Re: [Bf-committers] Mask-based extraction modifier

2014-06-17 Thread Crs Mrn
Thanks ! I really didn't know about it and searches gave me just this
script. Could this addon be merged in Trunk, so anyone could benefit from
its tools by default?
În data de 17.06.2014 13:28, "Roberto Roch"  a
scris:

> Those features are already available in SculptTools addon, and I guess the
> meshextract script you linked to is part of it.
>
> Just press f6 after extraction or look at the last operator panel and
> you'll be able to select the extraction mode (solid, single sided, flat),
> thickness and smoothing.
>
>
> On 17 June 2014 12:12, Crs Mrn  wrote:
>
> > Hi. Someone did a script that could create geometry from mask, in the
> same
> > way as it is done in Zbrush, to create clothes for characters.
> >
> >
> https://github.com/MadMinstrel/blender-sculpt-tools/blob/master/meshExtract.py
> >
> > I was wondering if this script could be made into a modifier, with
> more
> > advanced features such as thickness, single side extract etc. This kind
> of
> > modifier would be pretty useful in some cases, in sculpting pipeline.
> (see
> > Zbrush examples).
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[Bf-committers] Mask-based extraction modifier

2014-06-17 Thread Crs Mrn
Hi. Someone did a script that could create geometry from mask, in the same
way as it is done in Zbrush, to create clothes for characters.
https://github.com/MadMinstrel/blender-sculpt-tools/blob/master/meshExtract.py

I was wondering if this script could be made into a modifier, with more
advanced features such as thickness, single side extract etc. This kind of
modifier would be pretty useful in some cases, in sculpting pipeline. (see
Zbrush examples).
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Re: [Bf-committers] Gooseberry campaign - last week

2014-04-12 Thread Crs Mrn
The funding period was a little...tight. For more people to know about this
initiativethere should have been a longer period of time. Will a new
Gooseberry funding campaign be possible in the near future?
În data de 11.04.2014 19:57, "Jacob Merrill"  a
scris:

> Also what is the minimum donation? I am dirt poor but want to help.
> On Apr 11, 2014 9:56 AM, blueprintrand...@gmail.com wrote:
>
> > Perhaps a short prequel that is insanely cute? Appeal to parents, not
> just
> > artists?
> > On Apr 11, 2014 3:31 AM, "Jan Albartus"  wrote:
> >
> >> Personally I found the funding time period set to short, especially with
> >> the goal in mind.
> >>
> >> On 2014-04-11 12:02, Ton Roosendaal wrote:
> >> > Hi all,
> >> >
> >> > The Gooseberry artists have a message :)
> >> > https://www.youtube.com/watch?v=cROMULAPLyg
> >> >
> >> > Current Grand Total for the funding is 550k USD. Getting so much money
> >> is already amazing - a world record for animation crowdfunding - but
> it's
> >> still quite far away from our real target. We really would need to add 3
> >> times more subscribers to make this project feasible!
> >> >
> >> > We still have 8 days left though, and I'm full of energy to get the
> >> press and attention from half the internet so everyone knows what we do!
> >> >
> >> > What you could help with is:
> >> >
> >> > - Keep tweeting, facebooking, liking, forumposting, and sharing the
> >> project everywhere.
> >> > - Check with companies or studios who might want to become Bronze or
> >> Silver credit sponsor.
> >> > - Tell everyone you can just leave a pledge (promise) now, no payment
> >> is needed until we reach the goal.
> >> > - Inspire some other people to join the Blender Cloud or to pledge :)
> >> >
> >> > Whatever happens though - I'd like to confirm that we're fully
> >> committed to everyone who already supported us. We're not going to let
> you
> >> down! The Blender Cloud is there to stay. The EU media subsidy (200k)
> for
> >> an "open production environment" will be invested anyway. And even with
> >> "only" 2150 subscribers, it is giving us sufficient revenues to do great
> >> things already. I have a good "plan B" ready, but I hope you accept to
> only
> >> discuss that with you when it's needed. Focus is on winning this!
> >> >
> >> > Thanks on behalf of the Gooseberry teams,
> >> >
> >> > -Ton-
> >> >
> >> > Join here:
> >> > https://cloud.blender.org/gooseberry/
> >> >
> >> >
> >> > ___
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> >> >
> >>
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> >
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[Bf-committers] UE4 A.R.T.-like plugin for Blender

2014-04-08 Thread Crs Mrn
I have seen the new Unreal Engine 4 Animation and Rigging Toolkit plugin
for Maya and I am wonering if some of you would like to contribute, to
develop something similar for Blender.

I have oppened a thread here:
http://blenderartists.org/forum/showthread.php?332923-Unreal-Engine-4-A-R-T-plugin-for-Blender
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[Bf-committers] Blender Pyo support ( sound creation )

2014-04-07 Thread Crs Mrn
Hi. Some time ago, I wrote the idea of a Blender Daw component. That idea
was met with a lot of disagreement, because coding such a large feature
from scratch would require a dedicated developper. Meanwhile, I have found
something interesting, that might be a great base for sound digital
processing in Blender. It is called Pyo, and it is a sound
processing/generation Python module that could be integrated in Blender.

https://code.google.com/p/pyo/
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[Bf-committers] Camera biggest problem-solution proposal

2014-02-15 Thread Crs Mrn
Hi. In Blender, the camera has a zoom limit. As you zoom, the pan and zoom
speed is lower, until you realise that you can't zoom or pan anymore. I
have a proposal on how to solve this: in Unity terms- a raycast.
   So, the camera emmits a raycast, that hits a surface. If the lenght of
the raycast is smaller, the zoom and pan speed is automaticly lower. If the
raycast is longer, the reverse. The raycast could not be just a straight
line, it could be some sort of cone, so, if an object is very far away, it
would be easier to hit it.
   I think this would very well solve the problem in which camera gets
stuck, without resetting the view. The raycast could also be limited to
current selected object.
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[Bf-committers] New game engine-no GPL

2014-02-06 Thread Crs Mrn
As you know, Blender Game Engine has a GPL license, that makes devs go
away. I have heard on the internet that the GPL license can't be changed,
because there are too many developpers involved in this, and it would be
impossible to contact everyone. What I propose is to create a new game
engine from scratch or with non-GPL engine parts, that could be the second
Blender game engine. Think of Cycles, along with Blender Internal Renderer.
In this way, there would be bigger interest in this. The GPL license should
not have been adopted from the very start.
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Re: [Bf-committers] Xp support - 1 year more?

2014-01-19 Thread Crs Mrn
Will the new Blender UI be supported on the XP machines, or this update
will be made after the change ?
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[Bf-committers] Array feature update

2014-01-18 Thread Crs Mrn
Hi. I have a suggestion for you. Could you make the array modifier have the
features like in here?(I refer to rotation especially, around pivot/cursor)
http://cdn.tutsplus.com/cg/authors/ben-tate/Maya_Toothbrush_6.jpg . Making
an empty object to use it as pivot is not a very straight-forward idea.
With this arangement, it looks easier to work with. I've used this a lot
for mirroring.(In Maya software)
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Re: [Bf-committers] Blender on Android-still alive?

2014-01-06 Thread Crs Mrn
Controlling Blender remotely is also a nice thing, but I am thinking a way
of running the app itself directly on mobile processors.

 Here is a cool controll scheme I tought for touchscreen, very fast. On
UI, it looks like a joystick pad, which has two arrows, one above, and
another under it. The joystick controlls xy camera movement and the arrows
z (up-down). Holding down and dragging anywhere on the screen pans the
camera. If you drag the joystick up and in the same time press the up
arrow, you get a different type of move.
   That joystick could also be used for translating objects. Let's take
just an axis, x. Imagine that axis like an edge, with two vertices at its
ends: vertex A, in one part, and vertex B, in the other part. On the axis,
there is a sphere. If you turn the camera, and point A is closer to you,
then draw the joystick down, (if you have the translate button activated),
the object slides towards point A. If you turn the edge, so point B is
closer to you, then you move again the joystick down, the sphere slides
towards point B.

So, the camera position, object relative position to the camera and axis
orientation could be feeded into the code for this to work.



For further tweaking, sliding on the right part on the screen could add
more precision.

I think that this controll method is very fast, for touch-screen
devices.
În data de 06.01.2014 02:55, "Jacob Merrill"  a
scris:

> What about using a app to control blender at home,  like pocketcloud but
> just for blender.
> On Jan 5, 2014 1:52 PM, "Arnaud Loonstra"  wrote:
>
> > On 01/05/2014 10:08 PM, Yunier Perez wrote:
> > > people usually use smartphones consume information not to create it;
> > > something like a blender viewer(using the same blender engine) could
> > > be useful to showcase one's work.
> >
> > A bit googling helped:
> >
> > http://www.blendernation.com/2012/06/26/blenderplayer-for-android/
> > http://wiki.blender.org/index.php/User:AlexK/Gsoc2012
> >
> > Building:
> >
> >
> http://wiki.blender.org/index.php/User:AlexK/Gsoc2012/Building_Blender_for_Android
> >
> > Don't know what's the status though
> >
> > Rg,
> >
> > Arnaud
> >
> > --
> > w: http://www.sphaero.org
> > t: http://twitter.com/sphaero
> > g: http://github.com/sphaero
> > i: freenode: sphaero_z25
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Re: [Bf-committers] Blender on Android-still alive?

2014-01-05 Thread Crs Mrn
What I have found so far is this:

There is a Blender player for games, but the links seem broken.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/Android

And with some struggle Blender itself could run on Android

http://m.youtube.com/watch?v=RwmU1DqroR4&desktop_uri=%2Fwatch%3Fv%3DRwmU1DqroR4

   Things that could be redone are the interface and controll scheme. I am
thinking of an interface with white and glowing blue, menu-dropping tabs .
I am thinking at a new custom controll scheme, that could work really well,
with joysticks. On the right, the joystick that mooves the camera
horizontal, (like W A S D controlls) and on the right a up-down stick that
moves the camera vertically. Making the camera to ''look at'' something
could be done by holding and dragging any part of the "canvas". Short press
selects a component.

 În data de 05.01.2014 23:09, "Yunier Perez"  a
scris:

> people usually use smartphones consume information not to create it;
> something like a blender viewer(using the same blender engine) could
> be useful to showcase one's work.
>
> On 1/5/14, Arnaud Loonstra  wrote:
> > On 01/05/2014 08:08 PM, Stephen Swaney wrote:
> >> On Sun, Jan 05, 2014 at 07:56:16PM +0200, Crs Mrn wrote:
> >>>
> >>> ...The Android platform seems
> >>> to have a lack of 3D modelling apps.
> >>
> >> Probably because, as a general rule, mobile processors lack the
> >> horsepower to do anything interesting.
> >>
> >> And then there is the touch-screen UI, as already noted.
> >>
> >> S.
> >
> > Is there still anything on the BGE port to android? It was there quite a
> > while ago but haven't heard of it since...
> >
> > Rg,
> >
> > Arnaud
> >
> > --
> > w: http://www.sphaero.org
> > t: http://twitter.com/sphaero
> > g: http://github.com/sphaero
> > i: freenode: sphaero_z25
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[Bf-committers] Blender on Android-still alive?

2014-01-05 Thread Crs Mrn
I have seen some attempts of bringing Blender on Android. This project is
still alive? Does someone still working on it? The Android platform seems
to have a lack of 3D modelling apps. A Blender port, with a nice
touch-screen friendly interface would be great.
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[Bf-committers] Blender soft select feature

2013-11-26 Thread Crs Mrn
Hi. I have some questions. Does Blender have something similar to soft
selection in Maya? That feature is very useful, especially for morphs. Soft
selection is something like that: you click a vertex, and all the vertices
around get some colours.(usually yellow red and black). If you translate
the vertex, the yellow vertices around move with it, red move a little and
black very little. By holding the B key, you can get the fallof circle
radius bigger or smaller. The soft select can be customized with a feature
named falloff curve. I think that soft select is a great tool for morphs or
for precision sculpting. Does Blender have something similar? I miss that
tool.
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[Bf-committers] Blender new interface suggestion

2013-10-14 Thread Crs Mrn
I have a suggestion for you: a new Blender interface. The actual one is
quite claustrophobic. The viewport is too small compared to the surrounding
pannels. I suggest you to make an interface similar to Maya. There are a
lot of 3D softwares that use this kind of interface , with icons. From
Blender 2.5 , the interface got better . Here is what I propose next:
Tool shelf- very thin, with tools with icons.
File/edit bar updated so the edges and specials menus to be easily found
there.
Object mode/edit mode/sculpt mode button moved up, above the 3D view.
Smaller frame bar.

The idea is that the 3D view window to be as big as possible, and the other
elements arranged in a more intuitive way, to be more confortable to the
user. Also, an upper icon shelf is also good to add.
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Re: [Bf-committers] Blender as a sound/music software

2013-10-08 Thread Crs Mrn
Ok...Jack enables you to root sound from Blender to other app. It would be
cool for Blender to incorporate itself a DAW component. It would be cool to
make music or edit sounds as you do clips with Movie Editor function. Hope
someone will integrate it sometime.
În data de 08.10.2013 16:21, "Patrick Shirkey" 
a scris:
>
>
> On Tue, October 8, 2013 10:16 pm, Crs Mrn wrote:
> > So...firstly Blender low poly 3D modeller, an organic modeller, a game
> > engine and a movie editor. I've got a cool concept of something to add:
> > Sound editor. As an indie game developprr, you often use the same
> > instances
> > of sounds than hundreds or thousands used before, with no editing.
> > Secondly, if in a game there are more sound sources that emmit the same
> > sound, let's say the fountains in Oblivion, an unpleasant effect of
> > filtering appears. So you need more instances of the same sound. So, for
> > indies, a sound creation/facility would be useful. Are there free
> > resources
> > for the effects or generators? Yes...there are thousands of free VST
> > plugins ready for use in any situation . Here is the interface I've
tought
> > of:
> >
> > There are two windows, one above the other. The lower one, smaller, is
the
> > mixer. It contains channels. Above each channel, there is a jack.
> > The Upper window, bigger, is the canvas. Here each effect or generator
is
> > displayed as a loose box that shows an icon with that vst interface in
> > case
> > of effect vst, or a preview of notes, in the case of a generator vst.
> > Clicking a box brings up the full vst interface. Clicking the notes
button
> > on the generator plugin box brings up the midi notes editor(if you
simply
> > click on box, the generator interface, let's say Kontakt 5, is
> > displayed.).As I mentioned, each box can be moved around on the
> > canvas.
> > Each box has an output, respectively an imput for effects plugin. Each
box
> > can be connected with the other, as in the case of Blender Shaders. The
> > final connection is from the last effect to one of the jacks on the
> > mixer. So...here are the steps .
> > 1. File >import> generator vst.
> > A box appears with that vst interface.
> > 2. Click the notes button on the box
> > A midi table appears, allowing me to edit notes.
> > 3. Close the notes window and click on the middle of the box, now with
> > notes preview on it
> >The Kontakt interface appears, allowing me to select instrument.
> > 4. File-import-effect vst
> > Another box appears.
> > 3. Connect generator output to effect imput.
> > 4. Connect effect output to one of the coresponding mixer channel jack
and
> > you're done.
> >
> >What do you think?
> >
>
> Do you know about JACK support in Blender? It will let you use any
> software that supports JACK.
>
> JACK runs on linux/osx/win.
>
> JACK is an open source audio routing system for professional audio.
>
> http://jackaudio.org
>
>
>
>
>
> --
> Patrick Shirkey
> Boost Hardware Ltd
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[Bf-committers] Blender as a sound/music software

2013-10-08 Thread Crs Mrn
So...firstly Blender low poly 3D modeller, an organic modeller, a game
engine and a movie editor. I've got a cool concept of something to add:
Sound editor. As an indie game developprr, you often use the same instances
of sounds than hundreds or thousands used before, with no editing.
Secondly, if in a game there are more sound sources that emmit the same
sound, let's say the fountains in Oblivion, an unpleasant effect of
filtering appears. So you need more instances of the same sound. So, for
indies, a sound creation/facility would be useful. Are there free resources
for the effects or generators? Yes...there are thousands of free VST
plugins ready for use in any situation . Here is the interface I've tought
of:

There are two windows, one above the other. The lower one, smaller, is the
mixer. It contains channels. Above each channel, there is a jack.
The Upper window, bigger, is the canvas. Here each effect or generator is
displayed as a loose box that shows an icon with that vst interface in case
of effect vst, or a preview of notes, in the case of a generator vst.
Clicking a box brings up the full vst interface. Clicking the notes button
on the generator plugin box brings up the midi notes editor(if you simply
click on box, the generator interface, let's say Kontakt 5, is
displayed.).As I mentioned, each box can be moved around on the canvas.
Each box has an output, respectively an imput for effects plugin. Each box
can be connected with the other, as in the case of Blender Shaders. The
final connection is from the last effect to one of the jacks on the
mixer. So...here are the steps .
1. File >import> generator vst.
A box appears with that vst interface.
2. Click the notes button on the box
A midi table appears, allowing me to edit notes.
3. Close the notes window and click on the middle of the box, now with
notes preview on it
   The Kontakt interface appears, allowing me to select instrument.
4. File-import-effect vst
Another box appears.
3. Connect generator output to effect imput.
4. Connect effect output to one of the coresponding mixer channel jack and
you're done.

   What do you think?
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