> https://github.com/kripken/emscripten  see some results
>> http://www.youtube.com/watch?v=XsyogXtyU9o
>>
>> cannot say, how much of Blender would compile to run this way, but as 1
>> mln
>> lines of C/C++ code was converted to run in browser, I think, it is
>> possible to convert blender ( not sure on dependencies and python though
>> ),
> I think it would be very useful to have the option of working with Blender
> in a browser but I don't think it is a requirement to achieve a functional
> networked collaborative platform with Blender as a core component.
>
> For use on tablets and other mobile devices it might be necessary to have
> an html5 version of the interface. A lot of the functionality could be
> handled by running Blender as a server side headless app and driving it
> with an html5 frontend. Python allows for the separation of backend and
> interface quite nicely. It may even be possible to run the current UI
> toolkit in a browser.
>
> To enable a fully modular production system I see JACK as the glue that
> holds it all together. It would enable passing 3d data around a modular
> environment in much the same way that audio/midi/video is now handled.
> Textures would be an interesting challenge but it could be handled with a
> centralised archive on the master server or in the same way that
> audio/video is handled now.
>
> Working with a model in Blender while viewing it instantly rendered in
> multiple external 3d engines anywhere in the world would be a very
> powerful production and collaboration tool. It would certainly rival
> anything that proprietary solutions are claiming to offer.
>
> Companies like Intel and Samsung are interested in this because it sells
> more hardware. Less money spent by studios on proprietary software
> (upwards of $80k per seat in some cases) means more money is available for
> the hardware cluster and associated equipment. $80k worth of hardware will
> get a studio a lot of rendering and processing power. Adding additional
> processing power can be as simple as plugging in a new machine to the
> network. Over the course of a couple of years a studio using this modular
> system could build a very powerful rendering platform without retiring a
> single machine due to hardware/software constraints or spending a cent on
> proprietary licenses. It would also free up budget for bespoke development
> which will inevitably be handled by the open source multimedia community.
> As new functionality is built out by the contributing studios it would be
> shared with the global community enabling ev

[Bf-committers] Performance improvements and compilers

2013-04-26 Thread Jürgen Herrmann
Hi there,

I just ran a comparative test render with cycles on two different builds of 
blender r56315.
One compiled with VC 2008 and one compiled with VC 2012.

Simple scene with a high detail character

VC 2008: 18 Minutes 33 seconds
VC 2012: 16 Minutes 06 seconds

All on CPU, no CUDA yet.
I'd really like a benchmark for blender in order to compare physics, rendering 
and other features. Is there any?

By the way, the builds are both x64, the vs 2012 build was done with /arch:AVX 
and GHOST SDL instead of GHOST Win32 because of the odd crashing issue on Win 8.

Both builds and the prerequisite libs can be downloaded at my site: 
http://shadowrom.de

Best regards
Jürgen
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Re: [Bf-committers] Blender online

2013-04-26 Thread Moisés Bonilla
First of all, I would like to apologize for not being clear when I started
this thread. I have to tell you all that my experience with computer
graphics, and mainly with Blender, is tiny, compared with what I'm seeing
here. That's why I was thinking about taking this project alone, so my lack
of experience, and my slowness, wouldn't disturb anyone.

That's why, when I was told about the great complexity of giving Blender
such online capabilities, given its design, I changed my mind and thought
about creating a simple online desktop modeller for sketching. That would
fall out of Blender topic and so, out of this mailing list, but it would
help me to gain experience, so in the future I could be more helpful for
this great project.



2013/4/26 - LEON - 

> AFAIK, the dead Truespace got such concept of "real-time collaboration"
> since 7.5.
>
> It would be surely with great advantages in teamwork projects, and more
> obviously, for educational use and remote interactions. even greater with
> IRC integrated. FYI if it would help some:
>
> http://goo.gl/OgqI6
> http://goo.gl/2TAOy
>
> I've played with TS collaboration server long time ago. I think limits of
> authority would be good idea to avoid any possible issues. I believe
> collaboration mode would be the future.
>
>
>
> On Sat, Apr 27, 2013 at 12:16 AM, Patrick Shirkey <
> pshir...@boosthardware.com> wrote:
>
> >
> > On Sat, April 27, 2013 1:58 am, Campbell Barton wrote:
> > > This could be approached from a bit of a different direction then
> > > whats being discussed (unless I missed something).
> > >
> > > We had Verse and I used it once, it was novel but 2 people editing the
> > > same mesh at once IMHO is not so useful.
> > > But collaborative text document editing can be really great so -
> > > theres something to be said for supporting this kind of use case.
> > >
> > >
> > > Id suggest to first add support for reloading libraries while blender
> > > runs,
> > > this is often requested feature (requested for every open-movie) and
> > > we even support this in the game engine, so it should be possible to
> > > support.
> > >
> >
> > What do you think is the biggest obstacle to achieving this step?
> >
> > > After this is supported it can be extended to work for individual
> > > datablocks, and eventually have some clever support for syncing
> > > datablocks over a network for eg.
> >
> > Do you see a place JACK in this stage?
> >
> >
> >
> > --
> > Patrick Shirkey
> > Boost Hardware Ltd
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
>
>
> --
> Leon Cheung
> a.k.a. 老猫
> ___
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>



-- 
Moisés J. Bonilla Caraballo
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Re: [Bf-committers] Blender online

2013-04-26 Thread - LEON -
AFAIK, the dead Truespace got such concept of "real-time collaboration"
since 7.5.

It would be surely with great advantages in teamwork projects, and more
obviously, for educational use and remote interactions. even greater with
IRC integrated. FYI if it would help some:

http://goo.gl/OgqI6
http://goo.gl/2TAOy

I've played with TS collaboration server long time ago. I think limits of
authority would be good idea to avoid any possible issues. I believe
collaboration mode would be the future.



On Sat, Apr 27, 2013 at 12:16 AM, Patrick Shirkey <
pshir...@boosthardware.com> wrote:

>
> On Sat, April 27, 2013 1:58 am, Campbell Barton wrote:
> > This could be approached from a bit of a different direction then
> > whats being discussed (unless I missed something).
> >
> > We had Verse and I used it once, it was novel but 2 people editing the
> > same mesh at once IMHO is not so useful.
> > But collaborative text document editing can be really great so -
> > theres something to be said for supporting this kind of use case.
> >
> >
> > Id suggest to first add support for reloading libraries while blender
> > runs,
> > this is often requested feature (requested for every open-movie) and
> > we even support this in the game engine, so it should be possible to
> > support.
> >
>
> What do you think is the biggest obstacle to achieving this step?
>
> > After this is supported it can be extended to work for individual
> > datablocks, and eventually have some clever support for syncing
> > datablocks over a network for eg.
>
> Do you see a place JACK in this stage?
>
>
>
> --
> Patrick Shirkey
> Boost Hardware Ltd
> ___
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>



-- 
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a.k.a. 老猫
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Re: [Bf-committers] Blender online

2013-04-26 Thread Patrick Shirkey

On Sat, April 27, 2013 1:58 am, Campbell Barton wrote:
> This could be approached from a bit of a different direction then
> whats being discussed (unless I missed something).
>
> We had Verse and I used it once, it was novel but 2 people editing the
> same mesh at once IMHO is not so useful.
> But collaborative text document editing can be really great so -
> theres something to be said for supporting this kind of use case.
>
>
> Id suggest to first add support for reloading libraries while blender
> runs,
> this is often requested feature (requested for every open-movie) and
> we even support this in the game engine, so it should be possible to
> support.
>

What do you think is the biggest obstacle to achieving this step?

> After this is supported it can be extended to work for individual
> datablocks, and eventually have some clever support for syncing
> datablocks over a network for eg.

Do you see a place JACK in this stage?



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Re: [Bf-committers] Blender online

2013-04-26 Thread Patrick Shirkey

On Sat, April 27, 2013 1:35 am, Sergey Kurdakov wrote:
> Hi
>
>>Maybe it's a better idea to create a simple online modeller, so people
> could create a sketch and then export it to .blend format?
>
> then take a look at this approach
>
> https://github.com/kripken/emscripten  see some results
> http://www.youtube.com/watch?v=XsyogXtyU9o
>
> cannot say, how much of Blender would compile to run this way, but as 1
> mln
> lines of C/C++ code was converted to run in browser, I think, it is
> possible to convert blender ( not sure on dependencies and python though
> ),

I think it would be very useful to have the option of working with Blender
in a browser but I don't think it is a requirement to achieve a functional
networked collaborative platform with Blender as a core component.

For use on tablets and other mobile devices it might be necessary to have
an html5 version of the interface. A lot of the functionality could be
handled by running Blender as a server side headless app and driving it
with an html5 frontend. Python allows for the separation of backend and
interface quite nicely. It may even be possible to run the current UI
toolkit in a browser.

To enable a fully modular production system I see JACK as the glue that
holds it all together. It would enable passing 3d data around a modular
environment in much the same way that audio/midi/video is now handled.
Textures would be an interesting challenge but it could be handled with a
centralised archive on the master server or in the same way that
audio/video is handled now.

Working with a model in Blender while viewing it instantly rendered in
multiple external 3d engines anywhere in the world would be a very
powerful production and collaboration tool. It would certainly rival
anything that proprietary solutions are claiming to offer.

Companies like Intel and Samsung are interested in this because it sells
more hardware. Less money spent by studios on proprietary software
(upwards of $80k per seat in some cases) means more money is available for
the hardware cluster and associated equipment. $80k worth of hardware will
get a studio a lot of rendering and processing power. Adding additional
processing power can be as simple as plugging in a new machine to the
network. Over the course of a couple of years a studio using this modular
system could build a very powerful rendering platform without retiring a
single machine due to hardware/software constraints or spending a cent on
proprietary licenses. It would also free up budget for bespoke development
which will inevitably be handled by the open source multimedia community.
As new functionality is built out by the contributing studios it would be
shared with the global community enabling everyone to move forward at a
quicker pace.

Eventually the singularity will be reached and we will all be able to
retire in comfort after having solved world hunger by discovering
unlimited supplies of energy thereby ensuring world peace too ;-)



>
>
> Regards
> Sergey
>
>
>
> On Fri, Apr 26, 2013 at 7:16 PM, Moisés Bonilla 
> wrote:
>
>> Wow, this grows fast.
>>
>> Some conclusions I reached until now:
>> * Better to take it as a concept project, instead of one for production
>> use.
>> * Work "only" on a subset of operations. Indeed, from the beginning, I
>> was
>> thinking only about 3D modelling. I forgot to mention that, sorry.
>> * Patrick Shirkey could be a great ally or a fierce competitor ;-)
>>

Just so you know I am not coming up with this on my own. I have some
pretty heavy weight brains behind me...

>> Maybe it's a better idea to create a simple online modeller, so people
>> could create a sketch and then export it to .blend format?
>>
>> Patrick Shirkey, so you would like to extend Jack (which is for audio)
>> to
>> 3D animation, profitting its basic
>> session API and network functionality, ins't it? In that case, yeah,
>> there
>> is a common ground.
>>

Nice to hear we might be onto something here. I propose using the iqm
format as the initial data format as it is well supported by multiple 3d
game engines including Valve's Source Engine and cube2.

http://source.valvesoftware.com
http://4-cube.com


>> Howard Trickey, indeed, when I first tried to describe the idea to a
>> friend, I said "It would be something like Google Docs, but with 3D
>> graphics" :P
>>
>> Thanks for the help, and sorry if i didn't answer to all of you!.
>>
>>
>>
>>
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Re: [Bf-committers] Blender online

2013-04-26 Thread gonderici gonderici
On 04/26/2013 10:58 AM, Campbell Barton wrote:
> This could be approached from a bit of a different direction then
> whats being discussed (unless I missed something).
>
> We had Verse and I used it once, it was novel but 2 people editing the
> same mesh at once IMHO is not so useful.
> But collaborative text document editing can be really great so -
> theres something to be said for supporting this kind of use case.
>
>
>
Hi

I also would like to add couple  collaborative features that can be 
useful for team work in Blender

- Shared grease pencil with separate layers per online user

- Shared image painting/drawing for discussing ideas

- A common  sculpting session could be interesting as well

kkar


FREE ONLINE PHOTOSHARING - Share your photos online with your friends and 
family!
Visit http://www.inbox.com/photosharing to find out more!


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Re: [Bf-committers] Blender online

2013-04-26 Thread Campbell Barton
This could be approached from a bit of a different direction then
whats being discussed (unless I missed something).

We had Verse and I used it once, it was novel but 2 people editing the
same mesh at once IMHO is not so useful.
But collaborative text document editing can be really great so -
theres something to be said for supporting this kind of use case.


Id suggest to first add support for reloading libraries while blender runs,
this is often requested feature (requested for every open-movie) and
we even support this in the game engine, so it should be possible to
support.

After this is supported it can be extended to work for individual
datablocks, and eventually have some clever support for syncing
datablocks over a network for eg.
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[Bf-committers] Blender online

2013-04-26 Thread Sergey Kurdakov
Hi

>Maybe it's a better idea to create a simple online modeller, so people
could create a sketch and then export it to .blend format?

then take a look at this approach

https://github.com/kripken/emscripten  see some results
http://www.youtube.com/watch?v=XsyogXtyU9o

cannot say, how much of Blender would compile to run this way, but as 1 mln
lines of C/C++ code was converted to run in browser, I think, it is
possible to convert blender ( not sure on dependencies and python though ),


Regards
Sergey



On Fri, Apr 26, 2013 at 7:16 PM, Moisés Bonilla  wrote:

> Wow, this grows fast.
>
> Some conclusions I reached until now:
> * Better to take it as a concept project, instead of one for production
> use.
> * Work "only" on a subset of operations. Indeed, from the beginning, I was
> thinking only about 3D modelling. I forgot to mention that, sorry.
> * Patrick Shirkey could be a great ally or a fierce competitor ;-)
>
> Maybe it's a better idea to create a simple online modeller, so people
> could create a sketch and then export it to .blend format?
>
> Patrick Shirkey, so you would like to extend Jack (which is for audio) to
> 3D animation, profitting its basic
> session API and network functionality, ins't it? In that case, yeah, there
> is a common ground.
>
> Howard Trickey, indeed, when I first tried to describe the idea to a
> friend, I said "It would be something like Google Docs, but with 3D
> graphics" :P
>
> Thanks for the help, and sorry if i didn't answer to all of you!.
>
>
>
>
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Re: [Bf-committers] Blender online

2013-04-26 Thread Moisés Bonilla
Wow, this grows fast.

Some conclusions I reached until now:
* Better to take it as a concept project, instead of one for production use.
* Work "only" on a subset of operations. Indeed, from the beginning, I was
thinking only about 3D modelling. I forgot to mention that, sorry.
* Patrick Shirkey could be a great ally or a fierce competitor ;-)

Maybe it's a better idea to create a simple online modeller, so people
could create a sketch and then export it to .blend format?

Patrick Shirkey, so you would like to extend Jack (which is for audio) to
3D animation, profitting its basic
session API and network functionality, ins't it? In that case, yeah, there
is a common ground.

Howard Trickey, indeed, when I first tried to describe the idea to a
friend, I said "It would be something like Google Docs, but with 3D
graphics" :P

Thanks for the help, and sorry if i didn't answer to all of you!.



2013/4/26 Patrick Shirkey 

>
> On Fri, April 26, 2013 10:44 pm, CoDEmanX wrote:
> > Multiple people working on a single image sounds ridiculous indeed, but
> > with 3D, it's a different story. Especially if you use Blender to create
> > game environments, multiple working working on the map is really a use
> > case. Since Blender isn't designed to stream 3d content, a sharing
> > feature should be kept simple. So how about a button to update linked
> > library objects? That way, one could sort of work on the same scene.
> >
>
> Sharing data with other 3d/game engines which already have multiple user
> functionality is also a way to achieve realtime production without
> requiring significant changes to Blender. The additions could be made to
> the jack plugin which is now part of Blender and has widespread adoption
> with Open Source Multimedia tools.
>
> For realtime production it is possible to have people modelling objects in
> Blender (or other tools such as MH) while they are being realtime updated
> in an external engine (ex. cube2, source, etc...) with other people (crew)
> building maps (sets) and capturing live footage (filming) in realtime
> using multiple spectators (cameras).
>
> This is the direction that large studios such as Pixar are heading too.
> With high performance clusters rendering is now becoming a realtime
> procedure. For example, at our studio in Sydney we have a cluster for this
> purpose and we can collaborate on production from multiple global
> locations with connections as low as 56 kb/s.
>
> With Intel becoming interested in this for Tizen and Android and the
> recent release of jack for iOS it will be possible to collaborate with
> mobile devices too. Imagine sitting on the beach in Thailand and working
> on your latest production ia your Tizen tablet, chromebook or other mobile
> device. Cube2 has recently been ported to webgl by the Firefox developers
> so we can expect that any firefox OS device will also be a useful
> collaboration tool.
>
> At the moment the biggest barrier to faster production is modelling,
> rigging and animation. We do not have an small army of highly skilled
> professionals working for us so we are automating as much as possible
> instead.
>
>
>
>
>
> > Am 26.04.2013 10:27, schrieb Ton Roosendaal:
> >> Hi,
> >>
> >> Oh - yeah I was interpreting it as similar to how we setup pipelines in
> >> a studio. Where you keep the .blends individually owned, and link in
> >> data.
> >>
> >> Work on the same .blend scene together is a specification that would
> >> right go deep into the core of Blender's design. I wouldn't recommend to
> >> try this, nor do I think it would become a succesful project with the
> >> current state of Blender.
> >>
> >> The issue of efficient data sharing for projects is really something you
> >> can handle on a meta level, and not try to do it on vertex/objects level
> >> or on tools.
> >>
> >> Take GIMP for example. It sounds fun to have 2 people do operations on 1
> >> image, but if this is useful? In practice, ownership of such data is
> >> really not a limitation.
> >>
> >> That goes for character rigs, models, environments, props, etc. Easy to
> >> design a data structure based on .blends being managed by individuals.
> >>
> >> -Ton-
> >>
> >> 
> >> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> >> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
> >>
> >> On 26 Apr, 2013, at 1:22, Brecht Van Lommel wrote:
> >>
> >>> Hi,
> >>>
> >>> On Thu, Apr 25, 2013 at 11:38 PM, Moisés Bonilla 
> >>> wrote:
>  First of all, thanks for the quick response.
> 
>  Ton Roosendaal: That idea about the "normalized" file IO sounds good.
>  Do
>  you think that maybe I could start thinking about the case when two
>  people
>  starts with a empty scene and each one sends to the other simple
>  commands
>  (Create cube at ..., Rotate object ..., etc)?
> >>>
> >>> I think Ton misunderstood what you were pr

[Bf-committers] GSOC Ideas: 3D Reconstruction

2013-04-26 Thread Shabbir Marzban
Hi,
I wish to participate in upcoming GSOC. I want to discuss couple of ideas.
It would be great if I can have some feedback on these :).

I have described these briefly below. Kindly let me know if further
details/ clarifications are required.

1) Automated rigid structure reconstruction from set of un-ordered images:
A very common structure from motion (SFM) tool, Bundler[1] can be used to
recover 3D point cloud from such images. Its output can
further transformed into dense patches[2] on which schematic reconstruction
can be done[3]. See the video here: <
http://www.youtube.com/watch?v=UwSGtqUZx3M>. Developing this pipeline into
Blender will be a fun project.

2) An interactive tool for 3D modelling: A tool can be made
and integrated into blender as indicated in [4] which uses bundler's[1]
point cloud. They use plane estimation for modelling which is quite
accurate. They have presented a pretty neat and robust way of estimating
planes using points clouds and vanishing points. See the video here:
http://www.youtube.com/watch?v=RhNNLxHwz6s.

3)Non-rigid reconstruction (motion capture) from set of static cameras:This
reconstruction is for slightly different domain, mainly motion capture.
This is actually one of the methods I have coauthored[5]. It requires
labelled track points in all the cameras feeds as input. The salient
feature of this method is that it can handle occlusions. This method has
been extensively tested on CMU mocap database.

Poject website: http://cvlab.lums.edu.pk/MultiviewNRSFM/
Video: http://www.youtube.com/watch?v=a1XUPI9L9vA

Reconstruction from this method can be used in motion re-targeting like in
Avator and Pirates of the Caribbean. Including this into blender will be a
great GSOC project.

Kind Regards.
Shabbir Marzban,

I am first year grad-student at School of Science and Engineering, Lahore
University of Management Sciences, Pakistan. My resume and sample of some
old projects can be seen here: http://shabbirm.weebly.com/index.html


[1]. Snavely, Noah, Steven M. Seitz, and Richard Szeliski. "Modeling the
world from internet photo collections." *International Journal of Computer
Vision* 80.2 (2008): 189-210.

[2]Furukawa, Yasutaka, et al. "Towards internet-scale multi-view
stereo."*Computer
Vision and Pattern Recognition (CVPR), 2010 IEEE Conference on*. IEEE, 2010.

[3] Wu, Changchang, et al. "Schematic surface reconstruction." *Computer
Vision and Pattern Recognition (CVPR), 2012 IEEE Conference on*. IEEE, 2012.

[4] Sinha, Sudipta N., et al. "Interactive 3D architectural modeling from
unordered photo collections." *ACM Transactions on Graphics (TOG)*. Vol.
27. No. 5. ACM, 2008.

[5] Zaheer, Aamer, et al. "Multiview structure from motion in trajectory
space."*Computer Vision (ICCV), 2011 IEEE International Conference on*.
IEEE, 2011.
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Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-26 Thread Alexander Pinzon Fernandez
Hello, Thank you all for your comments.

First of all I want to make some clarifications::


   - This method does not use any template or skeleton model.
   - This method ensures that the skeleton generated depends only on the
   features of the mesh (size, shape, segments, curvature, etc).
   - This is not a method for a pose detection..
   - Blenrig is only for bipeds, the proposed method is for any model.
   - Skeleton extraction based on mesh contraction has better results that
   method based on reeb graphs, see page 8
   http://visgraph.cse.ust.hk/projects/skeleton/skeleton_sig08.pdf.


I wish to highlight some advantages of the implementation of this method

   - The method will allow novice users to animate any polygon mesh as
   people, animals or inorganic objects.
   - The method can be a starting point for an experienced designer.
   Because this method automatically segments the mesh. Generating the vertex
   groups for each segment found.
   - The method allows to obtain the skeleton of all mesh well defined.
   People, animals, (inorganic elements such as tables, chairs, etc.).


I should also mention that create the skeleton of an octopus, or other such
complex element can be simple but it is a tedious task because you must
first create the skeleton, adjusting each bone in the body, and the mesh
should be segmented into parts, and linking every part of the skeleton with
a bone with this project is to perform all these steps automatically.

The proposed method has been widely accepted in the community of computer
graphics, for its robustness against noise, its simplicity in
implementation and because it is resistant to isometric changes.

You can see a video showing the method, and some images of skeletons
obtained with this method.

http://www.youtube.com/watch?v=-H7n59YQCRM
http://graphics.csie.ncku.edu.tw/Skeleton/index.files/image004.gif
http://visgraph.cse.ust.hk/projects/skeleton/index.files/image012.jpg

Att.
Alexander Pinzon Fernandez
[image: Imágenes integradas 3]

[image: Imágenes integradas 2]


2013/4/26 Patrick Shirkey 

>
> On Fri, April 26, 2013 5:54 am, Juan Pablo Bouza wrote:
> > If I'm not wrong, there where some guys in the Blender Conference that
> had
> > developed a system where the program automatically detected the human
> > shape, and was able to target a bvh rig to it. The name is Christophe
> > POIREL, maybe you could get in contact with him and see if you can use
> any
> > of his work or ideas.
> >
> > The way I see it (I'm the creator of BlenRig auto-rigging, now my site is
> > down :p ) is that it would be cool no to just be able to generate a
> simple
> > armature, but to develop a system that would also be able to retarget
> > custom rigs. But well, a tool like that might be too specific, and maybe
> > it wouldn't be worth the effort.
> >
> > Anyway, Zanqdo never used BlenRig, that's why he says that auto-rigging
> > systems are not good enough for him... :p
> >
>
> I have used BlenRig and MakeHuman. They have two different methods for
> applying a rig. I'm not sure of the specific method used in MH but they
> have figured out how to apply various rigs to meshes more accurately than
> my results with BlenRig.
>
> You might also want to look there for some ideas.
>
> What is currently missing is a way to transfer anims from one model with a
> different scale to another model. I have made various tests with the
> xonotic rig from MH and found that the official xonotic rigs are approx
> 2.5 times larger than the MH version and that causes stretching along the
> z-axis.
>
> http://iguanapro.com/cube/mh4-2.png
> http://iguanapro.com/cube/mh4-3.png
> http://iguanapro.com/cube/mh4-4.png
> http://iguanapro.com/cube/mh4-5.png
>
> A simple method for merging the anims from different models with the same
> rig without stretching the mesh would be very useful. Then we could rig
> the model with an arbitrary rig using the MH method and apply the anims
> from other existing models with the same rig easily and quickly. My tests
> so far have required me to export the rigs and anims from Blender in iqe
> format and merge them manually to get the anims from one model to another
> but that results in stretching.
>
> MH already have a MakeRig plugin for blender that allows exporting a rig
> bvh for use with their internal format and my plan is to ad an iqe/iqm
> exporter to MH too which is one way to avoid stretching/scaling issues.
>
>
>
> --
> Patrick Shirkey
> Boost Hardware Ltd
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Re: [Bf-committers] Visual Studio 2012 GHOST crashes

2013-04-26 Thread Jürgen Herrmann
Hi there, 

I just hat some time and tried to Build Blender WITH_GHOST_SDL and after
some experimentation  and disabling Gameengine Blender runs just fine on
Windows 8 :D
Unfortunately there are some build issues with Joystick but that should be
no problem to fix, just some changed api in SDL 2 ;)
I'm currently trying to fix the Ghost Win32 issues too but the problems are
very strange.

Jürgen



-Ursprüngliche Nachricht-
Von: bf-committers-boun...@blender.org
[mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann
Gesendet: Donnerstag, 25. April 2013 23:34
An: 'bf-blender developers'
Betreff: Re: [Bf-committers] Visual Studio 2012 GHOST crashes

Just did a fast build,
55924 crashes too, same error :(

If someone wnats to try:

Libs can be downloaded from here:
http://download.shadowrom.de/blender_libs_vc2012.7z
Build Patch:
http://download.shadowrom.de/VS201X_Fix.patch
Just place the libs besides the blender libs folder and apply the patch.
Not all libs bring debug builds yet so you'll have to deactivate some
features for debugging.

-Ursprüngliche Nachricht-
Von: bf-committers-boun...@blender.org
[mailto:bf-committers-boun...@blender.org] Im Auftrag von Dalai Felinto
Gesendet: Donnerstag, 25. April 2013 23:11
An: bf-blender developers
Betreff: Re: [Bf-committers] Visual Studio 2012 GHOST crashes

Can you try to build a version prior to rev. 55925?
In this commit the WM_ messaging system was refactored and it may be related
to your problem.

Dalai
--
blendernetwork.org/member/dalai-felinto
www.dalaifelinto.com


2013/4/25 Jürgen Herrmann 

> Hi there,
>
> I managed to compile and run blender with VC2012 recently, but there 
> is a small problem :-(
>
> When run on Windows 7 everything is fine. Blender runs like a charm.
> But when I try to start the binary on Windows 8 blender crashes on 
> window creation.
> I tried to debug this issue but I am stuck. It seems that there are 
> memory  access violations while GHOST tries to handle WM_* messages 
> before the window is created.
> I can provide the libs and a patch to build with VC 2012. And some 
> stack trace logs to help on this.
>
> Best regards
> Jürgen
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Re: [Bf-committers] Debugging with GCC's Address Sanitizer

2013-04-26 Thread Campbell Barton
On Fri, Apr 26, 2013 at 10:31 PM, Lukas Tönne  wrote:
> You wrote:
>
> "Pros: Can use a breakpoint to investigate the point when error happens"
>
> I'd like to just point out that you can do that with valgrind + gdb too:
> http://valgrind.org/docs/manual/manual-core-adv.html#manual-core-adv.gdbserver-gdb
>
> This has proved valuable to me on more than one occasion. Maybe the new gcc
> __asan_report_error is still a bit easier to use though.

Thanks for the info, added reference:
http://wiki.blender.org/index.php/Dev:Doc/Tools/Debugging/Valgrind#Debugging
... and corrected the address sanitizer comment.
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Re: [Bf-committers] Blender online

2013-04-26 Thread Patrick Shirkey

On Fri, April 26, 2013 10:44 pm, CoDEmanX wrote:
> Multiple people working on a single image sounds ridiculous indeed, but
> with 3D, it's a different story. Especially if you use Blender to create
> game environments, multiple working working on the map is really a use
> case. Since Blender isn't designed to stream 3d content, a sharing
> feature should be kept simple. So how about a button to update linked
> library objects? That way, one could sort of work on the same scene.
>

Sharing data with other 3d/game engines which already have multiple user
functionality is also a way to achieve realtime production without
requiring significant changes to Blender. The additions could be made to
the jack plugin which is now part of Blender and has widespread adoption
with Open Source Multimedia tools.

For realtime production it is possible to have people modelling objects in
Blender (or other tools such as MH) while they are being realtime updated
in an external engine (ex. cube2, source, etc...) with other people (crew)
building maps (sets) and capturing live footage (filming) in realtime
using multiple spectators (cameras).

This is the direction that large studios such as Pixar are heading too.
With high performance clusters rendering is now becoming a realtime
procedure. For example, at our studio in Sydney we have a cluster for this
purpose and we can collaborate on production from multiple global
locations with connections as low as 56 kb/s.

With Intel becoming interested in this for Tizen and Android and the
recent release of jack for iOS it will be possible to collaborate with
mobile devices too. Imagine sitting on the beach in Thailand and working
on your latest production ia your Tizen tablet, chromebook or other mobile
device. Cube2 has recently been ported to webgl by the Firefox developers
so we can expect that any firefox OS device will also be a useful
collaboration tool.

At the moment the biggest barrier to faster production is modelling,
rigging and animation. We do not have an small army of highly skilled
professionals working for us so we are automating as much as possible
instead.





> Am 26.04.2013 10:27, schrieb Ton Roosendaal:
>> Hi,
>>
>> Oh - yeah I was interpreting it as similar to how we setup pipelines in
>> a studio. Where you keep the .blends individually owned, and link in
>> data.
>>
>> Work on the same .blend scene together is a specification that would
>> right go deep into the core of Blender's design. I wouldn't recommend to
>> try this, nor do I think it would become a succesful project with the
>> current state of Blender.
>>
>> The issue of efficient data sharing for projects is really something you
>> can handle on a meta level, and not try to do it on vertex/objects level
>> or on tools.
>>
>> Take GIMP for example. It sounds fun to have 2 people do operations on 1
>> image, but if this is useful? In practice, ownership of such data is
>> really not a limitation.
>>
>> That goes for character rigs, models, environments, props, etc. Easy to
>> design a data structure based on .blends being managed by individuals.
>>
>> -Ton-
>>
>> 
>> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>>
>> On 26 Apr, 2013, at 1:22, Brecht Van Lommel wrote:
>>
>>> Hi,
>>>
>>> On Thu, Apr 25, 2013 at 11:38 PM, Moisés Bonilla 
>>> wrote:
 First of all, thanks for the quick response.

 Ton Roosendaal: That idea about the "normalized" file IO sounds good.
 Do
 you think that maybe I could start thinking about the case when two
 people
 starts with a empty scene and each one sends to the other simple
 commands
 (Create cube at ..., Rotate object ..., etc)?
>>>
>>> I think Ton misunderstood what you were proposing? Handling network
>>> paths is quite different from realtime sharing.
>>>
 And no, although summer of code sounds interesting, I would prefer to
 "take
 it easy" for now :). Anyway, I should start by proposing the project
 in the
 wiki, isn't it?
>>>
>>> Yes, you can add make a wiki page about the project.
>>>
>>> But note that there's a reason Verse was never finished and
>>> integrated. If it's a research project where you create a proof of
>>> concept then it can work, but to make this ready for production use is
>>> problematic. That's because there are many different data structures
>>> and editing operations in Blender, and they weren't designed with this
>>> kind of thing in mind. It's quite possible to make it work for a small
>>> subset of those, but supporting this across Blender in a way that's
>>> reliable and maintainable probably requires a major redesign of
>>> Blender internals.
>>>
>>> Brecht.
>>> ___
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>>> http://lists.blender.org/mailman/l

Re: [Bf-committers] Blender online

2013-04-26 Thread Howard Trickey
I look at how using something like Google Docs has made a huge difference
both in how I do work at work, and also how students in schools do group
projects.  I think it was hard to predict how much easier this make things
versus
the days when people mailed Word documents around to each other.

Yes, it is true that it is rare for two people two people to be working on
the
same paragraph (or even different paragraphs of the same doc)
simultaneously,
but it is still a great step forward for two reasons:

1) the data is "in the cloud": so you and your colleagues don't have to
think
about where it is, what machine they are currently using, or anything else.
2) people can be looking at the same exact data simultaneously: maybe only
one person is changing it, but others can see the changes live immediately.

It would be great to get these kind of things to work as well for Blender
scenes.

But I agree with those that say this would require deep deep changes and
is a very challenging project.


On Fri, Apr 26, 2013 at 8:44 AM, CoDEmanX  wrote:

> Multiple people working on a single image sounds ridiculous indeed, but
> with 3D, it's a different story. Especially if you use Blender to create
> game environments, multiple working working on the map is really a use
> case. Since Blender isn't designed to stream 3d content, a sharing
> feature should be kept simple. So how about a button to update linked
> library objects? That way, one could sort of work on the same scene.
>
> Am 26.04.2013 10:27, schrieb Ton Roosendaal:
> > Hi,
> >
> > Oh - yeah I was interpreting it as similar to how we setup pipelines in
> a studio. Where you keep the .blends individually owned, and link in data.
> >
> > Work on the same .blend scene together is a specification that would
> right go deep into the core of Blender's design. I wouldn't recommend to
> try this, nor do I think it would become a succesful project with the
> current state of Blender.
> >
> > The issue of efficient data sharing for projects is really something you
> can handle on a meta level, and not try to do it on vertex/objects level or
> on tools.
> >
> > Take GIMP for example. It sounds fun to have 2 people do operations on 1
> image, but if this is useful? In practice, ownership of such data is really
> not a limitation.
> >
> > That goes for character rigs, models, environments, props, etc. Easy to
> design a data structure based on .blends being managed by individuals.
> >
> > -Ton-
> >
> > 
> > Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> > Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
> >
> > On 26 Apr, 2013, at 1:22, Brecht Van Lommel wrote:
> >
> >> Hi,
> >>
> >> On Thu, Apr 25, 2013 at 11:38 PM, Moisés Bonilla 
> wrote:
> >>> First of all, thanks for the quick response.
> >>>
> >>> Ton Roosendaal: That idea about the "normalized" file IO sounds good.
> Do
> >>> you think that maybe I could start thinking about the case when two
> people
> >>> starts with a empty scene and each one sends to the other simple
> commands
> >>> (Create cube at ..., Rotate object ..., etc)?
> >>
> >> I think Ton misunderstood what you were proposing? Handling network
> >> paths is quite different from realtime sharing.
> >>
> >>> And no, although summer of code sounds interesting, I would prefer to
> "take
> >>> it easy" for now :). Anyway, I should start by proposing the project
> in the
> >>> wiki, isn't it?
> >>
> >> Yes, you can add make a wiki page about the project.
> >>
> >> But note that there's a reason Verse was never finished and
> >> integrated. If it's a research project where you create a proof of
> >> concept then it can work, but to make this ready for production use is
> >> problematic. That's because there are many different data structures
> >> and editing operations in Blender, and they weren't designed with this
> >> kind of thing in mind. It's quite possible to make it work for a small
> >> subset of those, but supporting this across Blender in a way that's
> >> reliable and maintainable probably requires a major redesign of
> >> Blender internals.
> >>
> >> Brecht.
> >> ___
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> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >
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Re: [Bf-committers] Blender online

2013-04-26 Thread CoDEmanX
Multiple people working on a single image sounds ridiculous indeed, but 
with 3D, it's a different story. Especially if you use Blender to create 
game environments, multiple working working on the map is really a use 
case. Since Blender isn't designed to stream 3d content, a sharing 
feature should be kept simple. So how about a button to update linked 
library objects? That way, one could sort of work on the same scene.

Am 26.04.2013 10:27, schrieb Ton Roosendaal:
> Hi,
>
> Oh - yeah I was interpreting it as similar to how we setup pipelines in a 
> studio. Where you keep the .blends individually owned, and link in data.
>
> Work on the same .blend scene together is a specification that would right go 
> deep into the core of Blender's design. I wouldn't recommend to try this, nor 
> do I think it would become a succesful project with the current state of 
> Blender.
>
> The issue of efficient data sharing for projects is really something you can 
> handle on a meta level, and not try to do it on vertex/objects level or on 
> tools.
>
> Take GIMP for example. It sounds fun to have 2 people do operations on 1 
> image, but if this is useful? In practice, ownership of such data is really 
> not a limitation.
>
> That goes for character rigs, models, environments, props, etc. Easy to 
> design a data structure based on .blends being managed by individuals.
>
> -Ton-
>
> 
> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> On 26 Apr, 2013, at 1:22, Brecht Van Lommel wrote:
>
>> Hi,
>>
>> On Thu, Apr 25, 2013 at 11:38 PM, Moisés Bonilla  wrote:
>>> First of all, thanks for the quick response.
>>>
>>> Ton Roosendaal: That idea about the "normalized" file IO sounds good. Do
>>> you think that maybe I could start thinking about the case when two people
>>> starts with a empty scene and each one sends to the other simple commands
>>> (Create cube at ..., Rotate object ..., etc)?
>>
>> I think Ton misunderstood what you were proposing? Handling network
>> paths is quite different from realtime sharing.
>>
>>> And no, although summer of code sounds interesting, I would prefer to "take
>>> it easy" for now :). Anyway, I should start by proposing the project in the
>>> wiki, isn't it?
>>
>> Yes, you can add make a wiki page about the project.
>>
>> But note that there's a reason Verse was never finished and
>> integrated. If it's a research project where you create a proof of
>> concept then it can work, but to make this ready for production use is
>> problematic. That's because there are many different data structures
>> and editing operations in Blender, and they weren't designed with this
>> kind of thing in mind. It's quite possible to make it work for a small
>> subset of those, but supporting this across Blender in a way that's
>> reliable and maintainable probably requires a major redesign of
>> Blender internals.
>>
>> Brecht.
>> ___
>> Bf-committers mailing list
>> Bf-committers@blender.org
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Re: [Bf-committers] Debugging with GCC's Address Sanitizer

2013-04-26 Thread Lukas Tönne
You wrote:

"Pros: Can use a breakpoint to investigate the point when error happens"

I'd like to just point out that you can do that with valgrind + gdb too:
http://valgrind.org/docs/manual/manual-core-adv.html#manual-core-adv.gdbserver-gdb

This has proved valuable to me on more than one occasion. Maybe the new gcc
__asan_report_error is still a bit easier to use though.


On Fri, Apr 26, 2013 at 12:44 PM, Campbell Barton wrote:

> Just wrote down some info about how to use address sanitizer (now
> included with GCC),
> since I've found it useful recently and how to use with breakpoints
> isn't so obvious.
>
> Others who run into memory bugs once in a while may find it handy.
>
> wiki.blender.org/index.php/Dev:Doc/Tools/Debugging/GCC_Address_Sanitizer
>
> --
> - Campbell
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[Bf-committers] Debugging with GCC's Address Sanitizer

2013-04-26 Thread Campbell Barton
Just wrote down some info about how to use address sanitizer (now
included with GCC),
since I've found it useful recently and how to use with breakpoints
isn't so obvious.

Others who run into memory bugs once in a while may find it handy.

wiki.blender.org/index.php/Dev:Doc/Tools/Debugging/GCC_Address_Sanitizer

-- 
- Campbell
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Re: [Bf-committers] Build Error

2013-04-26 Thread Jürgen Herrmann
VS 2010 is not supported at the moment.

If you try to build for x64:

Can you try to build with VS2010 and CMake using these libs?
http://download.shadowrom.de/blender_libs_vc2010.7z
And this patch to blender?
http://download.shadowrom.de/VS201X_Fix.patch

Place the libs into the libs folder just beside the original libs from SVN.

Am 26.04.2013 um 11:18 schrieb Fabio Russo :

> I wanted to report a compilation error.
> I use VS2010 and compile it through scons.
> Here the build log: http://www.pasteall.org/41742
> 
> Fabio Russo (ruesp83)
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[Bf-committers] Build Error

2013-04-26 Thread Fabio Russo
I wanted to report a compilation error.
I use VS2010 and compile it through scons.
Here the build log: http://www.pasteall.org/41742

Fabio Russo (ruesp83)
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Re: [Bf-committers] clang analysis, buildbot module ?

2013-04-26 Thread John Smith
Hi,


Thanks!


- John Smith.


On Thu, Apr 25, 2013 at 10:13 PM, Campbell Barton  wrote:
> On Fri, Apr 26, 2013 at 12:23 AM, John Smith  wrote:
>> Hi,
>>
>>
>> I remember you have clang-static checker running continuously on 
>> blender-trunk
>> with clang/llvm-trunk at http://clang.blenderheads.org/trunk/
>>
>> As im looking to do something similar for another project, I was
>> wondering if I could have a copy of the script you use for blender ?
>> And if its a buildbot module, that would be really great.
>>
>>
>> Thanks,
>>
>>
>> Regards,
>>
>>
>> John Smith
>
> This is just very simple shell script (not using buildbot),
> but since you asked, here it is.
>
> https://github.com/ideasman42/blender-clang-build
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Re: [Bf-committers] Blender online

2013-04-26 Thread Ton Roosendaal
Hi,

Oh - yeah I was interpreting it as similar to how we setup pipelines in a 
studio. Where you keep the .blends individually owned, and link in data.

Work on the same .blend scene together is a specification that would right go 
deep into the core of Blender's design. I wouldn't recommend to try this, nor 
do I think it would become a succesful project with the current state of 
Blender.

The issue of efficient data sharing for projects is really something you can 
handle on a meta level, and not try to do it on vertex/objects level or on 
tools.

Take GIMP for example. It sounds fun to have 2 people do operations on 1 image, 
but if this is useful? In practice, ownership of such data is really not a 
limitation. 

That goes for character rigs, models, environments, props, etc. Easy to design 
a data structure based on .blends being managed by individuals.

-Ton-


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

On 26 Apr, 2013, at 1:22, Brecht Van Lommel wrote:

> Hi,
> 
> On Thu, Apr 25, 2013 at 11:38 PM, Moisés Bonilla  wrote:
>> First of all, thanks for the quick response.
>> 
>> Ton Roosendaal: That idea about the "normalized" file IO sounds good. Do
>> you think that maybe I could start thinking about the case when two people
>> starts with a empty scene and each one sends to the other simple commands
>> (Create cube at ..., Rotate object ..., etc)?
> 
> I think Ton misunderstood what you were proposing? Handling network
> paths is quite different from realtime sharing.
> 
>> And no, although summer of code sounds interesting, I would prefer to "take
>> it easy" for now :). Anyway, I should start by proposing the project in the
>> wiki, isn't it?
> 
> Yes, you can add make a wiki page about the project.
> 
> But note that there's a reason Verse was never finished and
> integrated. If it's a research project where you create a proof of
> concept then it can work, but to make this ready for production use is
> problematic. That's because there are many different data structures
> and editing operations in Blender, and they weren't designed with this
> kind of thing in mind. It's quite possible to make it work for a small
> subset of those, but supporting this across Blender in a way that's
> reliable and maintainable probably requires a major redesign of
> Blender internals.
> 
> Brecht.
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Re: [Bf-committers] Blender 2.67 RC AHOY

2013-04-26 Thread Sergey Sharybin
Hey Thomas!

Thanks for the builds. They're at
http://download.blender.org/release/Blender2.67/ now :)


On Fri, Apr 26, 2013 at 12:05 PM, Thomas Dinges  wrote:

> Hi Sergey,
> Windows builds can be found here: http://blender.dingto.org/2.67_RC/
>
> Thanks,
> Thomas
>
> Am 24.04.2013 19:00, schrieb Sergey Sharybin:
> > Hi,
> >
> > The time have come to do Release Candidate!
> >
> > Information for platform maintainers:
> >
> > - Build from trunk SVN revision 56271
> > - Addons revision 4488
> > - Locale revision 1789
> >
> > Keep usual naming and let me know when builds are up!
> >
> > Thanks everyone!
> >
>
>
> --
> Thomas Dinges
> Blender Developer, Artist and Musician
>
> www.dingto.org
>
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-- 
With best regards, Sergey Sharybin
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