[Bf-committers] Unfreeze!

2013-05-08 Thread Sergey Sharybin
Hey!

Seems we've survived this release (not without annoying bugs sneaked in
tho).

We're considering svn trunk is open for general development again!

Congrats everyone with the release! :)

-- 
With best regards, Sergey Sharybin
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[Bf-committers] Leap Motion seeding to Blender developers artists

2013-05-08 Thread Ton Roosendaal
Hi all,

https://www.leapmotion.com/

I've contacted Leap Motion and they agreed to seed 10 units to Blender 
developers and/or actively involved users.

I suggest we do 5 for devs at least, rest for people on this list who can 
contribute testing and feedback.

Just reply on this message if you're interested, and a short sentence what you 
intend to do with it (code work or testing, and which OS). I then will select 
the 10 'winners', ask them for the shipping details and forward it to Leap 
Motion. They already seed units now btw, before the official launch end of July.

Thanks,

-Ton-


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

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Re: [Bf-committers] Leap Motion seeding to Blender developers artists

2013-05-08 Thread Jonathan Williamson
I'm happy to test on Mac OS X with Retina. In particular I am interested in
testing sculpt implementations.

On Wednesday, May 8, 2013, Ton Roosendaal wrote:

 Hi all,

 https://www.leapmotion.com/

 I've contacted Leap Motion and they agreed to seed 10 units to Blender
 developers and/or actively involved users.

 I suggest we do 5 for devs at least, rest for people on this list who can
 contribute testing and feedback.

 Just reply on this message if you're interested, and a short sentence what
 you intend to do with it (code work or testing, and which OS). I then will
 select the 10 'winners', ask them for the shipping details and forward it
 to Leap Motion. They already seed units now btw, before the official launch
 end of July.

 Thanks,

 -Ton-

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

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Re: [Bf-committers] Leap Motion seeding to Blender developers artists

2013-05-08 Thread Sean Olson
I would love to test and give feedback - I can test on either Ubuntu or
Windows 7.  New interfaces  control schemes have always been a major
interest of mine.

-Sean




On Wed, May 8, 2013 at 10:17 AM, Jonathan Williamson
jonat...@cgcookie.comwrote:

 I'm happy to test on Mac OS X with Retina. In particular I am interested in
 testing sculpt implementations.

 On Wednesday, May 8, 2013, Ton Roosendaal wrote:

  Hi all,
 
  https://www.leapmotion.com/
 
  I've contacted Leap Motion and they agreed to seed 10 units to Blender
  developers and/or actively involved users.
 
  I suggest we do 5 for devs at least, rest for people on this list who can
  contribute testing and feedback.
 
  Just reply on this message if you're interested, and a short sentence
 what
  you intend to do with it (code work or testing, and which OS). I then
 will
  select the 10 'winners', ask them for the shipping details and forward it
  to Leap Motion. They already seed units now btw, before the official
 launch
  end of July.
 
  Thanks,
 
  -Ton-
 
  
  Ton Roosendaal  Blender Foundation   t...@blender.org javascript:;
  www.blender.org
  Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
 
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Re: [Bf-committers] Leap Motion seeding to Blender developers artists

2013-05-08 Thread Roberto Roch
I'd love to test it for sculpting too. I use Ubuntu 64bit.
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Re: [Bf-committers] Leap Motion seeding to Blender developers artists

2013-05-08 Thread Jakub Żółcik
Hi,

I am just starting to contribute to blender, but for some time I've been 
thinking about leap motion app that will allow creating custom, gestures 
shortcuts (e.g. for rotating view, subdivision, grab). So I would be 
honored to try to develop one.

 Hi all,

 https://www.leapmotion.com/

 I've contacted Leap Motion and they agreed to seed 10 units to Blender 
 developers and/or actively involved users.

 I suggest we do 5 for devs at least, rest for people on this list who can 
 contribute testing and feedback.

 Just reply on this message if you're interested, and a short sentence what 
 you intend to do with it (code work or testing, and which OS). I then will 
 select the 10 'winners', ask them for the shipping details and forward it to 
 Leap Motion. They already seed units now btw, before the official launch end 
 of July.

 Thanks,

 -Ton-

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

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tel. +48 600 423 501


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Re: [Bf-committers] Leap Motion seeding to Blender developers artists

2013-05-08 Thread Jörg Müller
Hi!

I'd concentrate on implementing the required functionality to use it in 
the BGE. Most likely working together with the devs who work on it for 
the rest of blender, where I can also help. I'm on Arch Linux. One thing 
you might consider: I'm currently in South Korea and will get home mid 
July, so I can't start early (sending is no problem though, my family is 
at home).

Regards,
Jörg

On 2013-05-08 22:12, Ton Roosendaal wrote:
 Hi all,

 https://www.leapmotion.com/

 I've contacted Leap Motion and they agreed to seed 10 units to Blender 
 developers and/or actively involved users.

 I suggest we do 5 for devs at least, rest for people on this list who can 
 contribute testing and feedback.

 Just reply on this message if you're interested, and a short sentence what 
 you intend to do with it (code work or testing, and which OS). I then will 
 select the 10 'winners', ask them for the shipping details and forward it to 
 Leap Motion. They already seed units now btw, before the official launch end 
 of July.

 Thanks,

 -Ton-



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[Bf-committers] Small pynodes API change (after 2.67 release)

2013-05-08 Thread Lukas Tönne
Note: r56584 and r56585 add two changes to socket draw functions:

* For hiding the socket input value you now need to check the connection
state inside the draw function. This provides some flexibility for
displaying other buttons for connected sockets as well if needed.

* Socket draw function now takes an explicit text parameter (usually the
socket name), which allows drawing just the socket value in specific cases
(e.g. node view template).

For post-2.67 versions (!) change your socket draw callbacks like this:

= old =
class MySocket(bpy.types.NodeSocket):
def draw(self, context, layout, node):
layout.prop(self, my_input_value, text=self.name)

= new =
class MySocket(bpy.types.NodeSocket):
def draw(self, context, layout, node, text):
if self.is_linked:
layout.label(text)
else:
layout.prop(self, my_input_value, text=text)
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[Bf-committers] OSX 10.6 building error since May 6th GHOST_WindowCocoa.mm commit

2013-05-08 Thread patrick boelens
Hey everyone,

First off, hats off the the team and congrats on getting Blender 2.67 out into 
the wild!

I just updated my source directory and found I couldn't build anymore on OSX 
10.6. This stems from the May 6th commit by Brecht in GHOST_WindowCocoa.mm; it 
seems 1060 was used as the MAC_OSX_VERSION_MIN_REQUIRED where 1070 was meant 
(the comments even mention Lion; 10.6 is Snow Leopard. ;)) It's an easy enough 
fix, but I uploaded my .diff regardless[1].

Cheers!
-Patrick

[1] http://www.pasteall.org/42060/diff
  
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Re: [Bf-committers] OSX 10.6 building error since May 6th GHOST_WindowCocoa.mm commit

2013-05-08 Thread Brecht Van Lommel
I'm not sure this is correct, for our official builds we require a
10.6 minimum version, so I think this code would be excluded then?
Also the first line you changed was already there before this bugfix,
and the function toggleFullscreen function is also used in
GHOST_SystemCocoa.mm.

What is the exact compile error, is it just NSFullScreenWindowMask
that is undefined?

Thanks,
Brecht.

On Wed, May 8, 2013 at 6:19 PM, patrick boelens p_boel...@msn.com wrote:
 Hey everyone,

 First off, hats off the the team and congrats on getting Blender 2.67 out 
 into the wild!

 I just updated my source directory and found I couldn't build anymore on OSX 
 10.6. This stems from the May 6th commit by Brecht in GHOST_WindowCocoa.mm; 
 it seems 1060 was used as the MAC_OSX_VERSION_MIN_REQUIRED where 1070 was 
 meant (the comments even mention Lion; 10.6 is Snow Leopard. ;)) It's an easy 
 enough fix, but I uploaded my .diff regardless[1].

 Cheers!
 -Patrick

 [1] http://www.pasteall.org/42060/diff

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Re: [Bf-committers] OSX 10.6 building error since May 6th GHOST_WindowCocoa.mm commit

2013-05-08 Thread patrick boelens
Hi Brecht,

Sorry, but I'm not sure what you mean by this code would be excluded then?

I get two accounts of 'NSWindowCollectionBehaviorFullScreenPrimary' not being 
declared, and three mentions of an undeclared 'NSFullScreenWindowMask', both of 
which weren't added until 10.7. Maybe I'm just missing something obvious again 
though, wouldn't be the first time. =P

 From: brechtvanlom...@pandora.be
 Date: Wed, 8 May 2013 19:03:09 +0200
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] OSX 10.6 building error since May 6th 
 GHOST_WindowCocoa.mm commit
 
 I'm not sure this is correct, for our official builds we require a
 10.6 minimum version, so I think this code would be excluded then?
 Also the first line you changed was already there before this bugfix,
 and the function toggleFullscreen function is also used in
 GHOST_SystemCocoa.mm.
 
 What is the exact compile error, is it just NSFullScreenWindowMask
 that is undefined?
 
 Thanks,
 Brecht.
 
 On Wed, May 8, 2013 at 6:19 PM, patrick boelens p_boel...@msn.com wrote:
  Hey everyone,
 
  First off, hats off the the team and congrats on getting Blender 2.67 out 
  into the wild!
 
  I just updated my source directory and found I couldn't build anymore on 
  OSX 10.6. This stems from the May 6th commit by Brecht in 
  GHOST_WindowCocoa.mm; it seems 1060 was used as the 
  MAC_OSX_VERSION_MIN_REQUIRED where 1070 was meant (the comments even 
  mention Lion; 10.6 is Snow Leopard. ;)) It's an easy enough fix, but I 
  uploaded my .diff regardless[1].
 
  Cheers!
  -Patrick
 
  [1] http://www.pasteall.org/42060/diff
 
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[Bf-committers] Issue of building blender-2.67 on rawhide (OpenCOLLADA)

2013-05-08 Thread Jochen Schmitt
Hello,

I have tried to built blender-2.67 on fedora rawhide and have got
the following error messages:

/builddir/build/BUILD/blender-2.67/source/blender/collada/DocumentImporter.cpp: 
In member function 'bool DocumentImporter::import()':
/builddir/build/BUILD/blender-2.67/source/blender/collada/DocumentImporter.cpp:128:72:
 error: cannot allocate an object of abstract type 'ExtraHandler'
  ExtraHandler *ehandler = new ExtraHandler(this, (this-anim_importer));
^
In file included from 
/builddir/build/BUILD/blender-2.67/source/blender/collada/DocumentImporter.cpp:85:0:
/builddir/build/BUILD/blender-2.67/source/blender/collada/ExtraHandler.h:42:7: 
note:   because the following virtual functions are pure within 'ExtraHandler':
 class ExtraHandler : public COLLADASaxFWL::IExtraDataCallbackHandler
   ^
In file included from 
/builddir/build/BUILD/blender-2.67/source/blender/collada/DocumentImporter.cpp:50:0:
/usr/include/COLLADASaxFrameworkLoader/COLLADASaxFWLIExtraDataCallbackHandler.h:39:22:
 note:virtual bool COLLADASaxFWL::IEx

It may be nice, if anyoune have a hint to solve this issue.

Best Regards:

Jochen Schmitt
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Re: [Bf-committers] Issue of building blender-2.67 on rawhide (OpenCOLLADA)

2013-05-08 Thread Gaia
Brecht has committed a solution for this just this afternoon.
Can you update from subversion and try again ?

If you want to build Blender 2.67 then you must update
your OpenCollada version to this one:

https://github.com/gaiaclary/OpenCOLLADA

This is the officially used OpenCollada version that is currently
used by Blender. I thought there is a script that picks up the
correct OpenCollada version automatically for linux users.

cheers,
Gaia


On 08.05.2013 19:54, Jochen Schmitt wrote:
 Hello,

 I have tried to built blender-2.67 on fedora rawhide and have got
 the following error messages:

 /builddir/build/BUILD/blender-2.67/source/blender/collada/DocumentImporter.cpp:
  In member function 'bool DocumentImporter::import()':
 /builddir/build/BUILD/blender-2.67/source/blender/collada/DocumentImporter.cpp:128:72:
  error: cannot allocate an object of abstract type 'ExtraHandler'
ExtraHandler *ehandler = new ExtraHandler(this, (this-anim_importer));
  ^
 In file included from 
 /builddir/build/BUILD/blender-2.67/source/blender/collada/DocumentImporter.cpp:85:0:
 /builddir/build/BUILD/blender-2.67/source/blender/collada/ExtraHandler.h:42:7:
  note:   because the following virtual functions are pure within 
 'ExtraHandler':
   class ExtraHandler : public COLLADASaxFWL::IExtraDataCallbackHandler
 ^
 In file included from 
 /builddir/build/BUILD/blender-2.67/source/blender/collada/DocumentImporter.cpp:50:0:
 /usr/include/COLLADASaxFrameworkLoader/COLLADASaxFWLIExtraDataCallbackHandler.h:39:22:
  note:  virtual bool COLLADASaxFWL::IEx

 It may be nice, if anyoune have a hint to solve this issue.

 Best Regards:

 Jochen Schmitt
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Re: [Bf-committers] Issue of building blender-2.67 on rawhide (OpenCOLLADA)

2013-05-08 Thread patrick boelens
Hi Jochen,

I had a similar error a few weeks ago, and it turned out I hadn't updated my 
lib folder in a while (specifically OSL and OpenCollada were giving me grief). 
Maybe this is the case with you too?

Cheers,
Patrick

 Date: Wed, 8 May 2013 19:54:01 +0200
 From: joc...@herr-schmitt.de
 To: bf-committers@blender.org
 Subject: [Bf-committers] Issue of building blender-2.67 on rawhide
 (OpenCOLLADA)
 
 Hello,
 
 I have tried to built blender-2.67 on fedora rawhide and have got
 the following error messages:
 
 /builddir/build/BUILD/blender-2.67/source/blender/collada/DocumentImporter.cpp:
  In member function 'bool DocumentImporter::import()':
 /builddir/build/BUILD/blender-2.67/source/blender/collada/DocumentImporter.cpp:128:72:
  error: cannot allocate an object of abstract type 'ExtraHandler'
   ExtraHandler *ehandler = new ExtraHandler(this, (this-anim_importer));
 ^
 In file included from 
 /builddir/build/BUILD/blender-2.67/source/blender/collada/DocumentImporter.cpp:85:0:
 /builddir/build/BUILD/blender-2.67/source/blender/collada/ExtraHandler.h:42:7:
  note:   because the following virtual functions are pure within 
 'ExtraHandler':
  class ExtraHandler : public COLLADASaxFWL::IExtraDataCallbackHandler
^
 In file included from 
 /builddir/build/BUILD/blender-2.67/source/blender/collada/DocumentImporter.cpp:50:0:
 /usr/include/COLLADASaxFrameworkLoader/COLLADASaxFWLIExtraDataCallbackHandler.h:39:22:
  note:  virtual bool COLLADASaxFWL::IEx
 
 It may be nice, if anyoune have a hint to solve this issue.
 
 Best Regards:
 
 Jochen Schmitt
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Re: [Bf-committers] Issue of building blender-2.67 on rawhide (OpenCOLLADA)

2013-05-08 Thread Brecht Van Lommel
On Wed, May 8, 2013 at 8:01 PM, Gaia gaia.cl...@machinimatrix.org wrote:
 Brecht has committed a solution for this just this afternoon.
 Can you update from subversion and try again ?

 If you want to build Blender 2.67 then you must update
 your OpenCollada version to this one:

 https://github.com/gaiaclary/OpenCOLLADA

 This is the officially used OpenCollada version that is currently
 used by Blender. I thought there is a script that picks up the
 correct OpenCollada version automatically for linux users.

Are there changes in this repository that are not in the official
OpenCollada one? My understanding is that Fedora has an OpenCollada
package that the Blender package depends on, and this can't be built
from a custom branch specifically for Blender.

Probably the solution is either for Fedora to update to the latest
OpenCollada, or for us to update the Blender 2.67 svn tag and source
package with the fix I did.

Brecht.
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Re: [Bf-committers] OSX 10.6 building error since May 6th GHOST_WindowCocoa.mm commit

2013-05-08 Thread Brecht Van Lommel
The way I understand it MAC_OS_X_VERSION_MIN_REQUIRED gives the
minimum OS X version that Blender can run on (which can be lower than
the OS X SDK version). We are building official releases with a 10.6
minimum version, so changing it to 1070 would cause this code to not
get compiled.

Defining NSWindowCollectionBehaviorFullScreenPrimary and
NSFullScreenWindowMask if they are not there will probably fix the
issue, similar to what we do for NSEventPhase, will test that.

Brecht.

On Wed, May 8, 2013 at 7:53 PM, patrick boelens p_boel...@msn.com wrote:
 Hi Brecht,

 Sorry, but I'm not sure what you mean by this code would be excluded then?

 I get two accounts of 'NSWindowCollectionBehaviorFullScreenPrimary' not being 
 declared, and three mentions of an undeclared 'NSFullScreenWindowMask', both 
 of which weren't added until 10.7. Maybe I'm just missing something obvious 
 again though, wouldn't be the first time. =P

 From: brechtvanlom...@pandora.be
 Date: Wed, 8 May 2013 19:03:09 +0200
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] OSX 10.6 building error since May 6th 
 GHOST_WindowCocoa.mm commit

 I'm not sure this is correct, for our official builds we require a
 10.6 minimum version, so I think this code would be excluded then?
 Also the first line you changed was already there before this bugfix,
 and the function toggleFullscreen function is also used in
 GHOST_SystemCocoa.mm.

 What is the exact compile error, is it just NSFullScreenWindowMask
 that is undefined?

 Thanks,
 Brecht.

 On Wed, May 8, 2013 at 6:19 PM, patrick boelens p_boel...@msn.com wrote:
  Hey everyone,
 
  First off, hats off the the team and congrats on getting Blender 2.67 out 
  into the wild!
 
  I just updated my source directory and found I couldn't build anymore on 
  OSX 10.6. This stems from the May 6th commit by Brecht in 
  GHOST_WindowCocoa.mm; it seems 1060 was used as the 
  MAC_OSX_VERSION_MIN_REQUIRED where 1070 was meant (the comments even 
  mention Lion; 10.6 is Snow Leopard. ;)) It's an easy enough fix, but I 
  uploaded my .diff regardless[1].
 
  Cheers!
  -Patrick
 
  [1] http://www.pasteall.org/42060/diff
 
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Re: [Bf-committers] Issue of building blender-2.67 on rawhide (OpenCOLLADA)

2013-05-08 Thread Jochen Schmitt
On Wed, May 08, 2013 at 08:37:49PM +0200, Brecht Van Lommel wrote:
  https://github.com/gaiaclary/OpenCOLLADA
 
  This is the officially used OpenCollada version that is currently
  used by Blender. I thought there is a script that picks up the
  correct OpenCollada version automatically for linux users.

This is only a reference on the git repository. I need an exact
specification of the required release of openCOLLADA.
 
 Are there changes in this repository that are not in the official
 OpenCollada one? My understanding is that Fedora has an OpenCollada
 package that the Blender package depends on, and this can't be built
 from a custom branch specifically for Blender.

The official blender package depends on the openCOLLADA package which
is provided in fedora. 
 
 Probably the solution is either for Fedora to update to the latest
 OpenCollada, or for us to update the Blender 2.67 svn tag and source
 package with the fix I did.

After I know, which release of openCOLLADA we need exactly, I will contact
the package maintainer of openCOLLADA to get a new build of this package.

Best Regards:

Jochen Schmitt
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Re: [Bf-committers] Leap Motion seeding to Blender developers artists

2013-05-08 Thread Andy
I would love to test this out to see if there are any possible workflow 
improvements with the user interface and navigation. I'm running Windows 8 64bit

On 8 May 2013, at 14:12, Ton Roosendaal t...@blender.org wrote:

 Hi all,
 
 https://www.leapmotion.com/
 
 I've contacted Leap Motion and they agreed to seed 10 units to Blender 
 developers and/or actively involved users.
 
 I suggest we do 5 for devs at least, rest for people on this list who can 
 contribute testing and feedback.
 
 Just reply on this message if you're interested, and a short sentence what 
 you intend to do with it (code work or testing, and which OS). I then will 
 select the 10 'winners', ask them for the shipping details and forward it to 
 Leap Motion. They already seed units now btw, before the official launch end 
 of July.
 
 Thanks,
 
 -Ton-
 
 
 Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
 
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[Bf-committers] Stereo viewport

2013-05-08 Thread Alexey Akishin
For relatively long time we have stereo support in BGE, but 
unfortunately not in viewport. I have posted a patch on the tracker:
http://projects.blender.org/tracker/index.php?func=detailaid=35266group_id=9atid=127
It adds following features:

* It is possible to choose stereo mode and eye separation distance.
* Currently 4 stereo modes implemented (anaglyph red/cyan, 
green/magenta, magenta/green, yellow/blue).  I do not feel confident 
implementing non-anaglyph modes because I only have anaglyph glasses.
* It's possible to choose pivot point, cursor, an object or infinity as 
convergence point.
* Eye separation can be absolute or relative (if relative, eye 
separation distance will be multiplied by distance between viewport camera and 
convergence point).

I hope these features are of interest to others as well. When colors 
are not very important, I find it helpful - for example, when sculpting, 
retopologizing, etc.
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[Bf-committers] Adding an alpha channel though Python's image.save()

2013-05-08 Thread patrick boelens
Hi everyone,

I've run into a bit of a problem here. I want to use Blender for some batch 
image-processing but found a bug in saving. If the image loaded in does not 
have an alpha channel, calling image.save() on it will not add one, even if it 
does show up correctly in the UV/Image Editor. Saving the image manually from 
the Editor it works, but that kind of defeats the purpose of the batch 
processing. ;)

Image.save seems to call IMB_saveiff(), while the menu entry seems to call 
IMAGE_OT_save(). It's a bit too deep in for me to figure out though, any help 
on getting this to work would be very much appreciated.

Thanks!
-Patrick
  
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Re: [Bf-committers] Leap Motion seeding to Blender developers artists

2013-05-08 Thread Alexey Akishin
This looks very interesting. Currently I'm using NeoMouse in its air 
mode, but Leap Motion seems to be much better and more advanced. I think Leap 
Motion could be especially natural and useful in sculpting mode.

I have few ideas I could try to implement. For example, I can imagine 
sculpting with one hand and controlling brush parameters (size, texture angle, 
etc.) with another. From what I saw on videos this seems to be technically 
possible. I can test in Linux and Windows 7.

On Wednesday 08 May 2013 15:12:51 Ton Roosendaal wrote:
 Hi all,
 
 https://www.leapmotion.com/
 
 I've contacted Leap Motion and they agreed to seed 10 units to Blender 
 developers and/or actively involved users.
 
 I suggest we do 5 for devs at least, rest for people on this list who can 
 contribute testing and feedback.
 
 Just reply on this message if you're interested, and a short sentence what 
 you intend to do with it (code work or testing, and which OS). I then will 
 select the 10 'winners', ask them for the shipping details and forward it to 
 Leap Motion. They already seed units now btw, before the official launch end 
 of July.
 
 Thanks,
 
 -Ton-
 
 
 Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
 
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Re: [Bf-committers] OSX 10.6 building error since May 6th GHOST_WindowCocoa.mm commit

2013-05-08 Thread patrick boelens
Hey Brecht,

I'm getting a harmless warning now that I'm not sure was there before[1], but 
other than that it works like a charm, thanks!

-Patrick

[1] Messages without a matching method signature will be assumed to return 'id' 
and accept '...' as arguments.

 From: brechtvanlom...@pandora.be
 Date: Wed, 8 May 2013 21:38:09 +0200
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] OSX 10.6 building error since May 6th 
 GHOST_WindowCocoa.mm commit
 
 I've committed a possible fix now. I can't test it myself because my
 Xcode version doesn't have the 10.6 SDK.
 
 Brecht.
 
 On Wed, May 8, 2013 at 8:47 PM, Brecht Van Lommel
 brechtvanlom...@pandora.be wrote:
  The way I understand it MAC_OS_X_VERSION_MIN_REQUIRED gives the
  minimum OS X version that Blender can run on (which can be lower than
  the OS X SDK version). We are building official releases with a 10.6
  minimum version, so changing it to 1070 would cause this code to not
  get compiled.
 
  Defining NSWindowCollectionBehaviorFullScreenPrimary and
  NSFullScreenWindowMask if they are not there will probably fix the
  issue, similar to what we do for NSEventPhase, will test that.
 
  Brecht.
 
  On Wed, May 8, 2013 at 7:53 PM, patrick boelens p_boel...@msn.com wrote:
  Hi Brecht,
 
  Sorry, but I'm not sure what you mean by this code would be excluded 
  then?
 
  I get two accounts of 'NSWindowCollectionBehaviorFullScreenPrimary' not 
  being declared, and three mentions of an undeclared 
  'NSFullScreenWindowMask', both of which weren't added until 10.7. Maybe 
  I'm just missing something obvious again though, wouldn't be the first 
  time. =P
 
  From: brechtvanlom...@pandora.be
  Date: Wed, 8 May 2013 19:03:09 +0200
  To: bf-committers@blender.org
  Subject: Re: [Bf-committers] OSX 10.6 building error since May 6th 
  GHOST_WindowCocoa.mm commit
 
  I'm not sure this is correct, for our official builds we require a
  10.6 minimum version, so I think this code would be excluded then?
  Also the first line you changed was already there before this bugfix,
  and the function toggleFullscreen function is also used in
  GHOST_SystemCocoa.mm.
 
  What is the exact compile error, is it just NSFullScreenWindowMask
  that is undefined?
 
  Thanks,
  Brecht.
 
  On Wed, May 8, 2013 at 6:19 PM, patrick boelens p_boel...@msn.com wrote:
   Hey everyone,
  
   First off, hats off the the team and congrats on getting Blender 2.67 
   out into the wild!
  
   I just updated my source directory and found I couldn't build anymore 
   on OSX 10.6. This stems from the May 6th commit by Brecht in 
   GHOST_WindowCocoa.mm; it seems 1060 was used as the 
   MAC_OSX_VERSION_MIN_REQUIRED where 1070 was meant (the comments even 
   mention Lion; 10.6 is Snow Leopard. ;)) It's an easy enough fix, but I 
   uploaded my .diff regardless[1].
  
   Cheers!
   -Patrick
  
   [1] http://www.pasteall.org/42060/diff
  
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[Bf-committers] Simple proposal for selecting linked vertices in Edit Mode defaults

2013-05-08 Thread kk
Hi

I have been using this simple change below in my setup and it seems to 
work well for me. I think that double clicking to select connected 
vertices can improve general modeling workflow. Similar setups are also 
available many other 3d apps like Modo when editing meshes.

These are nortmally assigned to  L and shift L

kmi = km.keymap_items.new('mesh.select_linked', 'LEFTMOUSE', 
'DOUBLE_CLICK', shift=True)
kmi = km.keymap_items.new('mesh.select_linked_pick', 'LEFTMOUSE', 
'DOUBLE_CLICK')

thanks


kursad


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Re: [Bf-committers] Leap Motion seeding to Blender developers artists

2013-05-08 Thread Michael Fox
I would like to see how this works with animation and general scene 
management, see if it works well with the sliding interface of blender 
with multiple windows. also i am the blender labrat :)

On 08/05/13 23:12, Ton Roosendaal wrote:
 Hi all,

 https://www.leapmotion.com/

 I've contacted Leap Motion and they agreed to seed 10 units to Blender 
 developers and/or actively involved users.

 I suggest we do 5 for devs at least, rest for people on this list who can 
 contribute testing and feedback.

 Just reply on this message if you're interested, and a short sentence what 
 you intend to do with it (code work or testing, and which OS). I then will 
 select the 10 'winners', ask them for the shipping details and forward it to 
 Leap Motion. They already seed units now btw, before the official launch end 
 of July.

 Thanks,

 -Ton-

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

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Re: [Bf-committers] Leap Motion seeding to Blender developers artists

2013-05-08 Thread Michael Fox
whoops forgot to mention i am on linux at home (openSUSE12.3) and 
windows at work (7)

On 08/05/13 23:12, Ton Roosendaal wrote:
 Hi all,

 https://www.leapmotion.com/

 I've contacted Leap Motion and they agreed to seed 10 units to Blender 
 developers and/or actively involved users.

 I suggest we do 5 for devs at least, rest for people on this list who can 
 contribute testing and feedback.

 Just reply on this message if you're interested, and a short sentence what 
 you intend to do with it (code work or testing, and which OS). I then will 
 select the 10 'winners', ask them for the shipping details and forward it to 
 Leap Motion. They already seed units now btw, before the official launch end 
 of July.

 Thanks,

 -Ton-

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

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Re: [Bf-committers] Issue of building blender-2.67 on rawhide (OpenCOLLADA)

2013-05-08 Thread Gaia
The clone actually does not contain any fixes to openCollada.
However here are some bf-comitters mail threads about this topic:

http://lists.blender.org/pipermail/bf-committers/2013-March/039554.html
http://lists.blender.org/pipermail/bf-committers/2013-March/039564.html
http://lists.blender.org/pipermail/bf-committers/2013-March/039633.html

Currently the clone works well for visual express and visual studio.
All other platform specific changes to make openCollada run with
Blender have not been applied to the Clone, hence i believe the platform
maintainers just know what to do.

So i think everybody can safely use this Opencollada commit as reference:

   e886e196673222f2f4bc32b936dc96419fff815f

and apply whichever patch is necessary for the specific platform.
As far as i know there is no special patch necessary for linux.

Please let me know when the clone is not needed and/or makes no
sense. Then i will happily delete it again and have one topic
less to take care :)

cheers,
Gaia

On 08.05.2013 20:37, Brecht Van Lommel wrote:
 On Wed, May 8, 2013 at 8:01 PM, Gaia gaia.cl...@machinimatrix.org wrote:
 Brecht has committed a solution for this just this afternoon.
 Can you update from subversion and try again ?

 If you want to build Blender 2.67 then you must update
 your OpenCollada version to this one:

 https://github.com/gaiaclary/OpenCOLLADA

 This is the officially used OpenCollada version that is currently
 used by Blender. I thought there is a script that picks up the
 correct OpenCollada version automatically for linux users.
 Are there changes in this repository that are not in the official
 OpenCollada one? My understanding is that Fedora has an OpenCollada
 package that the Blender package depends on, and this can't be built
 from a custom branch specifically for Blender.

 Probably the solution is either for Fedora to update to the latest
 OpenCollada, or for us to update the Blender 2.67 svn tag and source
 package with the fix I did.

 Brecht.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [56603] trunk/blender/source/blender: UI naming consistency:

2013-05-08 Thread Campbell Barton
Would prefer these commits didn't change comments in our code,
DopeSheet - refers to bDoneSheet - a struct, and think it makes
comments a little less readable to split it up, eg.
eg: Dope Sheet/Action Editor - suggests their may be a `Dope Action Editor`.

For labels its fine of course.

On Thu, May 9, 2013 at 7:05 AM, Thomas Dinges blen...@dingto.org wrote:
 Revision: 56603
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=56603
 Author:   dingto
 Date: 2013-05-08 21:05:52 + (Wed, 08 May 2013)
 Log Message:
 ---
 UI naming consistency:
 * DopeSheet - Dope Sheet. No need to glue the words together.

 Only changed comments and UI strings, no functional changes. Request by Dalai 
 Felinto.

 Modified Paths:
 --
 trunk/blender/source/blender/editors/animation/anim_channels_defines.c
 trunk/blender/source/blender/editors/animation/anim_filter.c
 trunk/blender/source/blender/editors/animation/keyframes_draw.c
 trunk/blender/source/blender/editors/animation/keyframes_edit.c
 trunk/blender/source/blender/editors/include/ED_anim_api.h
 trunk/blender/source/blender/editors/include/ED_keyframes_draw.h
 trunk/blender/source/blender/editors/interface/resources.c
 trunk/blender/source/blender/editors/screen/area.c
 trunk/blender/source/blender/editors/space_graph/space_graph.c
 trunk/blender/source/blender/editors/space_nla/space_nla.c
 trunk/blender/source/blender/makesdna/DNA_action_types.h
 trunk/blender/source/blender/makesrna/intern/rna_action.c
 trunk/blender/source/blender/makesrna/intern/rna_gpencil.c
 trunk/blender/source/blender/makesrna/intern/rna_mask.c
 trunk/blender/source/blender/makesrna/intern/rna_space.c
 trunk/blender/source/blender/makesrna/intern/rna_userdef.c

 Modified: 
 trunk/blender/source/blender/editors/animation/anim_channels_defines.c
 ===
 --- trunk/blender/source/blender/editors/animation/anim_channels_defines.c
   2013-05-08 19:49:09 UTC (rev 56602)
 +++ trunk/blender/source/blender/editors/animation/anim_channels_defines.c
   2013-05-08 21:05:52 UTC (rev 56603)
 @@ -427,7 +427,7 @@
  static void acf_summary_name(bAnimListElem *UNUSED(ale), char *name)
  {
 if (name)
 -   BLI_strncpy(name, IFACE_(DopeSheet Summary), 
 ANIM_CHAN_NAME_SIZE);
 +   BLI_strncpy(name, IFACE_(Dope Sheet Summary), 
 ANIM_CHAN_NAME_SIZE);
  }

  // FIXME: this is really a temp icon I think
 @@ -464,13 +464,13 @@
 bAnimContext *ac = (bAnimContext *)ale-data;

 /* if data is valid, return pointer to active dopesheet's relevant 
 flag
 -*  - this is restricted to DopeSheet/Action Editor only
 +*  - this is restricted to Dope Sheet/Action Editor only
  */
 if ((ac-sl)  (ac-spacetype == SPACE_ACTION)  (setting == 
 ACHANNEL_SETTING_EXPAND)) {
 SpaceAction *saction = (SpaceAction *)ac-sl;
 bDopeSheet *ads = saction-ads;

 -   /* return pointer to DopeSheet's flag */
 +   /* return pointer to Dope Sheet's flag */
 return GET_ACF_FLAG_PTR(ads-flag, type);
 }
 else {
 @@ -480,7 +480,7 @@
 }
  }

 -/* all animation summary (DopeSheet only) type define */
 +/* all animation summary (Dope Sheet only) type define */
  static bAnimChannelType ACF_SUMMARY =
  {
 Summary,  /* type name */
 @@ -843,7 +843,7 @@
  */
 return (ac-spacetype == SPACE_IPO) ?
AGRP_EXPANDED_G :/* Graph Editor case 
 */
 -  AGRP_EXPANDED;   /* DopeSheet and 
 elsewhere */
 +  AGRP_EXPANDED;   /* Dope Sheet and 
 elsewhere */
 }

 case ACHANNEL_SETTING_MUTE: /* muted */

 Modified: trunk/blender/source/blender/editors/animation/anim_filter.c
 ===
 --- trunk/blender/source/blender/editors/animation/anim_filter.c
 2013-05-08 19:49:09 UTC (rev 56602)
 +++ trunk/blender/source/blender/editors/animation/anim_filter.c
 2013-05-08 21:05:52 UTC (rev 56603)
 @@ -191,7 +191,7 @@
 ac-mode = saction-mode;
 return 1;
 }
 -   case SACTCONT_DOPESHEET: /* DopeSheet */
 +   case SACTCONT_DOPESHEET: /* Dope Sheet */
 /* update scene-pointer (no need to check for pinning 
 yet, as not implemented) */
 saction-ads.source = (ID *)ac-scene;

 @@ -538,7 +538,7 @@
 case ANIMTYPE_SUMMARY:
 {
 /* nothing to include for now... this is just 
 a dummy wrappy around all the other channels
 - 

Re: [Bf-committers] Adding an alpha channel though Python's image.save()

2013-05-08 Thread Campbell Barton
This is a limit in the API, and saving at different bit-depths should
be possible,
for a quick workaround you could set scene render settings and use
Image.save_render method (which is intended for render-engine
integration but I think it would work in your case).

On Thu, May 9, 2013 at 6:06 AM, patrick boelens p_boel...@msn.com wrote:
 Hi everyone,

 I've run into a bit of a problem here. I want to use Blender for some batch 
 image-processing but found a bug in saving. If the image loaded in does not 
 have an alpha channel, calling image.save() on it will not add one, even if 
 it does show up correctly in the UV/Image Editor. Saving the image manually 
 from the Editor it works, but that kind of defeats the purpose of the batch 
 processing. ;)

 Image.save seems to call IMB_saveiff(), while the menu entry seems to call 
 IMAGE_OT_save(). It's a bit too deep in for me to figure out though, any help 
 on getting this to work would be very much appreciated.

 Thanks!
 -Patrick

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-- 
- Campbell
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Re: [Bf-committers] Adding an alpha channel though Python's image.save()

2013-05-08 Thread patrick boelens
Hi Campbell,

Thanks for your reply. I already managed to use ImageMagick to add an alpha 
channel as a work-around, but will try your solution on a future batch, thanks!

-Patrick

 Date: Thu, 9 May 2013 11:10:26 +1000
 From: ideasma...@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Adding an alpha channel though Python's  
 image.save()
 
 This is a limit in the API, and saving at different bit-depths should
 be possible,
 for a quick workaround you could set scene render settings and use
 Image.save_render method (which is intended for render-engine
 integration but I think it would work in your case).
 
 On Thu, May 9, 2013 at 6:06 AM, patrick boelens p_boel...@msn.com wrote:
  Hi everyone,
 
  I've run into a bit of a problem here. I want to use Blender for some batch 
  image-processing but found a bug in saving. If the image loaded in does not 
  have an alpha channel, calling image.save() on it will not add one, even if 
  it does show up correctly in the UV/Image Editor. Saving the image manually 
  from the Editor it works, but that kind of defeats the purpose of the batch 
  processing. ;)
 
  Image.save seems to call IMB_saveiff(), while the menu entry seems to call 
  IMAGE_OT_save(). It's a bit too deep in for me to figure out though, any 
  help on getting this to work would be very much appreciated.
 
  Thanks!
  -Patrick
 
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