Re: [Bf-committers] Reference counting, deleting data and fake users

2012-03-16 Thread Juha Mäki-Kanto
Would it be difficult to add a mode of saving which would not drop the
unreferenced data? This would allow the user to decide when the garbage
collection is done so you'd know when you have to worry about things going
missing. Additionally a way to list data to be deleted might be nice.

16. maaliskuuta 2012 18.43 Alexander Zubov a_zubo...@yahoo.com kirjoitti:

 I think the easiest solution to this issue would be adding a prompt
 message on exit You have unsaved Actions. Would you like exit anyway? or
 something on that nature. This way user can go back and press F button on
 the Actions he wants to keep.

 --- On Fri, 3/16/12, Bassam Kurdali bas...@urchn.org wrote:

  From: Bassam Kurdali bas...@urchn.org
  Subject: Re: [Bf-committers] Reference counting, deleting data and fake
 users
  To: bf-blender developers bf-committers@blender.org
  Date: Friday, March 16, 2012, 11:21 AM
  big -1
  I don't think it's simple, and I'm not sure it's even
  desirable;
  changing behavior like this, when the original complaint was
  that
  actions not getting fake users by default, going into a
  massive change
  of design.
  there are so many things in blender that need big redesign,
  like the
  dependency graph and library linking/refrencing, that going
  into major
  restructuring of things that *aren't broken* just seem like
  a ridiculous
  thing. Especially as this would be at least a highly
  controversial
  change.
  So if you're looking at a big architectural/ design/ under
  the hood
  challenge, wouldn't you please fix the depgraph first ;) ?
 
   I don't see any big technical difficulty personally. We
  can just
   modify the refcount increasing/decreasing function to
  use an observer
   pattern scheme and if a datablock is deleted simply
  inform the
   observers of the deletion (And the human user if the
  datablock has
   more users). It will require some interface for the
  observers too but
   I don't think it's an unsurpassable challenge, even in
  C :p. The
   memory footprint of datablocks will slightly increase
  but it's a
   negligible amount of data compared to meshes etc.
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Re: [Bf-committers] Collada-patch for testing

2012-02-01 Thread Juha Mäki-Kanto
Hi,

I put the export part of the
patchhttp://projects.blender.org/tracker/index.php?func=detailaid=30050group_id=9atid=127I
made in the tracker, some small additions I think which weren't in the
previous version. This is in line with things I can mostly help with, I
added some remarks about what compatibility issues imo can be with
importing though of course these depend on the use case.

2012/2/1 Domino Marama dom...@dominodesigns.info

 On 02/01/2012 10:33 AM, Ton Roosendaal wrote:
  Hi,
 
  Let's wait a bit with a new list; we can do that when this project is
 really being tackled actively and everyone here's getting bored of collada
 discussions :)
 Fair enough. There's the opencollada implementation and at least 3
 partial python based exporters - I just thought that discussion of the
 relative pros and cons of those may result in fairly heavy traffic for
 awhile. It's the outcome of those discussions that I'd expect to form
 into a plan that would go onto the wiki.
  You're for sure very welcome to join irc.freenode.net #blendercoders.
 There's always 100-150 people hanging out. I'd love to figure out what you
 can do precisely, or where your interest is mostly.
 I've arranged to set aside part of the income from sales of our Second
 Life addon scripts (Avastar and Primstar) to fund my work on Collada.
 Collada is an essential feature for Second Life both for Blender users
 and for users of other applications such as Maya and ZBrush who use
 Blender to convert their content to Second Life via our scripts. We've
 also users who model in Blender, and take content out to ZBrush for
 detailing. so a solid Collada implementation for both import and export
 is a priority for us.

 The funding I have will cover at least four hours a week spent on
 Collada issues, so my medium term goal would be to become the maintainer
 for the Collada features in Blender. Short term goal is to get up to
 speed with the code base by fixing a few bugs..

 Best Wishes,
 Domino
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Re: [Bf-committers] Collada-patch for testing

2012-01-30 Thread Juha Mäki-Kanto
Hi, Gaia

Good to hear it does something right:) In response:

1.) Does it work ok with maya without the Second Life- box checked? There
are some other changes to export which may also affect results.

2. and 3.) The export with compatibility mode is probably the same as
2.49b. I still need to do some research on that with different software to
have a better understanding, but in the end it's a cosmetic/UI issue which
is the preferred mode if it comes to that.

4.) The imported bones should come out as the regular rig unless your
pipeline is modifying the armature somehow? Adding bones for example would
mess with reinterpreting the bones as lines between joints.

I'll probably separate the patch into two parts since the exporting code is
more straightforward and the compatibility part can be controlled from the
UI so it should have a better change of making it in. The importer part is
bit more involved, have to see about it.

2012/1/30 Gaia Clary gaia.cl...@machinimatrix.org

 Hi, kanttori;

 Your patch works fine for export. For import see remark 4.) below.

 I first had some issues but it turned out that i made a mistake when i
 disabled
 our workaround code for the current Collada exporter.  After i fixed our
 tools
 and removed all these (ugly) workarounds all is well now.

 Some remarks which may be of common interest regarding this patch:

 1.) The exported .dae files from your patch also seem to be importing
 well into Maya
 while the current .dae exports from official Blender Collada fail
 miserably on Maya.

 2.) Your patch seems to make Blender trunk compatible with Blender-2.49b
 We never had issues with .dae exported from 2.49b (neither for Maya nor
 for Second Life)

 3.) Therefore i also believe that the explicit mentioning of Second
 Life in various
 places in the patch is not necessary , because i believe it is not a
 patch to make Collada
 compatible to Second Life, but a major fix of something where possibly
 Collada
 standards do not tell explicitly how the export has to be done and
 Blender does
 it maybe correct but in a not so lucky way.

 4.) Blender itself can now import its own .dae files which seems to be a
 major improvement,
 but a first inspection shows that the bones are rotated by 90 degrees
 after import, which
 results in exactly(!) the same rig that we used as workaround for
 getting exports to work
 with the current Collada exporter ;)

 Thanks for that great step towards a better Collada world :)

 cheers,
 Gaia

 Am 29.01.2012 20:31, schrieb Juha Mäki-Kanto:
  Hi,
 
  I've been looking into collada, mainly from the transforms-side of things
  (since I know more about them then collada). Here's a patch in
  pasteallhttp://www.pasteall.org/28655/diffand brief
  synopsishttp://www.pasteall.org/28656/text. Would like to know if it
  fixes export to second life (via compatibility check box in the export
  dialog) and if this then works with animation exported from blender which
  afaik is BVH. Should also fix #29246 and #29082 which are import-problems
  of animation and armature.
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[Bf-committers] Collada-patch for testing

2012-01-29 Thread Juha Mäki-Kanto
Hi,

I've been looking into collada, mainly from the transforms-side of things
(since I know more about them then collada). Here's a patch in
pasteallhttp://www.pasteall.org/28655/diffand brief
synopsis http://www.pasteall.org/28656/text. Would like to know if it
fixes export to second life (via compatibility check box in the export
dialog) and if this then works with animation exported from blender which
afaik is BVH. Should also fix #29246 and #29082 which are import-problems
of animation and armature.
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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-15 Thread Juha Mäki-Kanto
That being said, would be helpful if someone could give a concrete example
of how the exporter-side fails when skinning (not bones look different
after collada * ) or the error in my logic. From looking at the files
produced the animation matrices should be correctly parent space.

* Bones may look different after import/export if they are interpreted as
lines between joints (where a leaf-bone doesn't have a well defined
orientation) or bones just are on different axis.

2012/1/14 Juha Mäki-Kanto kiskos...@gmail.com

 Hi,

 Did some digging into this - armature animation vs 
 colladahttp://www.pasteall.org/28205/text

 From testing and looking at the code Blender imports and uses animation
 curves directly which isn't good. It'll only match the original in special
 circumstances like if the rotation difference between bone's restpose vs
 parent's restpose is identity and you're only animating rotations. For
 Second Life there is actually a trick to set all restbones to be positive
 Y-axis (identity matrix) which apparently then loads correctly there.

 It seems that 2.59 did export/import for armatures correctly 
 (#29082http://projects.blender.org/tracker/?group_id=9atid=498func=detailaid=29082);
 tested it and the eulers in the file were interpreted to be quaternions
 (and the animation works) so the previous system was somewhat aware of this
 caveat.

 The gist to me is that collada's transformations may not match a program's
 internal representation and reinterpreting usually goes via collada data to
 full matrix, possibly fix the matrix and then decomposite to curves. It's a
 lossy conversion, key's should match but interpolation won't - you need to
 bake/key every frame when importing the curves.



 2012/1/11 Sebastian sebast...@opencollada.org

 Is there a list containing all COLLADA related bugs somewhere? There are
 only a few, some of them very unspecific, on the 2.6 bug tracker.



 On 11.01.2012 11:06, Ton Roosendaal wrote:
  Hi,
 
  You can count on plenty of people jumping on a patch if you publish it.
 Don't understimate the power of having many eyes looking. If it requires
 more expertise or IO experience, Campbell is around to check on it too.
 
  -Ton-
 
  
  Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
  Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
 
  On 10 Jan, 2012, at 23:39, Juan Linietsky wrote:
 
  Heh I wanted to emphasize that it works, but I seriously do need to
 work
  with someone familiar with writing blender and/or blender import
 plugins in
  C++ to do it, who can take my code and adapt it to Blender. It should
 be a
  short task for someone with that experience.
 
  Cheers
 
  Juan
 
 
  On Tue, Jan 10, 2012 at 6:53 PM, Daniel Salazar - 3Developer.com
  zan...@gmail.com  wrote:
 
  That sounds *very* exciting and *very* appropriate for our needs :)
 OC ads
  too much weight to Blender's big ass
 
  Daniel Salazar
  3Developer.com
 
 
  On Tue, Jan 10, 2012 at 3:48 PM, Juan Linietskyredu...@gmail.com
  wrote:
 
  I didn't realize a collada exporter was so important. If so..
 
  I have a *very* *tested* and *very* *small* collada importer in my
  middleware stuff (~3k lines of C++ code). It supports pretty much
  everything (models, skeletons, materials, cameras, lights, morphs,
  any-axis
  orientation, animations with matrices or curves, etc).
 
  Given it's very small size and non-dependency on OC, it's very easy
 to
  understand and *very easy to mantain*. It pretty much just ignores
  conformance of input files and just attempts to grab wathever data it
  needs
  so *compatibility is extremely high*.
 
  It's not a standalone library, but it's separated enough that *if
 someone
  knowledgable of blender internals *wants to give a try to adapting
 it to
  blender (of course with me 100% available for answering questions
 with
  this), i think in a matter of a few hours we can solve the Blender
  problem
  of collada import support. However as I said in previous mails, I
 really
  lack the time to get familiar with Blender internals and do this
 myself.
 
  Cheers
 
  Juan Linietsky
 
 
  On Tue, Jan 10, 2012 at 11:30 AM, Erwin Coumans
 erwin.coum...@gmail.com
  wrote:
 
  Until Blender has good fbx import or an alternative collada import
  (python?) it would be good to postpone dropping OpenCollada.
 
   From the feedback, some people are using the import feature, and
 there
  is
  no replacement.
 
  Let's hope someone stands up and fixes the issues in trunk, rather
 then
  branch.
  On Jan 10, 2012 2:15 AM, Ton Roosendaalt...@blender.org  wrote:
 
  Hi,
 
  The Collada conformance suite is not working, and working on it
 won't
  help
  anything.
  I wrote about this here;
  http://code.blender.org/index.php/2011/10/collada-momentum/
 
  Collada just has no reference stakeholder(s) (like how fbx was
 native
  for
  motionbuilder).
  Blender

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-15 Thread Juha Mäki-Kanto
 My basic point is that to me it seems like going to collada means you
either haven't done object/armature animation yet or you're done with it
and happy to have it baked as per frame rot/loc/scale or matrices. I'm
not sure about most other programs so I'll just ask: what would be the
correct way in collada to handle a parent inverse- matrix in child-objects
(possibly has skew in it) and the default rest-pose attributed
translation+rotation between parent-child bones?

2012/1/15 Juan Linietsky redu...@gmail.com

 The problem with importing/exporting of Collada and skeletons is not really
 that it doesn't match the internal representation.
 Animating 3D objects in a 3D Animation package is always done through euler
 angles, local or global, and that is easy to export
 seamlessly in Collada.
 But skeleton based models like characters almost always use IK or other
 sort of constraints which are impossible to convert back to euler due to
 gimbal lock issues, so the only way to reliably export skeletal animation
 is to export a full rotation snapshot either via a quaternion (which
 Collada does not support) or 4x3 matrix., and later optimize redundant
 keyframes to save storage space.
 So I think in short, it's the lack of support for constraints what makes
 Collada not very useful as an exchange format between DCCs, but yet it's
 still very useful for exporting to game engines.

 Juan




 On Sat, Jan 14, 2012 at 5:28 PM, Juha Mäki-Kanto kiskos...@gmail.com
 wrote:

 
 
  The gist to me is that collada's transformations may not match a
 program's
  internal representation and reinterpreting usually goes via collada data
 to
  full matrix, possibly fix the matrix and then decomposite to curves.
 It's a
  lossy conversion, key's should match but interpolation won't - you need
 to
  bake/key every frame when importing the curves.
 
 
 
 
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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-14 Thread Juha Mäki-Kanto
Hi,

Did some digging into this - armature animation vs
colladahttp://www.pasteall.org/28205/text

From testing and looking at the code Blender imports and uses animation
curves directly which isn't good. It'll only match the original in special
circumstances like if the rotation difference between bone's restpose vs
parent's restpose is identity and you're only animating rotations. For
Second Life there is actually a trick to set all restbones to be positive
Y-axis (identity matrix) which apparently then loads correctly there.

It seems that 2.59 did export/import for armatures correctly
(#29082http://projects.blender.org/tracker/?group_id=9atid=498func=detailaid=29082);
tested it and the eulers in the file were interpreted to be quaternions
(and the animation works) so the previous system was somewhat aware of this
caveat.

The gist to me is that collada's transformations may not match a program's
internal representation and reinterpreting usually goes via collada data to
full matrix, possibly fix the matrix and then decomposite to curves. It's a
lossy conversion, key's should match but interpolation won't - you need to
bake/key every frame when importing the curves.



2012/1/11 Sebastian sebast...@opencollada.org

 Is there a list containing all COLLADA related bugs somewhere? There are
 only a few, some of them very unspecific, on the 2.6 bug tracker.



 On 11.01.2012 11:06, Ton Roosendaal wrote:
  Hi,
 
  You can count on plenty of people jumping on a patch if you publish it.
 Don't understimate the power of having many eyes looking. If it requires
 more expertise or IO experience, Campbell is around to check on it too.
 
  -Ton-
 
  
  Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
  Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
 
  On 10 Jan, 2012, at 23:39, Juan Linietsky wrote:
 
  Heh I wanted to emphasize that it works, but I seriously do need to work
  with someone familiar with writing blender and/or blender import
 plugins in
  C++ to do it, who can take my code and adapt it to Blender. It should
 be a
  short task for someone with that experience.
 
  Cheers
 
  Juan
 
 
  On Tue, Jan 10, 2012 at 6:53 PM, Daniel Salazar - 3Developer.com
  zan...@gmail.com  wrote:
 
  That sounds *very* exciting and *very* appropriate for our needs :) OC
 ads
  too much weight to Blender's big ass
 
  Daniel Salazar
  3Developer.com
 
 
  On Tue, Jan 10, 2012 at 3:48 PM, Juan Linietskyredu...@gmail.com
  wrote:
 
  I didn't realize a collada exporter was so important. If so..
 
  I have a *very* *tested* and *very* *small* collada importer in my
  middleware stuff (~3k lines of C++ code). It supports pretty much
  everything (models, skeletons, materials, cameras, lights, morphs,
  any-axis
  orientation, animations with matrices or curves, etc).
 
  Given it's very small size and non-dependency on OC, it's very easy to
  understand and *very easy to mantain*. It pretty much just ignores
  conformance of input files and just attempts to grab wathever data it
  needs
  so *compatibility is extremely high*.
 
  It's not a standalone library, but it's separated enough that *if
 someone
  knowledgable of blender internals *wants to give a try to adapting it
 to
  blender (of course with me 100% available for answering questions with
  this), i think in a matter of a few hours we can solve the Blender
  problem
  of collada import support. However as I said in previous mails, I
 really
  lack the time to get familiar with Blender internals and do this
 myself.
 
  Cheers
 
  Juan Linietsky
 
 
  On Tue, Jan 10, 2012 at 11:30 AM, Erwin Coumans
 erwin.coum...@gmail.com
  wrote:
 
  Until Blender has good fbx import or an alternative collada import
  (python?) it would be good to postpone dropping OpenCollada.
 
   From the feedback, some people are using the import feature, and
 there
  is
  no replacement.
 
  Let's hope someone stands up and fixes the issues in trunk, rather
 then
  branch.
  On Jan 10, 2012 2:15 AM, Ton Roosendaalt...@blender.org  wrote:
 
  Hi,
 
  The Collada conformance suite is not working, and working on it
 won't
  help
  anything.
  I wrote about this here;
  http://code.blender.org/index.php/2011/10/collada-momentum/
 
  Collada just has no reference stakeholder(s) (like how fbx was
 native
  for
  motionbuilder).
  Blender would be the worst stakeholder for it even, since we have
 the
  awesome .blend :)
 
  Much better stakeholders would be Linden Labs (2nd life), or
  CryTek...
  or
  Daz? Three names of companies who make plenty of dollars with
  software
  licensing. Why don't they put an employee as developer in our team,
  to
  ensure Collada exports smoothly for their products?
 
  I even wouldn't mind a (python) addon Export to DazCollada,
  CryCollada,
  2ndLifeCollada, etc. It's how collada has been designed to work
  anyway...
 
  -Ton-
 
 
 
 

Re: [Bf-committers] Patches Submitted

2011-07-20 Thread Juha Mäki-Kanto
I've needed to try and figure this one out too so here's my two cents and
some random matrices.

Since Blender uses column major order matrices these printouts are actually
visually transposed to normal math, actual matrix columns are shown
horizontally in the inner brackets and rows are vertical. So the 2.5 in a*b
((a*b)[2][0] - column 2, row 0) is a result of dot produt (a row 0,  b
column 2) as it should be - dot( (1.0, 0.0, 1.0, 0.0), (0.5, 1.0, 2.0, 0.0)
).

 a
Matrix((1.0, 0.0, 0.0, 0.0),
(0.0, 1.0, 0.0, 0.0),
(1.0, 0.0, -1.0, 0.0),
(0.0, 0.0, 0.0, 1.0))

 b
Matrix((1.0, 0.0, 0.0, 0.0),
(0.0, 1.0, 0.0, 0.0),
(0.5, 1.0, 2.0, 0.0),
(0.0, 0.0, 0.0, 1.0))

 a*b
Matrix((1.0, 0.0, 0.0, 0.0),
(0.0, 1.0, 0.0, 0.0),
(2.5, 1.0, -2.0, 0.0),
(0.0, 0.0, 0.0, 1.0))

 b*a
Matrix((1.0, 0.0, 0.0, 0.0),
(0.0, 1.0, 0.0, 0.0),
(0.5, -1.0, -2.0, 0.0),
(0.0, 0.0, 0.0, 1.0))

One nice thing about this is that the columns are the axises (0,1,2) and
translation (3) of a matrix, so a camera direction for example would be
-a[2][0:3].

2011/7/20 Campbell Barton ideasma...@gmail.com

 On Wed, Jul 20, 2011 at 3:37 PM, Scott Giese scott.gi...@comcast.net
 wrote:
  Hi Gang,
 
 
 
  FYI. I submitted 3 patches for your review.  I'm new to the list and I
  wanted to give back to the Blender community.
 
 
 
  28030  SCONS Build: Build Date reflects
  
 http://projects.blender.org/tracker/index.php?func=detailaid=28030group_i
  d=9atid=127 1 instead of actual date of build
 
  28031  Minor typo in Blenlib
  
 http://projects.blender.org/tracker/index.php?func=detailaid=28031group_i
  d=9atid=127
 
  28032  Python Mathutils: Matrix Multiplication Error
  
 http://projects.blender.org/tracker/index.php?func=detailaid=28032group_i
  d=9atid=127
 
 
 
  Great work guys!  Appreciate the great product.
 
 
 
  Scott

 Thanks for the fixes, committed all patches however you're changes to
 mathutils effectively only change the order of multiplication,


 http://projects.blender.org/tracker/index.php?func=detailaid=28032group_id=9atid=127

 In you're example
  print (m1 * m2)

 Change to...
  print (m2 * m1)

 This is a bit confusing because in C we have
 mul_m4_m4m4(m1, m2);
  which is the equivalent to m2 * m1 in python.

 A while back Benoit Bolsee was concerned our matrix multiplication
 order was wrong so we switched it (between 2.4x and 2.5x)

 What makes you think the order in blender is wrong? what's you're
 reference?

 Just checked and we're currently doing matrix multiplication
 differently to numpy which doesn't bode well :S - test:

 # --- snip
 m1 = ((0.0, 0.0, 1.0, 0.0), (-1.0, 0.0, 0.0, 0.0), (0.0, -1.0, 0.0,
 0.0), (0.6, 0.0, -0.05, 1.0))
 m2 = ((1.0, 0.0, 0.0, 0.0), (0.0, 1.0, 0.0, 0.0), (0.0, 0.0, 1.0,
 0.0), (0.0, -0.02, -0.1, 1.0))

 from numpy import matrix
 n_m1 = matrix(m1)
 n_m2 = matrix(m2)
 print(\nnumpy\n%r % (n_m1 * n_m2))

 from mathutils import Matrix
 b_m1 = Matrix(m1)
 b_m2 = Matrix(m2)
 print(\nmathutils\n%r % (b_m1 * b_m2))

 # --- output

 numpy
 matrix([[ 0.  ,  0.  ,  1.  ,  0.  ],
[-1.  ,  0.  ,  0.  ,  0.  ],
[ 0.  , -1.  ,  0.  ,  0.  ],
[ 0.6 , -0.02, -0.15,  1.  ]])

 mathutils
 Matrix((0.0, 0.0, 1.0, 0.0),
   (-1.0, 0.0, 0.0, 0.0),
   (0.0, -1.0, 0.0, 0.0),
   (0.62, 0.1, -0.05, 1.0))


 # --- switch m1/m2 order for both mathutils and numpy. re-run

 numpy
 matrix([[ 0.  ,  0.  ,  1.  ,  0.  ],
[-1.  ,  0.  ,  0.  ,  0.  ],
[ 0.  , -1.  ,  0.  ,  0.  ],
[ 0.62,  0.1 , -0.05,  1.  ]])

 mathutils
 Matrix((0.0, 0.0, 1.0, 0.0),
   (-1.0, 0.0, 0.0, 0.0),
   (0.0, -1.0, 0.0, 0.0),
   (0.6, -0.0, -0.15, 1.0))
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Re: [Bf-committers] GE still slow in rev 36978

2011-05-29 Thread Juha Mäki-Kanto
I attached a patch there which moves the letterbox drawing to happen only
once per BGE render. Atm. with Use Frame Rate the BGE is drawn
occasionally while the letterbox gets redrawn on each while(!exit_requested)
iteration as fast as it can go.

2011/5/29 Sanne sa...@lavabit.com

 Hello Mitchell,

   Please add a new bug report.

 Done:

 http://projects.blender.org/tracker/index.php?func=detailaid=27517group_id=9atid=498

 Thank you,
 Sanne

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Re: [Bf-committers] Bullet physics update

2011-03-02 Thread Juha Mäki-Kanto
I am sorry, I wasn't being clear; my intention was that there'd be a
bpy-side python function that would start gameengine with the only intent of
exporting a bullet-file (similarly to what I do with 2.49b). Would not
require much coding since this would would effectively use the same c++-code
as the bge-side function.

I don't know if there are some hidden problems to this and I think both bge-
and bpy-export functions are required since they serve different purposes.
Bpy-version would just provide clean access for exporting the data.

Newbie, be patient please :)

2011/3/3 Mitchell Stokes moguri...@gmail.com

 Joshua Leung's (Aligorith's) GSoC project last year involved Bullet
 simulations in Blender (without using the BGE). I think he updated Bullet
 in
 his branch. You might want to have a chat with him.

 Cheers,
 Mitchell Stokes

 On Wed, Mar 2, 2011 at 2:23 PM, Erwin Coumans erwin.coum...@gmail.com
 wrote:

  The BGE already has a perfect location for such 'exportBulletFile' method
  in
   KX_PyConstraintBinding.cpp
  This would only be around 10 lines of code, and I will add this
  debugging/export option soon.
 
  Doing it outside of this KX_PyConstraintBinding.cpp might require much
 more
  work.It requires an up and running Bullet physics world
  btDiscreteDynamicsWorld.
  Is someone volunteering to do this work?
  Thanks,
  Erwin
 
 
 
 
  On 2 March 2011 14:11, Juha Mäki-Kanto kiskos...@gmail.com wrote:
 
   Hi,
  
   As Dalai Felinto said, I use the 2.49b export patch atm. to get the
  physics
   data out of blender. I do this from makefiles so I've added a GE
   commandline
   param (-g) export_physics = filename; with it the gameengine
 initializes,
   does export and sets exitrequested to true before the main-loop.
  
   All in all it's not neat so a bpy-function with similar results would
 be
   nice from a model-exporters perspective, possibly with an
   init_bge_pyscript-parameter which would allow advanced users to create
   things only available from within the GE. I'm pretty new to bullet and
   blender development so I'm not sure what problems this would cause
  compared
   to just having a purely bge based solution.
  
   Thanks,
   Juha
  
   2011/3/2 Mitchell Stokes moguri...@gmail.com
  
Nice to see you around again Erwin!
   
bpy is available in the BGE if you're running from inside Blender.
   However,
not from the Blenderplayer. Since this is more of a debug thing, I
  think
this would be acceptable.
   
Cheers,
Mitchell Stokes
   
On Tue, Mar 1, 2011 at 11:38 AM, Erwin Coumans 
  erwin.coum...@gmail.com
wrote:
   
 Hi,

 That is a good idea but I don't think it is a full replacement
 unless
   BPY
 is
 available within the BGE.

 Having the option to export within the BGE allows you to 'debug'
 and
export
 a full running simulation.
 Some constraints/joints are only added at run-time (vehicles for
example).

 Is BPY that can access a running Bullet simulation, available
 inside
   BGE?
 Thanks,
 Erwin






 On 1 March 2011 11:23, Dalai Felinto dfeli...@gmail.com wrote:

  Hi Erwin,
   I plan to add a single BGE physics API to export to a .bulle
  file,
for
   example exportBullet(char* fileName);
 
  What if instead of a BGE API you do it as a bpy API?
  That way one can write an addon to export the .bulle files. It
  should
  already be possible now, but having an API for that can be easier
 I
  guess.
 
  (as a matter of fact Juha Mäki-Kanto, who submitted the
   RigidBodyJoint
  patch, uses Blender exactly for this, to export the .bulle for
 his
  engine)
 
  --
  Dalai
   
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