Re: [Bf-committers] Proposal: Building blender using docker.io

2015-04-28 Thread Sergey Sharybin
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
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-- 
With best regards, Sergey Sharybin
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Re: [Bf-committers] Proposal: Building blender using docker.io

2015-04-28 Thread Martijn Berger
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
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Re: [Bf-committers] GSOC 2015 Project Idea - OpenGEX Importer

2015-04-28 Thread Juan Linietsky
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
 
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Re: [Bf-committers] accessing normals from python

2015-04-28 Thread Vicente
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
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Re: [Bf-committers] accessing normals from python

2015-04-28 Thread Vicente
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
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Re: [Bf-committers] accessing normals from python

2015-04-28 Thread Vicente
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
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[Bf-committers] Proposal: Building blender using docker.io

2015-04-28 Thread Jeroen Bakker
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
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