[Bf-committers] Unfreeze!
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Leap Motion seeding to Blender developers artists
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Leap Motion seeding to Blender developers artists
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 ___ Bf-committers mailing list Bf-committers@blender.org javascript:; http://lists.blender.org/mailman/listinfo/bf-committers -- Jonathan Williamson http://cgcookie.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Leap Motion seeding to Blender developers artists
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 ___ Bf-committers mailing list Bf-committers@blender.org javascript:; http://lists.blender.org/mailman/listinfo/bf-committers -- Jonathan Williamson http://cgcookie.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- ||-- Instant Messengers -- || ICQ at 11133295 || AIM at shatterstar98 || MSN Messenger at shatte...@hotmail.com || Yahoo Y! at the_7th_samuri ||-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Leap Motion seeding to Blender developers artists
I'd love to test it for sculpting too. I use Ubuntu 64bit. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Leap Motion seeding to Blender developers artists
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers Jakub Żółcik CEO / IT Director j.zol...@allblue.pl mailto:j.zol...@allblue.pl tel. +48 600 423 501 *AllBlue Sp. z o. o.* 03-287 Warszawa ul. Skarbka z Gór 19A/4 tel. +48 795 03 75 30 kont...@allblue.pl mailto:%20kont...@allblue.pl www.allblue.pl http://www.allblue.pl NIP: 5242754805 REGON: 146362827 KRS: 438203 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Leap Motion seeding to Blender developers artists
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- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Small pynodes API change (after 2.67 release)
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) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] OSX 10.6 building error since May 6th GHOST_WindowCocoa.mm commit
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OSX 10.6 building error since May 6th GHOST_WindowCocoa.mm commit
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Issue of building blender-2.67 on rawhide (OpenCOLLADA)
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Issue of building blender-2.67 on rawhide (OpenCOLLADA)
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Issue of building blender-2.67 on rawhide (OpenCOLLADA)
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OSX 10.6 building error since May 6th GHOST_WindowCocoa.mm commit
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Issue of building blender-2.67 on rawhide (OpenCOLLADA)
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Leap Motion seeding to Blender developers artists
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Stereo viewport
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Adding an alpha channel though Python's image.save()
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Leap Motion seeding to Blender developers artists
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OSX 10.6 building error since May 6th GHOST_WindowCocoa.mm commit
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Simple proposal for selecting linked vertices in Edit Mode defaults
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Leap Motion seeding to Blender developers artists
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Leap Motion seeding to Blender developers artists
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Issue of building blender-2.67 on rawhide (OpenCOLLADA)
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [56603] trunk/blender/source/blender: UI naming consistency:
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()
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Adding an alpha channel though Python's image.save()
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers