Re: [Bf-committers] bf-gamedev mail list

2013-09-13 Thread Andy
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

2013-07-14 Thread Andy
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.

2013-06-14 Thread Andy
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

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
 
 ___
 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

2010-03-16 Thread Andy Braham
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

2010-03-08 Thread andy braham

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

2010-03-07 Thread Andy Braham
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

2010-03-06 Thread Andy Braham
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

2010-03-06 Thread Andy Braham
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

2010-03-03 Thread Andy Braham
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