Re: [Bf-committers] bf-gamedev mail list
This would be great :) On 13 Sep 2013, at 15:49, Sean Olson seanol...@gmail.com wrote: With the new sub-focus on gamedev, would it be possible to get a bf-gamedev mail list set up where all things gamedev can go? Thanks! -Sean ___ 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] Simple modifier: deform axis support
I would tend to agree with Jonathan. From an artists perspective it is always terribly confusing when you have an option to bend around a axis and it doesn't actually bend around the axis you set. For example, X should bend around X and Y around Y etc. Doing this would help the using if such a tool immensely. :) -Andy On 13 Jul 2013, at 19:58, Jonathan Williamson jonat...@cgcookie.com wrote: I guess I don't really follow what you mean? Here is what I would expect X to do: http://cl.ly/QE02 So that it's bending around the X axis, as if the mesh were paper wrapping around a cylinder. This is exactly how Y axis behaves. Jonathan Williamson http://cgcookie.com On Sat, Jul 13, 2013 at 1:25 AM, Andrey Dubravin andrey.dubra...@gmail.comwrote: Hello! Jonathan, thanks for reply :) By default bend deform bend object along Z axis to Y axis. After my change, when you set Y it deform along Y to Z. And for X: X to Y. So current behaviour is not a bug i think. But maybe better add new option specially for bend to set also way of deformation not only deform axis? Thanks. This is great Andrey! Not being a developer I can't speak to the actual patch, but I was able to apply it and test. This is something I've wanted for ages. It seems to give some inconsistent results, though. Using a Torus with the origin at the center, with a Bend angle of 120 I get different results for the X and Y axis. With the Y axis I get this (which is exactly what I would expect and want: http://cl.ly/QBXP But with the X axis (using the same bend angle) I get this: http://cl.ly/QBrk All other deform modes seem to work consistently. Jonathan Williamson http://cgcookie.com On Thu, Jul 11, 2013 at 5:03 AM, Andrey Dubravin andrey.dubravin at gmail.comwrote: Hello! I make task from wiki: http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Simple_Deform_Modifier Added XYZ selection for deformation axis for simple modifier. Changed UI screenshot and patch attached to patch request (#36094). Thanks. -- Andrey Dubravin ___ Bf-committers mailing list Bf-committers at blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Andrey Dubravin ___ 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] Object space normal map axis proposed change.
Yea, I think that this would also be a great idea. It would also good for the tangent space map too so that people can flip the green (Y+ to Y-) for when they are using game engines such as UDK or CryENGINE. On 14 Jun 2013, at 09:58, Fredrik hansson fredrikhansson_12...@yahoo.com wrote: a better option imo would be to give 3 small dropdown boxes under the object space selection or somewhere similar to the user where you can pick what goes where so you set it to match your target application From: metalliandy...@googlemail.com metalliandy...@googlemail.com To: bf-committers@blender.org bf-committers@blender.org Sent: Friday, June 14, 2013 10:50 AM Subject: [Bf-committers] Object space normal map axis proposed change. Hy everyone, I would like to propose a change the the axis configuration that is currently used when baking to object space normal maps. What does everyone think about changing it so that the axis matches the one for the tangent space normal maps (X+ Y+ Z+)? Currently the OS maps use a very odd configuration so if anyone wants to use them in other applications, or as something like a selection/direction mask while texturing, they have to do some very complicated channel flipping and swapping within Photoshop which is confusing even to experienced users. Cheers, -Andy ___ 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] 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
Re: [Bf-committers] BlenderSVN\blender\user-config.py
David, The number of cores is not 0 (zero) based, it starts with 1. Remember to add 1 to the number of processors i.e. dual core = 3 quad core = 5. -Andy On 03/16/2010 03:20 AM, David Hutto wrote: I'm not sure if this is the right list, so if not please direct me to the correct one. When building the blender in Vista the file BlenderSVN\blender\user-config.py at the very bottom where it defines the number of cores (BF_NUMJOBS = 1) If you have a dual core, would you place in 1(meaning does the counting start at 0), or 2, starting the counting at 1? Thanks, David ___ 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] Reference Images Proposal
I am really pleased to see a compromise on this, I really think having this functionality will really help expand Blenders flexibility and capabilities. Is this a project that I can tackle or does everyone feel that a more experienced developer should do this? I can always take this on under a more experienced developer if that is a option. -Andy Braham Date: Mon, 8 Mar 2010 15:59:14 +0100 From: ideasma...@gmail.com To: bf-committers@blender.org Subject: Re: [Bf-committers] Reference Images Proposal it would still be adding geometry which would be constrained to the current draw system, having empties reference images means we can define a different draw method which ignores draw types, its also a bit odd to have a modifier that only creates data (ie, not a modifier). If we have image data for an empty we could then adjust alpha, add/multiply blending and useful options not available to meshes, all in the empty data panel. On Mon, Mar 8, 2010 at 3:48 PM, Charles Wardlaw cward...@marchentertainment.com wrote: What about a modifier? Add the image plane modifier to an empty, and it holds all the data. ~ C On Mon, Mar 8, 2010 at 9:03 AM, Campbell Barton ideasma...@gmail.com wrote: Update: Discussed over lunch Ton reckons having image as obdata for empties is OK, but not adding a new object type. This can replace background images as suggested earlier. This can be added regardless of how projection paint ends up working since being able to place a reference image is important, while it adds some overhead to have objects for each reference image it also means we can support them without adding new ways to manage layers, drawing, hiding, transforming a new data type, copy to another scene etc. ___ 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 _ Hotmail: Trusted email with Microsoft’s powerful SPAM protection. http://clk.atdmt.com/GBL/go/201469226/direct/01/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] My current projects
Hey all, Just to let everyone know which projects I am working on if anyone else has anything that needs to be done please send me a message... 1.) Mesh to Wireframe - Convert from python script to modifier 2.) BMesh - Working with Joe Thanks Andy Braham [Smurfinator] ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Reference Images Proposal
Hi everyone, I wanted to start work on improving background images, right now the only thing that can be done with background images is adjusting the scale, and x/y position this does not leave very much flexibility. What I propose on doing is creating a Reference Image or Image option in empty objects, or possibly adding a new Image object using empty objects as the foundation. This would eliminate the need to adjust the images external to Blender plus many more benefits: 1.) Image orientation - Allows any image orientation and scale helping with aligning and fine tuning images. 2.) Multiple Images with varying depths - This functionality would be invaluable when modeling objects with cross sections. 3.) Scenes - Allows images to be used as objects in scenes saving time on modeling and allows stacked image backgrounds similar to cartoon style backgrounds. 4.) Foreground Images - By using X-Ray the image would be rendered in the foreground. 5.) Projection - When Project Paint is finished this will allow the addition for the ability to move the image over a object and project the image into the texture. 6) Flexibility - This allows Blender to be much more flexible by not tying the images to just a view orientation. 6.) Implementation - This functionality would be quite easy to implement since none of the views would be affected by adding more options. I would really like some feedback on this from everyone. /Thanks, Andy Braham/ [IRC: Smurfinator] ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Reference Images Proposal
As for existing background images would it be best to convert them? If a background image is found we could create a reference image with its origin at X:0, Y:0, Z:0 and direction facing the same as the previous view (right = X:1, Y:0, Z:0) The Drag and Drop is a good option, could we take it a little further by adding a drop would create the empty/image? -Andy On 3/6/2010 8:14 AM, Campbell Barton wrote: Some more fun things... 8) Would be nice to have an Add Image Reference in the add menu which could select from images, would bring up a search menu if there were10 (just like add group). 9) Drag and drop an image from the file selector onto a mesh applies it to the texture, but dropping onto an empty could make it a reference :) Generally this gets a +1 from me but what happens to existing background images? - is this removed? if so we can use do_versions to add empties. is this an acceptable replacement? On Sat, Mar 6, 2010 at 4:15 PM, Andy Brahamandybra...@hotmail.com wrote: Hi everyone, I wanted to start work on improving background images, right now the only thing that can be done with background images is adjusting the scale, and x/y position this does not leave very much flexibility. What I propose on doing is creating a Reference Image or Image option in empty objects, or possibly adding a new Image object using empty objects as the foundation. This would eliminate the need to adjust the images external to Blender plus many more benefits: 1.) Image orientation - Allows any image orientation and scale helping with aligning and fine tuning images. 2.) Multiple Images with varying depths - This functionality would be invaluable when modeling objects with cross sections. 3.) Scenes - Allows images to be used as objects in scenes saving time on modeling and allows stacked image backgrounds similar to cartoon style backgrounds. 4.) Foreground Images - By using X-Ray the image would be rendered in the foreground. 5.) Projection - When Project Paint is finished this will allow the addition for the ability to move the image over a object and project the image into the texture. 6) Flexibility - This allows Blender to be much more flexible by not tying the images to just a view orientation. 6.) Implementation - This functionality would be quite easy to implement since none of the views would be affected by adding more options. I would really like some feedback on this from everyone. /Thanks, Andy Braham/ [IRC: Smurfinator] ___ 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] bug in datablocks view
Jeff, There is a Bug Tracker on the projects.blender.org site (https://projects.blender.org/tracker/?atid=498group_id=9func=browse https://projects.blender.org/tracker/?atid=498group_id=9func=browse). You will need to register if you haven't already. You will need a .blend file that you used to recreate the problem, and your System info, hope this helps -Andy On 3/3/2010 2:30 PM, Jeff wrote: Hi, I found a bug in the Datablocks view. Here's the steps to recreate: 1) create a mesh 2) switch to edit mode, and press 'u' to create a uv map 3) in Outliner, switch to Datablocks view, expand 'Meshes'-'Mesh'-'Active UV Texture',-'Data' 4) switch back and forth between Object view and Edit view. When switched to edit view, the Datablocks window will contain garbage data. It will sometimes cause a SegFault too (for example if you expand the 'Image' node when it contains garbage data). Is there a place we can report bugs? Perhaps someone can verify. Thanks, Jeff ___ 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