Re: [Bf-committers] Proposal: Building blender using docker.io
Hi, I don't have strong opinion about having some container-based approach next to our current build process if it's maintained and used by reasonable amount of users. But i'm against making it officially suggested way to have blender compiled locally. `this is because using blender on a real hardware and system is what you really want as an artist. It is also more convenient for development. If there are difficulties with making blender compiled on a real system this is either to be addressed via documentation (HowTo Compile section in Wiki) or adopt current install_deps script. And one more thing -- we should not bump requirement to an external libraries and just break compilation with older versions. Such actions will piss everyone off regardless how they're building blender. Blender should be kept compilable with reasonably older version of libraries comparing to what we're using for official release (disabling some features at build time is acceptable for this). P.S. We can also share official release environment as a chroot or virtual machine image for those who wants to create truly static builds. On Tue, Apr 28, 2015 at 5:20 PM, Martijn Berger martijn.ber...@gmail.com wrote: Hi Jeroen, I think that any and all things that make blender more easy / more accessible to any group of people could be potentially helpful. And that container / *a controlled environment* is a great things when trying to get a better build process, that is also why the linux build of blender is already build this way. I think we should not restrict ourselves to insert popular containerization solution here , lets call it docker for now. https://chimeracoder.github.io/docker-without-docker/#1 is a good presentation about how (un)special docker is in this regard. I think if you ask Sergey he can provide you with a tarball of the current chroot used to build.. You could just add some docker sprinkles to it and have some of your goals achieved. Regards, Martijn On Tue, Apr 28, 2015 at 9:49 AM, Jeroen Bakker j.bak...@atmind.nl wrote: Hi all, I am using install_deps.sh to build blender on Linux systems. It is always a tedious work to get Blender compiling again when we upgrade an external library. I have solved this trick before using docker.io. the last week I started experimenting on using docker.io for compiling blender. I succeeded on an ubuntu 14.04 and 15.04 host. For now I created a proposal for this. My goal is to get more control over the software versions. Help developers to stick to their task (what is developing code). Make it easier for newbies to create their building environment. For more details please read the proposal at: http://wiki.blender.org/index.php/User:Jbakker/Blender_docker in order to get this project going: * ok if this is a valid target. * write documentation about using docker.io for compiling blender. * write scripts (Dockerfile) to recreate blender docker images * register these images in a public registry (so other users do not need to compile the images themself, but can download them) * support from the community in testing. Regards, Jeroen ___ 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 -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal: Building blender using docker.io
Hi Jeroen, I think that any and all things that make blender more easy / more accessible to any group of people could be potentially helpful. And that container / *a controlled environment* is a great things when trying to get a better build process, that is also why the linux build of blender is already build this way. I think we should not restrict ourselves to insert popular containerization solution here , lets call it docker for now. https://chimeracoder.github.io/docker-without-docker/#1 is a good presentation about how (un)special docker is in this regard. I think if you ask Sergey he can provide you with a tarball of the current chroot used to build.. You could just add some docker sprinkles to it and have some of your goals achieved. Regards, Martijn On Tue, Apr 28, 2015 at 9:49 AM, Jeroen Bakker j.bak...@atmind.nl wrote: Hi all, I am using install_deps.sh to build blender on Linux systems. It is always a tedious work to get Blender compiling again when we upgrade an external library. I have solved this trick before using docker.io. the last week I started experimenting on using docker.io for compiling blender. I succeeded on an ubuntu 14.04 and 15.04 host. For now I created a proposal for this. My goal is to get more control over the software versions. Help developers to stick to their task (what is developing code). Make it easier for newbies to create their building environment. For more details please read the proposal at: http://wiki.blender.org/index.php/User:Jbakker/Blender_docker in order to get this project going: * ok if this is a valid target. * write documentation about using docker.io for compiling blender. * write scripts (Dockerfile) to recreate blender docker images * register these images in a public registry (so other users do not need to compile the images themself, but can download them) * support from the community in testing. Regards, Jeroen ___ 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] GSOC 2015 Project Idea - OpenGEX Importer
Well, someone made an exporter and is keeping it up to date.. Which is not so much the case with Collada.. On Feb 13, 2015 9:18 PM, Josh Stratton strattonbra...@gmail.com wrote: I'm curious how many people are using this OpenGEX standard. I see a website and a wikipedia page, but don't see who's using it. I don't agree that including every standard is going to solve the problem. Wouldn't a student's time be better served fixing the errors in the collada importer since it's an already established albeit complicated standard? On Fri, Feb 13, 2015 at 2:01 PM, Jonathan Railsback jonbit...@hotmail.com wrote: Everyone - How about an OpenGEX Python Importer Plugin for Blender? I've been doing some work with the Blender COLLADA importer, and something with a simpler, more coherent spec (such as OpenGEX) could help Blender attract more users in game development area. I was trying to use Blender to customize models from popular asset stores (Unity, Turbosquid) but was always hampered by the fact that nothing ever worked quite well. The Autodesk FBX-COLLADA converter has issues, and other tools I found exported animation using a non-matrix format (rot-X,rot-Y,rot-Z,scale, and translation) that didn't work well with Blender unless you implemented annoying work-arounds (which I'll be glad to share if anyone cares!). For whatever its worth, I've read the COLLADA spec and the OpenGEX spec as well, and OpenGEX is at least a lot more compact so it must be easier to understand :) I've been pondering working on such a thing myself, but I suspect a student working on it full-time over the summer will make more progress than I can in a few evenings here and there. Eric Lengyel, author of the OpenGEX spec, created it to support his game engine, and has written exporters for Maya, Max, and Blender to allow models to be imported into his engine. I guess the idea here is that an importer would help support cross-tool content pipelines in the game development area, since the export plugins for Autodesk tools already exist. I suspect I wasn't the only one on Earth that has tried to edit models but got stuck by the mess that is COLLADA and the non-GPL-friendly blackbox which is FBX. I did some Googling, and I think someone has already written a python library to parse OpenDDL (the text-based language used by OpenGEX) so I dont think it would be a totally ground-up effort. Thanks, Jon ___ 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] accessing normals from python
Wops, I figured it out myself. I forgot to enable the auto smooth check-box. Thanks Vicente On 04/29/2015 01:13 AM, Vicente wrote: Hi, Thanks guys. I've tried those methods with this simple code in a cube, after creating the custom normals layer: import random normals = [(random.random(),random.random(),random.random())] * 24 bpy.data.meshes['Cube'].normals_split_custom_set(normals) I get no errors but nothing happens. I tried executing that in both edit and object mode. Also I tried to execute .update() after with no result. What I have to do to see the result? By the way I'm using a Blender compiled from today's git. Thanks On 04/27/2015 08:18 AM, Gaia wrote: Please note that another bug in the Python API to custom normals was recently fixed as well (fix will be available in 2.75), see here: https://developer.blender.org/T44359 -gaia- On 27.04.2015 10:12, Alexander Romanov wrote: Blend4Web addon has a tool for normals editing. But it has not quite correct interaction with Blender currently. Now we are working on the transition to the custom split normals storage (native storage for custom normals). Unfortunately, the current Blender release has a serious bug (https://developer.blender.org/T44461) that causes corruption for some files in our SDK. Bug was fixed, but we can publish this new functionality only with the next Blender release. Alexander(Blend4Web Team) On 27.04.2015 10:31, Alexander Romanov wrote: See custom split normals. http://www.blender.org/api/blender_python_api_2_74_release/search.html?q=custom+normalscheck_keywords=yesarea=default On 27.04.2015 01:06, Vicente wrote: Hi, I cannot get the info from other sources so I have a simple question for you guys. Is it possible to access/modify the normals of a mesh from the python API? I would like to make a clone of the normals tools in softImage and so I need to have access to them from python. Thanks Vicente ___ 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
Re: [Bf-committers] accessing normals from python
Hi, Thanks guys. I've tried those methods with this simple code in a cube, after creating the custom normals layer: import random normals = [(random.random(),random.random(),random.random())] * 24 bpy.data.meshes['Cube'].normals_split_custom_set(normals) I get no errors but nothing happens. I tried executing that in both edit and object mode. Also I tried to execute .update() after with no result. What I have to do to see the result? By the way I'm using a Blender compiled from today's git. Thanks On 04/27/2015 08:18 AM, Gaia wrote: Please note that another bug in the Python API to custom normals was recently fixed as well (fix will be available in 2.75), see here: https://developer.blender.org/T44359 -gaia- On 27.04.2015 10:12, Alexander Romanov wrote: Blend4Web addon has a tool for normals editing. But it has not quite correct interaction with Blender currently. Now we are working on the transition to the custom split normals storage (native storage for custom normals). Unfortunately, the current Blender release has a serious bug (https://developer.blender.org/T44461) that causes corruption for some files in our SDK. Bug was fixed, but we can publish this new functionality only with the next Blender release. Alexander(Blend4Web Team) On 27.04.2015 10:31, Alexander Romanov wrote: See custom split normals. http://www.blender.org/api/blender_python_api_2_74_release/search.html?q=custom+normalscheck_keywords=yesarea=default On 27.04.2015 01:06, Vicente wrote: Hi, I cannot get the info from other sources so I have a simple question for you guys. Is it possible to access/modify the normals of a mesh from the python API? I would like to make a clone of the normals tools in softImage and so I need to have access to them from python. Thanks Vicente ___ 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
Re: [Bf-committers] accessing normals from python
Hi, Thanks guys. I've tried those methods with this simple code in a cube, after creating the custom normals layer: import random normals = [(random.random(),random.random(),random.random())] * 24 bpy.data.meshes['Cube'].normals_split_custom_set(normals) I get no errors but nothing happens. I tried executing that in both edit and object mode. Also I tried to execute .update() after with no result. What I have to do to see the result? By the way I'm using a Blender compiled from today's git. Thanks On 04/27/2015 08:18 AM, Gaia wrote: Please note that another bug in the Python API to custom normals was recently fixed as well (fix will be available in 2.75), see here: https://developer.blender.org/T44359 -gaia- On 27.04.2015 10:12, Alexander Romanov wrote: Blend4Web addon has a tool for normals editing. But it has not quite correct interaction with Blender currently. Now we are working on the transition to the custom split normals storage (native storage for custom normals). Unfortunately, the current Blender release has a serious bug (https://developer.blender.org/T44461) that causes corruption for some files in our SDK. Bug was fixed, but we can publish this new functionality only with the next Blender release. Alexander(Blend4Web Team) On 27.04.2015 10:31, Alexander Romanov wrote: See custom split normals. http://www.blender.org/api/blender_python_api_2_74_release/search.html?q=custom+normalscheck_keywords=yesarea=default On 27.04.2015 01:06, Vicente wrote: Hi, I cannot get the info from other sources so I have a simple question for you guys. Is it possible to access/modify the normals of a mesh from the python API? I would like to make a clone of the normals tools in softImage and so I need to have access to them from python. Thanks Vicente ___ 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] Proposal: Building blender using docker.io
Hi all, I am using install_deps.sh to build blender on Linux systems. It is always a tedious work to get Blender compiling again when we upgrade an external library. I have solved this trick before using docker.io. the last week I started experimenting on using docker.io for compiling blender. I succeeded on an ubuntu 14.04 and 15.04 host. For now I created a proposal for this. My goal is to get more control over the software versions. Help developers to stick to their task (what is developing code). Make it easier for newbies to create their building environment. For more details please read the proposal at: http://wiki.blender.org/index.php/User:Jbakker/Blender_docker in order to get this project going: * ok if this is a valid target. * write documentation about using docker.io for compiling blender. * write scripts (Dockerfile) to recreate blender docker images * register these images in a public registry (so other users do not need to compile the images themself, but can download them) * support from the community in testing. Regards, Jeroen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers