Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-18 Thread Ethan Luo
1, For Ocean Modifier, I hope there will be a better way to simulate the
water interaction with boat or something above the wave. The currently fake
workflow just pain for more details. FYI:
http://www.blendernation.com/2012/03/20/ocean-dynamic-paint-particles/

2, Improved Outline System, sometimes it will be better to get a clean
button to re-organize the linked source or unused texture, action,
materials etc. Now I have to click each linked path and press X to clean
them. And a reload button will be cool to refresh the linked objects,
reopen is not the best way to save the time.

3, A better Muscle System? Shrinkwrap is not the best fake way to do this
job.

4, And for PO translator, a real time translation env will cheers us to
check the result immediately.

5, A better support for UTF-8 will be cool! If I compiled blender source
code in a Chinese operation system, some system date var issue will throw
me exception to finish the build process. And if I open browser in Blender
to check my files, all the Chinese character will show cubes there. That is
not cool.

So much for today, thanks for all! :)
*罗聪翼/Ethan Luo* congcong...@gmail.com
*M: (86)139-8210-2445(GMT+8)*
***@congcong009 #twitter/facebook/**新浪围脖*
***BlenderCN**中文社区**(**www.blendercn.org**)*



On Mon, Jun 18, 2012 at 6:59 PM, Campbell Barton ideasma...@gmail.comwrote:

 On Mon, Jun 18, 2012 at 10:14 AM, Patrick Shirkey
 pshir...@boosthardware.com wrote:
 
  On Mon, June 18, 2012 9:47 am, Campbell Barton wrote:
  On Mon, Jun 18, 2012 at 9:38 AM, Patrick Shirkey
  pshir...@boosthardware.com wrote:
 
  On Mon, June 18, 2012 8:55 am, Campbell Barton wrote:
  @Patrick Shirkey,
  please don't request specific features on this thread - this has the
  effect of turning all planning threads into wish-lists which active
  devs tend to skip reading  not take so seriously.
 
  This is a developer list - if you want some specific engine or one
  feature back from 2.4x you can code it right?
 
 
  Of course.
 
 
  What you _could_ suggest is an api for game engines to be more easily
  integrated - so adding engine support worked better (something Apricot
  project was supposed to resolve but didn't really).
 
 
  I was attempting to make the point that the whole process of exporting
 a
  model with an active rig is not obvious.
 
  Could you explain what you mean by this? - for the developer or for the
  user?
  What should be changed/improved?
 
 
  From a Developer perspective it seems to be a bit hard to program for
 the
  exporter API when someone like Eihrul has troubles with getting the iqm
  exporter to work cleanly. That suggests to me that the learning curve for
  getting things right is a bit steep.

 Exporting armatures is tricky - but I don't think the API has bad,
 more that we could use better docs, examples and possibly add some
 helper functions (get the bone relative rest/pose in different spaces
 - its a common problem that different formats expect this data in
 different spaces).
 Note that we already worked on this area docs/helpers api functions at
 least... but could do more.

 see:

 http://www.blender.org/documentation/blender_python_api_2_63_release/info_gotcha.html#editbones-posebones-bone-bones


 http://www.blender.org/documentation/blender_python_api_2_63_release/bpy.types.Bone.html#bpy.types.Bone.vector
 also x_axis, center, children_recursive ... are helpers to make the
 api easier to use.


 However I think converting between different rig representations is
 also inherently difficult - especially when the format has for
 example, bones that dont have a length - or the length moves along a
 different axis then in blender.

  From a users perspective it's really quite difficult to export a skinned
  and rigged model correctly. So that suggests the interface is too complex
  or abstract. Perhaps there needs to be a wizard that steps through the
  process.
 
  From an advanced user perspective I see no good reason apart from no
 one
  has had the time/money that it is not possible to apply a set of
 standard
  (preset) movements to any mesh (or mesh type). That would allow very
 quick
  prototyping of potential models for game engines and virtual 3d
  environments.
 
  arm, finger, leg, toe, head, eye, mouth
 
  These are rig configurations that are essential to exporting 3d models
 and
  it seems like a glaring omission that Blender doesn't provide some sane
  and well tested defaults which can be quickly applied by a normal user.
 If
  they are already there then they are well hidden or abstracted.

 Have you used rigify? Sounds like this should do what you want.


  I used cube/iqm as an example but
  I think it applies across the board. It seems to be an
  interface/usability
  issue. From my research it also seems that it is a low priority for
  developers but I think it would be a very powerful project to have some
  renewed focus on as blender could be used to spit out whole armies in
  batch mode. In that regard I am

Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-18 Thread Ethan Luo
Thanks Mont for the update, I will check on that. And regarding the compile
issue, I will try once later too. :)

Coming to the UTF-8 support in Blender. For some language which are not
full translated, these steps will just cost times for users. And check path
and characters are not the only cases. If I wanna type some words into Text
object for example in Chinese, I have to type it first in a notepad.exe and
then save with encoding UTF-8. Then next I will paste it into Blender to
get it working properly. I used to face bugs like saving obj under Chinese
path, and this file will not be possible to be imported back into blender.(
This issue was fixed already, forget the bug tacker id :( ) But I'm not
sure if this will happen anytime in the future, it is quite confusing for
some new learners.

Cheers,
*罗聪翼/Ethan Luo* congcong...@gmail.com
*M: (86)139-8210-2445(GMT+8)*
***@congcong009 #twitter/facebook/**新浪围脖*
***BlenderCN**中文社区**(**www.blendercn.org**)*



On Mon, Jun 18, 2012 at 11:57 PM, Yousef Hurfoush ba...@msn.com wrote:


 eh ehm...

 hi

 about the utf-8 support in paths


  Are you sure this is still a problem?
  bpy.app.build_date
  bpy.app.build_time
 
  are now bytes, not strings, so there should be no encoding issues.

 though you can use utf-8 paths in blender but it only works when changing
 the UI to the same language
 meaning that if i want to use the English interface there are no utf-8
 recognition from the paths!

 Regards
 Yousef Harfoush
 ba...@msn.com



 ___
 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] Blender 2.63 Release AHOY!

2012-04-26 Thread Ethan Luo
Is that necessary to add translation credit there?

*罗聪翼/Ethan Luo* congcong...@gmail.com
*M: (86)139-8210-2445(GMT+8)*
***@congcong009 #twitter/facebook/**新浪围脖*
***BlenderCN**中文社区**(**www.blendercn.org**)*



On Fri, Apr 27, 2012 at 9:51 AM, Campbell Barton ideasma...@gmail.comwrote:

 @Nicholas, added your name to r45740, but wont update the credits page
 for a few days incase there are more updates needed.

 The message is scanned for patch number formatted as: [#1234]

 Since not all patches have a patch number in our tracker I've added an
 override in the credits generator.

 If there is some commit you are not attributed for, write in the
 commit number  your user name on our project site, eg:

 http://projects.blender.org/users/ton - username given should load as
 part of this URL.

 ---
 Currently overrides looks like this...
 author_overrides = {
farny: (43567, 44698),
nicholas_rishel: (45740, )
}

 On Fri, Apr 27, 2012 at 10:55 AM, Nicholas Rishel rishel.n...@gmail.com
 wrote:
  Campbell,
 
  Just letting you know that it doesn't seem like I was credited for my
 patch:
 
 http://projects.blender.org/tracker/index.php?func=detailaid=30993group_id=9atid=127
 
  Out of curiosity, do you know how patch credits are handled?
 
  Nicholas Rishel
 
 
  On Thu, Apr 26, 2012 at 3:42 PM, Campbell Barton ideasma...@gmail.com
  wrote:
 
  Updated credits page:
  http://www.blender.org/development/credits
 
  Anyone who did patches will see yourselves there too.
 
  On Fri, Apr 27, 2012 at 4:46 AM, Sergey Sharybin sergey@gmail.com
  wrote:
   Hello everyone!
  
   Here's information for platform maintainers about revisions used for
   release:
  
   Tag: blender-2.63-release
   Main tree revision: r45996
   Addons revision: r3314
   Translation: r574
  
   Thanks everobody for the release!
  
   --
   With best regards, Sergey Sharybin
   ___
   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
 
 



 --
 - Campbell
 ___
 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