Re: [Bf-committers] Bugs, Triaging and Bcon2

2019-09-18 Thread Knapp
I do a lot of outside work with the artists though FB groups. There are
often people that want to report bugs but have never done it before. I
think it would be very helpful to have a detailed video explaining how best
to report a bug including tips on finding out if the bug was reported
before. This way we might be able to reduce the number of "bad" bug reports
and hopefully free up time to work on the real problems.

On Wed, Sep 18, 2019 at 8:00 AM Dalai Felinto  wrote:

> Hi,
>
> A reminder that the tracker is to help developers to make the next stable
> release. As we have more users this means we get many more reports which
> should not become such a burden that it slows down development.
>
> 1) Priorities
>
> The first thing for everyone to understand is that we need to prioritize.
> Just because a bug is easy to fix doesn't mean it is the best usage of our
> time.
>
> This is also a great opportunity for new developers to tackle low/normal
> bugs since it is unlikely the core team will be able to tackle them. That
> said, even reviewing these fixes take time, so the sooner people can help
> with the High/Medium confirmed tasks the better.
>
> 2) Triaging
>
> The inflow of bug reports is massive, so triaging is a never ending effort.
> For anyone willing to help with triaging we have compiled this "bug
> triaging playbook" to help out:
>
> https://wiki.blender.org/wiki/Process/Bug_Reports/Triaging_Playbook
>
> We will be handling reports which aren't clear or seem like feature
> requests by closing them immediately.
>
> 3) Bcon2
>
> During Bcon2 we should focus on stabilizing the new added features, while
> tackling any other known issues. It is also a good time for the modules to
> look at the pile of confirmed bugs and set their priorities straight. In
> other words, to cherry-pick the issues that we plan to address in time for
> Blender 2.81 and set the High Priority ones (or lower some to Medium).
>
> This will also be our compass once Bcon3 comes to determine whether we are
> to work on new features (bcon1 for blender2.82 starts at the same time) or
> stick to addressing high priority bugs.
>
> =
>
> Some juicy numbers:
> We have close to 1,300 confirmed bugs at the moment.
>
> Confirmed bugs per priority, 1,296:
> - High: 18,  Medium: 737, Normal: 275, Low: 266
>
> Needs triage by developer, 374 bugs:
> - September: 180,  August: 194
>
> There are also quite some "Waiting for Developer to Reproduce", besides
> bugs from previous months.
>
> Speaking of August and September, from these months alone we have 146
> confirmed bugs:
> - High: 11, Medium: 106. Normal: 4, Low: 25
>
> Thank you everyone,
> Dalai
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[Bf-committers] Left click Right Click errors or changes?

2019-02-17 Thread Knapp
When you change to left click the W hotkey changes? Is this a bug? Or
should it be that way? Is there a place that lists these changes, if they
are not errors?

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[Bf-committers] Dyntopo resolution question.

2019-01-23 Thread Knapp
I guess it is a design but it feels odd to me.
When you are in relative detail a big number for resolution gives big polys.
When you are in constand mode a big number gives you small polys.

Is this designed so or is it a bug?

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[Bf-committers] Ridged bodies

2019-01-08 Thread Knapp
Sergof, I was sent this and thought it might be useful to you. I could not
find a better way to contact you so posted it here. Hope it is useful.

Andy Sellers
<https://www.facebook.com/andrew.m90.sellers?fref=gc&dti=2207257375> I did
a project with Rigid Bodies a while back, and found a few things that could
be improved. 1.There is no way to get an over-view of constraint hierarchy,
to see which objects are controlled by other (sometimes multiple) objects,
which then control still others. This makes debugging a complex simulation
difficult, when getting just one constraint property wrong, among hundreds,
can cause the simulation to explode. 2.Many of the physical properties
don't use standard units, or in some cases the manual just doesn't go into
much detail on what they mean. (Friction, Bounciness, Damping, Impulse,
Spring Stiffness. These properties seem to just use arbitrary values, and
it took quite a bit of trial and error to find the right ones.) 3.General
improvements to the documentation and tooltips would be very helpful. (I'm
pointing a finger at myself here, because I could help with this.) 4.The UI
for Rigid Bodies in both 2.7 and 2.8 could be better organized. Currently,
there is quite a bit of jumping around to change this or that property. I
expect the planned Node-Based Physics will improve this. 5.This would be an
entirely new feature; a graph to visualize various
forces/speed/acceleration acting on objects in the simulation over time.
For example, you could have an object start the simulation in the air,
free-fall to a sloped ground, and then start to roll. The graph would show
how much force gravity had on the object when it started to fall, a sudden
spike when it collides with the ground, and then increasing centrifugal
force as it begins to roll down the slope. Blender already has all this
information; 1 data-point for every step in the simulation. Putting all
that in a graph where the user can see the raw data would be very useful
for error checking when the simulation goes haywire, or for building a
simulation that meets pre-defined force/speed/acceleration goals.

OP on facebook Blender

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Re: [Bf-committers] Premade Work Spaces.

2018-11-25 Thread Knapp
On Sun, Nov 25, 2018 at 4:01 PM Julian Eisel  wrote:

> Hi,
>
> You can access more workspaces using the '+' tab in the top-bar, including
> a video editing one.
>
> The workspaces there are part of your personal, customizable workspace
> configuration. For each project/.blend, you can add workspaces from the
> configuration as needed via the '+' tab.
> This workspace configuration still needs a better management UI which would
> make things a bit clearer. See https://developer.blender.org/T54115.
>
> Cheers,
> - Julian -
>

OK, very nice to know and not very obvious. I also see that if you delete
them they are not deleted but go back onto the list. It is more like
hidden. On the other hand if you delete a duplicated/modified one then it
is really gone. Also not very obvious. I like the system as a user that
knows it but it will give newbies a hard time at first. So yes, I agree, it
could be clearer but has a nice workflow once you know it.

Thanks for answering!

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[Bf-committers] Premade Work Spaces.

2018-11-25 Thread Knapp
Been have a great time watching the progress of 2.8 and testing it. I have
been wondering about the premade work spaces. We have a lot of good ones
but some are missing like VSE and a few other workflows. Are there plans to
do this or should I make one and submit it?
Thanks.

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Re: [Bf-committers] Upgrade and reboot for code services

2018-11-04 Thread Knapp
Is this why https://builder.blender.org/download/ linux builds are still
from last month?

On Sat, Nov 3, 2018 at 8:08 PM Dan McGrath  wrote:

> Hi,
>
> Seems that things are back again. Was only minor updates (11.2p0->p4/Q3-Q4)
> so everything should be fine. But I am also a nubcake, so yell at me if I
> missed something important :D o/
>
>
> Cheers,
>
> Dan
>
> On Sat, Nov 3, 2018 at 2:38 PM Dan McGrath 
> wrote:
>
> > Hi,
> >
> > Just a heads up that at 2:45pm EST (7:45pm CEST/6:45pm UTC) I will do a
> > quick BSD upgrade (2018Q3 -> 2018Q4 stuff is already done). This will
> > affect the following sites:
> >
> >   - git.blender.org
> >   - svn.blender.org
> >   - builder.blender.org
> >   - developer.blender.org
> >
> > The downtime shouldn't be more than 30 minutes.
> >
> >
> > Cheers,
> >
> > Danny McGrath
> >
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Re: [Bf-committers] Netrender?

2018-10-17 Thread Knapp
What sort of help do you need?

On Thu, Oct 11, 2018 at 7:19 PM Francesco Siddi 
wrote:

> Hi,
>
> For the record, I tweaked the flamenco.io landing page and a description
> in the meta tags.
> It’s a start, some help would be welcome!
>
> Regards,
> Francesco
>
> -
> Francesco Siddi  -  france...@blender.org  -  www.blender.org
> Producer at Blender Animation Studio - https://blender.studio
> Buikslotermeerplein 161 - 1025 ET Amsterdam - The Netherlands
>
> On 11 October 2018 at 18:06:59, Brecht Van Lommel (
> brechtvanlom...@gmail.com) wrote:
>
> Sybren, you may want to consider adding common terminology like "render
> farm", "distributed rendering" or "network rendering" on the website
> though. It only says "render manager" now, which is not that common.
>
> On Thu, Oct 11, 2018 at 9:31 AM Sybren A. Stüvel  wrote:
>
> >
> > On 08/10/2018 23:14, Alexander Kampmann wrote:
> > > Maybe the alternatives you pointed to should be more visible, I could
> > > not find them when I googled.
> >
> > Does that mean you're volunteering to do marketing & SEO work for us?
> >
> > Sybren
> > (lead developer of Flamenco)
> >
> > ___
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[Bf-committers] Not sure if this is oversight or a bug? sculpt simply brush

2018-10-09 Thread Knapp
It would seem that the simply brush was forgotten in 2.8. Very
understandable, as I did not even know it existed until doing sculpt mode
testing today and found it in the manual.
It has no photo or menu place but you can get it by selecting mune brush
simply.
Guess the more I think about it the more this is a bug. Sleepy, have fun
with it.
Anyway, I posted it here. Sorry.

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[Bf-committers] Loading brushes into Blender 2.8

2018-09-16 Thread Knapp
Hello,

I was looking at the brushes in 2.79b and 2.8
There seems to be no way to load an external library of brushes into
blender including any textures and brush settings needed. Is this true
or have I overlooked something? Is this part of the resources manager?

Which list/person would be in charge of this?

PS 2.8 is really looking good. It can be confusing but it mostly seems
to be a big improvement! Thanks for all the hard work!

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Re: [Bf-committers] devtalk.

2018-06-03 Thread Knapp
>
> There is no official place for design proposals and feature requests. This
> is mostly a practical issue, the very small developer team can simply not
> handle the avalanche of ideas and suggestions from users.
>
> For that reason external websites still work best - even when chaotic or
> noisy. Often good ideas bubble up and get attention from developers. Try
> blender.community/c/rightclickselect/ <https://blender.community/c/
> rightclickselect/> or blenderartists.org <http://blenderartists.org/> .
>
> Thanks,
>
> -Ton-
>

What about BF-funboard? I thought that is what it was for.

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[Bf-committers] Interesting new tech

2018-05-30 Thread Knapp
https://www.youtube.com/watch?time_continue=235&v=eDk4HrEtGrM

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Re: [Bf-committers] GSoC 2018 starts!

2018-05-01 Thread Knapp
I would like to contact: "Rohan Rathi, will be working on Bevel Modifier
Improvements <https://summerofcode.withgoogle.com/dashboard/
organization/4824370443190272/proposal/4585028554588160/>.
Mentors: Howard Trickey, Bastien Montagne" team as an artist to talk about
this project with them. How do I do it?
Thanks.

On Mon, Apr 30, 2018 at 7:32 PM, Ton Roosendaal  wrote:

> Hi everyone,
>
> This is the official mailing list for the GSoC 2018. In this list we
> mostly handle organizational, practical and planning topics for a smooth
> Summer of Code. If you have a message you really want everyone to read, use
> this list.
>
> Everyone is welcome to join this list and participate. Subscribe info you
> can find below.
> (This is the only time I cross-post in bf-commiters.)
>
> For the daily communication, we recommend everyone to make use of the new
> DevTalk forum for actual discussions, feedback, questions and (later on)
> weekly reports.
> https://devtalk.blender.org/c/blender/gsoc <https://devtalk.blender.org/
> c/blender/gsoc>
>
> And of course we have our popular IRC channel, #blendercoders on
> irc.freenode.net.
>
> We have 5 students participating this year.
> The students are:
>
> Yiming Wu, will be working on Blender NPR Line Rendering Improvement <
> https://summerofcode.withgoogle.com/dashboard/
> organization/4824370443190272/proposal/6546342348849152/>.
> Mentors: Ton Roosendaal, Joshua Leung
>
> Rohan Rathi, will be working on Bevel Modifier Improvements <
> https://summerofcode.withgoogle.com/dashboard/
> organization/4824370443190272/proposal/4585028554588160/>.
> Mentors: Howard Trickey, Bastien Montagne
>
> Geraldine Chua, will be working on Further Development for Cycles' Volume
> Rendering <https://summerofcode.withgoogle.com/dashboard/
> organization/4824370443190272/proposal/6423025180737536/>.
> Mentor:Lukas Stockner
>
> Leonardo Segovia, will be working on Implementing a Hair Shader for Cycles
> <https://summerofcode.withgoogle.com/dashboard/
> organization/4824370443190272/proposal/4664546451521536/>.
> Mentors: Brecht van Lommel, Lukas Stockner
>
> Erik Englesson, will be working on Many Light Sampling <
> https://summerofcode.withgoogle.com/dashboard/
> organization/4824370443190272/proposal/5953935697772544/>.
> Mentors: Brecht van Lommel, Lukas Stockner
>
> (The dropout student was going to work on optimising Python I/O... too
> bad, we had other good students apply for it).
>
> For Cycles we could add another Mentor on the list though, I will ask
> around.
>
> Students: please send a short reply to this list to notify you received
> the mail. You will be contacted soon about git access and a wiki account.
> (Each of you will get an own branch to work in).
>
> Community bonding period started. I expect to see you in our channels soon.
> Have fun!
>
> -Ton-
>
> 
> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> Chairman Blender Foundation, Director Blender Institute
> Buikslotermeerplein 161, 1025 ET Amsterdam, the Netherlands
>
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Re: [Bf-committers] M Key in 2.8

2018-03-29 Thread Knapp
So it will only deallocate the memory when you call it the next time but
you never need to do this when you destroy the object? Am I understanding
this correctly?
If so, then why not add a function to UItemMenuF that releases the memory?

On Thu, Mar 29, 2018 at 7:36 PM, Dalai Felinto  wrote:

> Hi,
>
> > BTW why would you leek memory by design? Have not written the garbage
> collection yet or what?
>
> I explain it here: https://developer.blender.org/rBf167226b793e
>
> But basically in order to do multi-level (i.e., nested) menus with the
> current code base I had to resort to uiItemMenuF.
>
> This function takes a callback that it is used to build the menus
> on-the-fly.
> In order to build the menus I need valid data of which collections to show,
> so they need to be pre-allocated.
> However the operator that creates the menus (and allocates the data) exits
> with OPERATOR_INTERFACE. And there is no garbage collection callback
> function called when the menu is destroyed.
>
> I guess I can also free the previously allocated memory in the operator
> exec. This will leave the memory leakage to happen only when the menu is
> called but dismissed.
>
> The leakage is small though, so I'm not super concerned.
>
> --
> blendernetwork.org/dalai-felinto
> www.dalaifelinto.com
>
> 2018-03-29 14:23 GMT-03:00 Pablo Vazquez :
>
> > On Sun, Mar 11, 2018 at 3:51 PM, Knapp  wrote:
> > > What is the best link for 2.8 news?
> >
> > Summary:
> > https://www.blender.org/2-8/
> >
> > Blog:
> > https://code.blender.org
> >
> > Social media:
> > YouTube - https://www.youtube.com/BlenderDevelopers
> > Twitter - https://twitter.com/BlenderDev
> > Facebook - https://www.facebook.com/BlenderDevelopers
> >
> >
> > Pablo Vazquez
> > Blender Institute | Animation Studio
> > pablovazquez.art
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Re: [Bf-committers] M Key in 2.8

2018-03-29 Thread Knapp
Thanks for that!
BTW why would you leek memory by design? Have not written the garbage
collection yet or what?

On Wed, Mar 28, 2018 at 10:34 PM, Dalai Felinto  wrote:

> Hi,
>
> > > When will it come back?
> > Soon.
>
> Move to collections (M key) was just committed. We may iterate over it to
> fix some technical issues (right now it is leaking memory "by design"). But
> from the user perspective it should be fully functional.
>
> This will be available in tomorrow's builder.blender.org download.
> Dalai
>
> --
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> www.dalaifelinto.com
>
> 2018-03-12 17:52 GMT-03:00 Dalai Felinto :
>
> > Hi,
> >
> > > What is the plan for layers? (M key)
> >
> > https://developer.blender.org/T53495
> >
> > > When will it come back?
> >
> > Soon.
> >
> > > What is the time frame to start reporting errors?
> >
> > If it is up to me, not that soon. We will try to open it for the general
> > public as soon as possible though.
> >
> > > What is the best link for 2.8 news?
> >
> > In the near future the best way to follow 2.8 will be following the Code
> > Quest in ways yet to be announced. For now keep an eye to the weekly dev
> > meetings every Monday in alternate times.
> >
> > > Do we have a plan to rename some of them or organize the terminology
> > better?
> >
> > Not for the time being.
> >
> > Regards,
> > Dalai
> >
> > --
> > blendernetwork.org/dalai-felinto
> > www.dalaifelinto.com
> >
> > 2018-03-11 11:54 GMT-03:00 Knapp :
> >
> >> I forgot one thing.
> >> My main focus is in helping newbies and teaching.
> >> We have a LOT of parts of blender that are called "layers".
> >> Do we have a plan to rename some of them or organize the terminology
> >> better?
> >>
> >>
> >> On Sun, Mar 11, 2018 at 3:51 PM, Knapp  wrote:
> >>
> >> > What is the plan for layers? (M key)
> >> > When will it come back?
> >> > What is the time frame to start reporting errors?
> >> > What is the best link for 2.8 news?
> >> > Thanks!
> >> >
> >> > --
> >> > Douglas E Knapp, MSAOM, LAc.
> >> >
> >>
> >>
> >>
> >> --
> >> Douglas E Knapp, MSAOM, LAc.
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> >>
> >
> >
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[Bf-committers] Subsurface Hair

2018-03-14 Thread Knapp
Thought this was rather interesting.
https://newatlas.com/computer-generated-fur/53530/


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Re: [Bf-committers] M Key in 2.8

2018-03-11 Thread Knapp
I forgot one thing.
My main focus is in helping newbies and teaching.
We have a LOT of parts of blender that are called "layers".
Do we have a plan to rename some of them or organize the terminology better?


On Sun, Mar 11, 2018 at 3:51 PM, Knapp  wrote:

> What is the plan for layers? (M key)
> When will it come back?
> What is the time frame to start reporting errors?
> What is the best link for 2.8 news?
> Thanks!
>
> --
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>



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[Bf-committers] M Key in 2.8

2018-03-11 Thread Knapp
What is the plan for layers? (M key)
When will it come back?
What is the time frame to start reporting errors?
What is the best link for 2.8 news?
Thanks!

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Re: [Bf-committers] Downloading 4.0

2018-03-07 Thread Knapp
>
> Making 2.8 test builds harder to find is, I think, also a little bit
> intentional. People don't read. They don't see that 2.8 is not released
> yet, they just follow the Eevee hype and then are stumped when things
> aren't stable.
>
> --
> Sybren A. Stüvel
>

I think that is bad policy.
It should be easy to find and clearly state what is going on and what is
expected of the user.
None of this is really the case right now.
I know that people often don't read the fine print but these things could
me made bold and clear.

Basically at this point it goes more like this.
See cool Eevee demo! Google download 2.8
You find this text.
Go Experimental

Blender evolves every day. Experimental builds have the latest features and
while there might be cool bug fixes too, they are unstable and can mess up
your files.

These builds use the latest snippets of magic code developers write. Give
the upcoming Blender 2.8x a try! Although it is absolutely *not recommended*
 for use on production environments.

With great power comes great responsibility.

There is NOTHING here that says, do not submit bug reports. Or this is at
this stage massively broken (and it is, as I am finding out today that I
can't even add materials to all my objects. BTW I expect this but then I
read this email everyday).

It could be much better.

So, someone needs to write what stage 2.8 is at and give the appropriate
warning and instruction for bug testers at this stage.

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Re: [Bf-committers] Downloading 4.0

2018-03-07 Thread Knapp
On Wed, Mar 7, 2018 at 12:08 AM, Ricardo Nunes <3rto...@gmail.com> wrote:

> Lolz I was wondering for a moment did someone mistake this for Krita
> mailing list because of 4.0
> But yeah in my opinion the download page is fine it is two flicks of scroll
> wheel to get to the huge red "experimental section"
> But if something had to be improved I guess the "Full featured, Free and
> Open source, Be part of it" and 2.79/Agent could be narrower equating in
> less scrolling.
> But at the moment I don't think it is worth the time to fix the graphics
> and website code when that time could be used in 2.8
>

Certainly it is not a good idea to pull a C programmer into doing web work
but don't we have someone that just does HTML and web stuff?

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Re: [Bf-committers] Downloading 4.0

2018-03-06 Thread Knapp
On Tue, Mar 6, 2018 at 5:01 PM, Ray Molenkamp  wrote:

> 4.0? You mean 2.8? On the download page scroll down to 'experimental' and
> it should take you to the right place.
>

LOL, I work with Krita as well. They are working on 4.0
This new version of Krita is also groundbreaking!
Yes, I mean 2.8.

You are of course correct and I completely missed it. That said, I wonder
how many others are missing it? Maybe is should have more "shelf space?"

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[Bf-committers] Downloading 4.0

2018-03-06 Thread Knapp
Hello all!
I was trying to install 4.0 but what I have found is that it is really hard
to find it so that I can install it and test it. Having been involved with
Blender for over 15 years I could solve this problem but how many new
testers are being blocked by the hurdles that you must overcome to find the
test version?

IMOHO when you click on the home page-> Downloads
then there should be a button that says install unstable test version or at
least a link to a page explaining about how to do it. Would not hurt if
that page also had a bit about how to find bugs and how to submit a good
bug report.

Thanks!
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Re: [Bf-committers] Changes to Windows Compiler Support.

2018-01-27 Thread Knapp
On Sat, Jan 27, 2018 at 9:36 PM, Ray Molenkamp  wrote:

> the website does a rather excellent job at giving people the proper
> download for their platform, i'm pretty sure those are legitimate 32 bit
> users.
>
> --Ray


I was not falting the website at all, just that us users can sometimes be
asleep. I know that I one time downloaded 32 bit 2.79 by misclicking and
then came back and downloaded the correct one.

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Re: [Bf-committers] Changes to Windows Compiler Support.

2018-01-27 Thread Knapp
On Sat, Jan 27, 2018 at 6:27 PM, Ray Molenkamp  wrote:

> if you bunch up all releases since 2014, yes that does seems to imply 36%
> are still on 32 bit.
>
> however if you split it out per version it paints a 'slightly' different
> picture
>
> https://imgur.com/a/ZG0Gb
>
> with only 13.2% of 32 bit users for 2.79 and in a rather steep decline
> from previous versions.
>
> --Ray
>
>
using this data looking at just the latest blender (2.79) limiting it to


I wonder how many of those 13% clicked on the wrong thing through ignorance
or just being distracted.

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Re: [Bf-committers] Changes to Windows Compiler Support.

2018-01-26 Thread Knapp
gt;
> 7) Update the wiki build instructions.
>
> I can do most of these my self, but will probably need sergey to do no 2.
>
> Pushing my luck:
>
> Is it too soon to drop x86 support?
>
> Note that all of these changes are for master/2.80. any updates for 2.79
> a/b/c/etc
> will remain on msvc2013 with the current libraries.
>
> --Ray
>
> [1] https://wiki.python.org/moin/WindowsCompilers
> [2] https://github.com/boostorg/format/commit/
> 045c6f15b9f6ef654642906f458d26b584b0b4c9
> [3] https://developer.blender.org/D2915
> [4] https://developer.blender.org/D2913
> [5] https://lists.blender.org/pipermail/bf-committers/2018-
> January/049029.html
>
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Re: [Bf-committers] End of CUDA support for older cards and 32 bit

2018-01-24 Thread Knapp
So 2.80 will not support the 580?

On Mon, Jan 22, 2018 at 4:38 PM, Brecht Van Lommel <
brechtvanlom...@pandora.be> wrote:

> Hi all,
>
> Cycles will soon stop supporting GPU rendering on NVIDIA graphics cards
> with compute capability 2.0 and 2.1. This includes the NVIDIA GTX 480 and
> 580, see here for a full list:
> https://developer.nvidia.com/cuda-gpus
>
> We have postponed this as long as practical, but now have to switch to CUDA
> 9 to support new graphics card generations. Unfortunately this new CUDA
> version also dropped support for older graphics cards.
>
> CUDA rendering will also no longer be available in 32 bit builds, due to
> parts of the new CUDA toolkit only working on 64 bit.
>
> For Blender 2.79a nothing will change yet, but afterwards the code,
> buildbot and further releases will be updated. Blender's viewport and
> Cycles CPU rendering will continue to work.
>
> Thanks,
> Brecht.
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[Bf-committers] Keyboard

2017-03-11 Thread Knapp
I the linux version of Blender it does not take notice of the X11 keyboard
but seems to use the virtual keyboard settings instead. I would prefer it
to use the KDE X11 keyboard settings but it is also odd that in some places
in blender it seems to use the other keyboard. So my question is, how does
blender find or know which keyboard to use?

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Re: [Bf-committers] Questions about 3D Sound in Blender

2016-10-20 Thread Knapp
On Wed, Oct 19, 2016 at 12:39 PM, Matt Traynar 
wrote:

> Hi all,
>
> Whilst doing my research I remembered that Blender has a 3D sound option to
> it and so I thought I'd see what I could do with it. It does pretty much
> exactly what I am aiming to achieve in my project and whilst obviously it
> wouldn't be professional to ask precisely how it was done
>

IMOHO, It is clearly professional to ask precisely how an OPEN source
program was made. You can even read the code! Better yet, you can improve
the code and give it back to the community thus doing service in exchange
for using the devs time to help you learn how and teaching you how it was
done. This is what makes Blender (and all open source projects) great!

Good luck with your project.


> Matt Traynar
> BA - Computer Visualisation & Animation (Undergrad)
>


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Re: [Bf-committers] Memory Error message.

2016-10-09 Thread Knapp
Thought I could not answer you but I did reproduce the error. It happens
when I turn on the new subsurf.
Full message:
Frame:1|Time:02:08.99|Mem:0,01M,Peak:0,01M|Out of memory


On Sun, Oct 9, 2016 at 3:15 PM, Bernardo Sulzbach  wrote:

> On 10/09/2016 04:35 AM, Knapp wrote:
> > When playing with 2.78 (rendering) it keeps crashing or just giving me an
> > "out of memory error". I don't think this is a bug but just to much
> > geometry on my part. The thing is that this message does not say if it is
> > GPU memory or CPU memory.
>
> Is the message really JUST "out of memory error"? Didn't you omit anything?
>
> --
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> http://www.mafagafogigante.org/
> mafagafogiga...@mafagafogigante.org
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[Bf-committers] Memory Error message.

2016-10-09 Thread Knapp
When playing with 2.78 (rendering) it keeps crashing or just giving me an
"out of memory error". I don't think this is a bug but just to much
geometry on my part. The thing is that this message does not say if it is
GPU memory or CPU memory. I think it would be very useful to know which it
is talking about. I assume it is GPU but then I am a programmer. I wonder
if it would crash if I turned of GPU render? Would I maybe have a chance of
it working?  How many artist would even have a good guess?

So my idea here is to make the message more specific.


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Re: [Bf-committers] Retiring Linux GLibc 2.11 builder

2016-09-30 Thread Knapp
I run an odd system with Sabayon KDE, so I did your command to see if it
would work on my comp. No problem at all.
ldd --version
ldd (Gentoo 2.21-r2 p7) 2.21
Copyright (C) 2015 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.  There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
Written by Roland McGrath and Ulrich Drepper.


On Fri, Sep 30, 2016 at 12:48 PM, Sergey Sharybin 
wrote:

> Hi,
>
> = Summary =
>
> Our release environment which is based on glibc-2.11 is getting far too old
> and unmaintainable and already causes major problems getting some branches
> to compile.
>
> I plan to discontinue this builder with the next round of dependencies
> update.
>
> The default (and only) supported glibc version will be 2.19 (and above).
>
> = What does this mean for users =
>
> For users it means their Linux box should have glibc-2.19 on their system.
> It doesn't seem to be a problem in model distros, because this libc version
> was released in 2014 and all major distors picked it up.
>
> Basically, everyone on Ubuntu 14.04 and above should be safe. Current
> Debian stable is also safe and ready for such update.
>
> New release environment also has much newer compiler, which hopefully gives
> some %% of speedup.
>
> = How to check whether required GLibc version is installed? =
>
> Most reliable test is to run `ldd --version` and see if gives version 2.19
> or above.
>
> If ldd is not installed, then something like this should work:
>
> - For 64 bit systems: /lib/x86_64-linux-gnu/libc.so.6 --version
> - For 32 bit systems: /lib/i386-linux-gnu//libc.so.6 --version
>
> = Can such bump be avoided? =
>
> In theory, in practice i didn't find a way to limit Blender to only use
> older libc functions. This is also not really fun, because even if we can
> tell Blender to only use older libc symbols, we still link against
> non-self-compiled libraries which seems would also need to be recompiled.
>
> However, if someone knows easy way for us to deliver more portable builds
> from a newer Linux we are fully open to learn that.
>
> = Any possible regressions? =
>
> There should be no regressions. All the known and reported issues were
> fixed already and we already deliver 2.78 release builds for glibc-2.19
> (next to glbc-2.11).
>
> --
> With best regards, Sergey Sharybin
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Re: [Bf-committers] Blender get a CII best practices badge?

2016-08-14 Thread Knapp
Why do you need a badge? What would it do for Blender.org?
Thanks,
Douglas E Knapp

On Sat, Aug 13, 2016 at 9:06 PM, David A. Wheeler 
wrote:

> Hi -
>
> Can I convince someone here to try to get for Blender a “best practices”
> badge from the Linux Foundation Core Infrastructure Initiative (CII)?  I’m
> the technical lead of the badging project.  Someone from the project simply
> needs to go here and click on “Get Your Badge Now!”:
>   https://bestpractices.coreinfrastructure.org/
>
> It’s basically a web form, and it shouldn’t take more than hour to fill it
> in for Blender.  It costs nothing.  We can help you (if you’d like) once
> you get started.  I’d be happy to answer questions, too.  Other projects
> with the badge include curl, the Linux kernel, OWASP ZAP, and Node.js.
>
> Let me know.  Thanks!!
>
> --- David A. Wheeler
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Re: [Bf-committers] Stepping away from Blender development

2016-08-07 Thread Knapp
OK, so who is going to answer all my dumb questions and keep on track now?
You will be missed!
Have a great adventure!!
Douglas E Knapp

On Wed, Aug 3, 2016 at 10:12 PM, Satoshi Yamasaki 
wrote:

> Hi Campbell,
> Thank you for great (and hard) work !
> You've been helped many many blender users including me. :)
> I hope that you will succeed at your projects.
> Good luck !
>
>
> On 2016/08/01 21:50, Campbell Barton wrote:
> > Hi, writing this mail to say that I'll be taking time away from
> > Blender development,
> > I'm stepping down as maintainer/module owner.
> >
> > I'll be taking an extended period of time off, to work on my own
> > projects for a while, explore new horizons!
> >
> > It's been an honour to work on the open projects with talented artists
> > & developers.
> > All the best,
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Re: [Bf-committers] Sculpt Mode Dynamic Topo

2016-06-20 Thread Knapp
Thanks!

On Mon, Jun 20, 2016 at 9:54 AM, Campbell Barton 
wrote:

> We can re-enables dynamic topology when entering sculpt mode,
> as long as its not loosing uv's, vertex colors - or triangulating.
>
> Differential:
> https://developer.blender.org/D2059
>
> On Mon, Jun 20, 2016 at 7:32 AM, Knapp  wrote:
> > Would you not have the same problem if you went into edit mode and added
> > verts? Perhaps I am missing something? In anycase just set a flag and
> then
> > when they jump back into sculpt and dyno is on, warn them. Otherwise just
> > leave it turned on. Turning it off seems to me to be very bad UI design.
> >
> > BTW thanks for making dyno it is GREAT!
> >
> > On Sun, Jun 19, 2016 at 11:28 PM, Knapp  wrote:
> >
> >> How about just setting a flag that gets turned on when the user does
> >> something that needs a return-on calculation and then the warning? I am
> >> think what I am doing would not require a recalc.
> >>
> >> On Sun, Jun 19, 2016 at 11:25 PM, Knapp  wrote:
> >>
> >>> I see the warning every time I turn it on and that can be often as I
> hope
> >>> back and forth. I can't tell you the number of times I have been
> working
> >>> for 10 minutes wondering why the mesh is so rough and then remember
> that I
> >>> need to turn it on AGAIN. I end up turning it on about every 5 minutes
> and
> >>> this is a real bother when I am doing this sort of mode jumping. Why?
> For
> >>> example I am making and eye and placing it and then working the eye
> socket
> >>> a bit and then moving the eyeball and then working the eye socket but
> wait
> >>> the dyno is turned off AGAIN! Palm to face!
> >>>
> >>> On Sun, Jun 19, 2016 at 4:45 PM, Rain Gloom 
> >>> wrote:
> >>>
> >>>> Can't this be implemented as a quick hacky Python add-on? With the
> event
> >>>> framework?
> >>>> ps.: I don't exactly need it but it might help.
> >>>>
> >>>> On Sun, Jun 19, 2016 at 4:39 PM, Ronan Ducluzeau 
> >>>> wrote:
> >>>>
> >>>> > I can understand your frustration if you are just going back and
> forth
> >>>> > between Sculpt mode and Object mode or Edit Mode for modeling tools.
> >>>> > But in texture paint mode, you are using UVs. In vertex paint or
> weight
> >>>> > paint mode, result is proper to vertices indices.
> >>>> >
> >>>> > Dynamic Topology is the fact to collapse, remove vertices and create
> >>>> new
> >>>> > vertices under brush pointer.
> >>>> > Using it, geometry is constantly re-indexed messing up what can be
> >>>> done in
> >>>> > paint modes.
> >>>> > Adopted solution was to clearly inform user that UVs, Vertex color
> and
> >>>> > Vertex Groups would be lost and properly delete these former data.
> >>>> >
> >>>> > I don't know if it is possible to keep an historical index with
> gaps,
> >>>> > discontinuities in number list created by deletion of vertices
> instead
> >>>> of
> >>>> > current automatic re-indexation. That would solve many problems. I
> >>>> suppose
> >>>> > that if automatic re-indexation is there, it is needed.
> >>>> >
> >>>> > User may know that dynamic sculpting and painting can't be done
> >>>> together.
> >>>> > But I don't see a simpler way to warn a user that don't know it.
> >>>> > It would imply not just an OK pop-up at entering in sculpt mode.
> But a
> >>>> > pop-up with three choïces :
> >>>> > _ Continue to sculpt mode with dynamic topology and loose painted
> data.
> >>>> > _ Continue to sculpt mode but disable DynTopo.
> >>>> > _ Go back to object mode to duplicate mesh and preserve a chance to
> >>>> > retrieve painted data through a mesh data transfer.
> >>>> >
> >>>> > 2016-06-19 11:08 GMT+02:00 Knapp :
> >>>> >
> >>>> > > Hello,
> >>>> > >
> >>>> > > I was not sure where to post this so I picked here. I was tempted
> to
> >>>> post
> >>>> > > it as a bug but it seem

Re: [Bf-committers] Sculpt Mode Dynamic Topo

2016-06-19 Thread Knapp
Would you not have the same problem if you went into edit mode and added
verts? Perhaps I am missing something? In anycase just set a flag and then
when they jump back into sculpt and dyno is on, warn them. Otherwise just
leave it turned on. Turning it off seems to me to be very bad UI design.

BTW thanks for making dyno it is GREAT!

On Sun, Jun 19, 2016 at 11:28 PM, Knapp  wrote:

> How about just setting a flag that gets turned on when the user does
> something that needs a return-on calculation and then the warning? I am
> think what I am doing would not require a recalc.
>
> On Sun, Jun 19, 2016 at 11:25 PM, Knapp  wrote:
>
>> I see the warning every time I turn it on and that can be often as I hope
>> back and forth. I can't tell you the number of times I have been working
>> for 10 minutes wondering why the mesh is so rough and then remember that I
>> need to turn it on AGAIN. I end up turning it on about every 5 minutes and
>> this is a real bother when I am doing this sort of mode jumping. Why? For
>> example I am making and eye and placing it and then working the eye socket
>> a bit and then moving the eyeball and then working the eye socket but wait
>> the dyno is turned off AGAIN! Palm to face!
>>
>> On Sun, Jun 19, 2016 at 4:45 PM, Rain Gloom 
>> wrote:
>>
>>> Can't this be implemented as a quick hacky Python add-on? With the event
>>> framework?
>>> ps.: I don't exactly need it but it might help.
>>>
>>> On Sun, Jun 19, 2016 at 4:39 PM, Ronan Ducluzeau 
>>> wrote:
>>>
>>> > I can understand your frustration if you are just going back and forth
>>> > between Sculpt mode and Object mode or Edit Mode for modeling tools.
>>> > But in texture paint mode, you are using UVs. In vertex paint or weight
>>> > paint mode, result is proper to vertices indices.
>>> >
>>> > Dynamic Topology is the fact to collapse, remove vertices and create
>>> new
>>> > vertices under brush pointer.
>>> > Using it, geometry is constantly re-indexed messing up what can be
>>> done in
>>> > paint modes.
>>> > Adopted solution was to clearly inform user that UVs, Vertex color and
>>> > Vertex Groups would be lost and properly delete these former data.
>>> >
>>> > I don't know if it is possible to keep an historical index with gaps,
>>> > discontinuities in number list created by deletion of vertices instead
>>> of
>>> > current automatic re-indexation. That would solve many problems. I
>>> suppose
>>> > that if automatic re-indexation is there, it is needed.
>>> >
>>> > User may know that dynamic sculpting and painting can't be done
>>> together.
>>> > But I don't see a simpler way to warn a user that don't know it.
>>> > It would imply not just an OK pop-up at entering in sculpt mode. But a
>>> > pop-up with three choïces :
>>> > _ Continue to sculpt mode with dynamic topology and loose painted data.
>>> > _ Continue to sculpt mode but disable DynTopo.
>>> > _ Go back to object mode to duplicate mesh and preserve a chance to
>>> > retrieve painted data through a mesh data transfer.
>>> >
>>> > 2016-06-19 11:08 GMT+02:00 Knapp :
>>> >
>>> > > Hello,
>>> > >
>>> > > I was not sure where to post this so I picked here. I was tempted to
>>> post
>>> > > it as a bug but it seems to be designed this way so no bug but why??
>>> > > Thought about funboard but I don't want a new feature so that does
>>> not
>>> > > work.
>>> > >
>>> > > When You are using Dynamic topo you must enable it. And this is
>>> normal
>>> > for
>>> > > blender to have to set something up. This is good. But when you
>>> switch to
>>> > > another mode and back then Topo is turned back off with no warning or
>>> > > reason that I can see. This it totally not normal for Blender UI. I
>>> can't
>>> > > name any other mode or setting that turns itself off every time you
>>> do
>>> > > something else. This is none standard and is very annoying to me.
>>> > >
>>> > >
>>> > > So what is up with this? Can we change it? Why should it stay the
>>> way it
>>> > > is? Why was it made this way in the first place?
>>> > >
>>> > > Thanks.
>>> > >
>>> > > Douglas E Knapp.
>>> > > ___
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>>> > > https://lists.blender.org/mailman/listinfo/bf-committers
>>> > >
>>> > ___
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>>> >
>>> ___
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>>>
>>
>>
>>
>> --
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>>
>
>
>
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Re: [Bf-committers] Sculpt Mode Dynamic Topo

2016-06-19 Thread Knapp
How about just setting a flag that gets turned on when the user does
something that needs a return-on calculation and then the warning? I am
think what I am doing would not require a recalc.

On Sun, Jun 19, 2016 at 11:25 PM, Knapp  wrote:

> I see the warning every time I turn it on and that can be often as I hope
> back and forth. I can't tell you the number of times I have been working
> for 10 minutes wondering why the mesh is so rough and then remember that I
> need to turn it on AGAIN. I end up turning it on about every 5 minutes and
> this is a real bother when I am doing this sort of mode jumping. Why? For
> example I am making and eye and placing it and then working the eye socket
> a bit and then moving the eyeball and then working the eye socket but wait
> the dyno is turned off AGAIN! Palm to face!
>
> On Sun, Jun 19, 2016 at 4:45 PM, Rain Gloom  wrote:
>
>> Can't this be implemented as a quick hacky Python add-on? With the event
>> framework?
>> ps.: I don't exactly need it but it might help.
>>
>> On Sun, Jun 19, 2016 at 4:39 PM, Ronan Ducluzeau 
>> wrote:
>>
>> > I can understand your frustration if you are just going back and forth
>> > between Sculpt mode and Object mode or Edit Mode for modeling tools.
>> > But in texture paint mode, you are using UVs. In vertex paint or weight
>> > paint mode, result is proper to vertices indices.
>> >
>> > Dynamic Topology is the fact to collapse, remove vertices and create new
>> > vertices under brush pointer.
>> > Using it, geometry is constantly re-indexed messing up what can be done
>> in
>> > paint modes.
>> > Adopted solution was to clearly inform user that UVs, Vertex color and
>> > Vertex Groups would be lost and properly delete these former data.
>> >
>> > I don't know if it is possible to keep an historical index with gaps,
>> > discontinuities in number list created by deletion of vertices instead
>> of
>> > current automatic re-indexation. That would solve many problems. I
>> suppose
>> > that if automatic re-indexation is there, it is needed.
>> >
>> > User may know that dynamic sculpting and painting can't be done
>> together.
>> > But I don't see a simpler way to warn a user that don't know it.
>> > It would imply not just an OK pop-up at entering in sculpt mode. But a
>> > pop-up with three choïces :
>> > _ Continue to sculpt mode with dynamic topology and loose painted data.
>> > _ Continue to sculpt mode but disable DynTopo.
>> > _ Go back to object mode to duplicate mesh and preserve a chance to
>> > retrieve painted data through a mesh data transfer.
>> >
>> > 2016-06-19 11:08 GMT+02:00 Knapp :
>> >
>> > > Hello,
>> > >
>> > > I was not sure where to post this so I picked here. I was tempted to
>> post
>> > > it as a bug but it seems to be designed this way so no bug but why??
>> > > Thought about funboard but I don't want a new feature so that does not
>> > > work.
>> > >
>> > > When You are using Dynamic topo you must enable it. And this is normal
>> > for
>> > > blender to have to set something up. This is good. But when you
>> switch to
>> > > another mode and back then Topo is turned back off with no warning or
>> > > reason that I can see. This it totally not normal for Blender UI. I
>> can't
>> > > name any other mode or setting that turns itself off every time you do
>> > > something else. This is none standard and is very annoying to me.
>> > >
>> > >
>> > > So what is up with this? Can we change it? Why should it stay the way
>> it
>> > > is? Why was it made this way in the first place?
>> > >
>> > > Thanks.
>> > >
>> > > Douglas E Knapp.
>> > > ___
>> > > Bf-committers mailing list
>> > > Bf-committers@blender.org
>> > > https://lists.blender.org/mailman/listinfo/bf-committers
>> > >
>> > ___
>> > Bf-committers mailing list
>> > Bf-committers@blender.org
>> > https://lists.blender.org/mailman/listinfo/bf-committers
>> >
>> ___
>> Bf-committers mailing list
>> Bf-committers@blender.org
>> https://lists.blender.org/mailman/listinfo/bf-committers
>>
>
>
>
> --
> Douglas E Knapp, MSAOM, LAc.
>



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Re: [Bf-committers] Sculpt Mode Dynamic Topo

2016-06-19 Thread Knapp
I see the warning every time I turn it on and that can be often as I hope
back and forth. I can't tell you the number of times I have been working
for 10 minutes wondering why the mesh is so rough and then remember that I
need to turn it on AGAIN. I end up turning it on about every 5 minutes and
this is a real bother when I am doing this sort of mode jumping. Why? For
example I am making and eye and placing it and then working the eye socket
a bit and then moving the eyeball and then working the eye socket but wait
the dyno is turned off AGAIN! Palm to face!

On Sun, Jun 19, 2016 at 4:45 PM, Rain Gloom  wrote:

> Can't this be implemented as a quick hacky Python add-on? With the event
> framework?
> ps.: I don't exactly need it but it might help.
>
> On Sun, Jun 19, 2016 at 4:39 PM, Ronan Ducluzeau 
> wrote:
>
> > I can understand your frustration if you are just going back and forth
> > between Sculpt mode and Object mode or Edit Mode for modeling tools.
> > But in texture paint mode, you are using UVs. In vertex paint or weight
> > paint mode, result is proper to vertices indices.
> >
> > Dynamic Topology is the fact to collapse, remove vertices and create new
> > vertices under brush pointer.
> > Using it, geometry is constantly re-indexed messing up what can be done
> in
> > paint modes.
> > Adopted solution was to clearly inform user that UVs, Vertex color and
> > Vertex Groups would be lost and properly delete these former data.
> >
> > I don't know if it is possible to keep an historical index with gaps,
> > discontinuities in number list created by deletion of vertices instead of
> > current automatic re-indexation. That would solve many problems. I
> suppose
> > that if automatic re-indexation is there, it is needed.
> >
> > User may know that dynamic sculpting and painting can't be done together.
> > But I don't see a simpler way to warn a user that don't know it.
> > It would imply not just an OK pop-up at entering in sculpt mode. But a
> > pop-up with three choïces :
> > _ Continue to sculpt mode with dynamic topology and loose painted data.
> > _ Continue to sculpt mode but disable DynTopo.
> > _ Go back to object mode to duplicate mesh and preserve a chance to
> > retrieve painted data through a mesh data transfer.
> >
> > 2016-06-19 11:08 GMT+02:00 Knapp :
> >
> > > Hello,
> > >
> > > I was not sure where to post this so I picked here. I was tempted to
> post
> > > it as a bug but it seems to be designed this way so no bug but why??
> > > Thought about funboard but I don't want a new feature so that does not
> > > work.
> > >
> > > When You are using Dynamic topo you must enable it. And this is normal
> > for
> > > blender to have to set something up. This is good. But when you switch
> to
> > > another mode and back then Topo is turned back off with no warning or
> > > reason that I can see. This it totally not normal for Blender UI. I
> can't
> > > name any other mode or setting that turns itself off every time you do
> > > something else. This is none standard and is very annoying to me.
> > >
> > >
> > > So what is up with this? Can we change it? Why should it stay the way
> it
> > > is? Why was it made this way in the first place?
> > >
> > > Thanks.
> > >
> > > Douglas E Knapp.
> > > ___
> > > Bf-committers mailing list
> > > Bf-committers@blender.org
> > > https://lists.blender.org/mailman/listinfo/bf-committers
> > >
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > https://lists.blender.org/mailman/listinfo/bf-committers
> >
> ___
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> Bf-committers@blender.org
> https://lists.blender.org/mailman/listinfo/bf-committers
>



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[Bf-committers] Sculpt Mode Dynamic Topo

2016-06-19 Thread Knapp
Hello,

I was not sure where to post this so I picked here. I was tempted to post
it as a bug but it seems to be designed this way so no bug but why??
Thought about funboard but I don't want a new feature so that does not work.

When You are using Dynamic topo you must enable it. And this is normal for
blender to have to set something up. This is good. But when you switch to
another mode and back then Topo is turned back off with no warning or
reason that I can see. This it totally not normal for Blender UI. I can't
name any other mode or setting that turns itself off every time you do
something else. This is none standard and is very annoying to me.


So what is up with this? Can we change it? Why should it stay the way it
is? Why was it made this way in the first place?

Thanks.

Douglas E Knapp.
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Re: [Bf-committers] Proposal: Add scale operation to the Pixelate Node

2016-06-06 Thread Knapp
The real problem is not having good education about the tool.
When a new tool like this is added, it could be said in the cool new
features release that it must be combined with the other node. That should
give enough people a heads up that the rest will catch on. Of course it
must also be in the masual.
Douglas E Knapp

On Mon, Jun 6, 2016 at 5:31 AM, Troy Sobotka  wrote:

> The coupling of nodes hard coded is perhaps one of the most destructive
> paths for Blender.
>
> Instead, perhaps effort should be put into providing a means to import and
> export node trees and groups as singular nodes?
>
> The greenscreen coupled up node from hell is an example of a worst case,
> and it would be a shame to see this ill trend continue any further instead
> of tackling the issue at the core.
>
> With respect,
> TJS
>
> On Sun, Jun 5, 2016 at 5:55 PM Aaron Carlisle 
> wrote:
>
> > Currently, the Pixelate Node [1] is difficult for new users to know how
> to
> > use because
> > they do not know that they need to add a scale node before it inorder to
> > get desired results.
> > To easily fix this I purpose that a scale operator is added to the node
> > making it easier to use.
> >
> >
> > - Aaron Carlisle
> >
> >
> > 1. https://www.blender.org/manual/compositing/types/filter/pixelate.html
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > https://lists.blender.org/mailman/listinfo/bf-committers
> >
> _______
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Re: [Bf-committers] Problem with Lens distortion update

2016-05-22 Thread Knapp
I don't know the answer to your question but I was working with these two
parts of Blender. One thing that I learned is that they are completely
separate because the compositor takes its time to do the math right and
make a perfect image but the movie editor is programmed to update in real
time thus they take shortcuts to make it say super fast. Perhaps this will
give you clues as where to find it?

On Sat, May 21, 2016 at 5:44 AM, Levon  wrote:

> Ive been playing around with adding a new lens distortion type to blender,
> based off 3dequalizer's default lens distortion model from the Lens
> Distortion Plugin Kit
> https://www.3dequalizer.com/?site=tech_docs&id=110216_01
>
> I know most of this will probably change with Tianwei's GSOC project, im
> just playing around with the code.
>
> Ive successfully implemented the ldpk_classic_3de_mixed_distortion for
> undistorting and redistorting the image, but not solving camera intrinsics
> yet.
>
> I have one problem, changing the parameters does not update the render
> undistorted in the movie editor, but works fine in the compositor.
>
> I would have thought setting the rna_def_property_update to
>  'rna_tracking_flushUpdate' would trigger an update, but it doesnt seem to
> be working.
>
> Could someone point out where i need to trigger an update when the lens
> distortion parameters are changed?
>
> my diff is here.
> http://www.pasteall.org/69753/diff
>
>
> Cheers, Levon
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Re: [Bf-committers] Current state of Blender's user experience

2016-05-06 Thread Knapp
Is it not the case that Blender predates these "conventions"? So the real
problem is not that Blender does not follow conventions because it does, it
follows Blender conventions, but that others don't follow Blender.

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Re: [Bf-committers] Current state of Blender's user experience

2016-04-22 Thread Knapp
I have been using blender for a long time and something that I see is that
it's power and features have grown greatly. This means that what it takes
to learn it has also grown greatly.  It is a really hard program to learn.
On the other hand because of the number of great tutorials and sites to
help newbies, it is in many ways way easier to learn and it is much easier
these days to make great art after your first 6 months of use. I wish I
could have learned what I know now when I started.

The takeaway from this is that the way users support each other is the real
key to why Blender is great.


On Fri, Apr 22, 2016 at 10:39 PM, homac  wrote:

> Hi there!
>
>
> Considering the rating of the reddit replies, lack of customer support
> (paid) is the most important issue according to them (with 123 points!).
>
> To just summarise:
>
>
> Blender's Disadvantages Ordered by Rating:
> --
> 1. No option to have (paid) customer support contracts.
> 2. UI does not comply to industry quasi standards.
> 3. Missing or error prone integration with existing tools.
> 4. No (official) training at acceptable quality level.
>
>
> I think (1) and (4) could actually provide additional funding. (2) is
> obviously the main reason why newbies get frustrated and leave Blender.
> People start learning key bindings and procedures, *after* they have
> decided to use a software.
>
>
> Regards
>   Holger
>
>
> On 22.04.2016 00:07, Daniel Stokes wrote:
> > Greetings,
> >
> > I recently came across this thread on the gamedev sub Reddit:
> >
> https://www.reddit.com/r/gamedev/comments/4fs4db/why_dont_more_professional_game_studios_use_free/
> >
> >
> > In that thread are several unfavorable opinions about Blender, mostly
> about
> > its UI/UX. I thought we had moved past the opinion of Blender's UI being
> > terrible during the 2.5 time frame, so I was a bit surprised to see
> several
> > complaints about it. Unfortunately, there are not a lot of specific
> > complaints other than "it is not the same as Maya/Max".
> >
> > I was curious what others on this mailing list thought about the current
> > state of Blender's user experience, if something should be done to
> improve
> > it, and what could be done to improve it.
> >
> > Regards,
> > Daniel Stokes
> > ___
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> > https://lists.blender.org/mailman/listinfo/bf-committers
> >
>
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Re: [Bf-committers] Big Blender User!!

2016-04-16 Thread Knapp
Perhaps you can open it in Krita and save as PS format? I know that Krita
can read PS format files but I am not sure about saving them. In any case
you might want to just switch to Krita.

On Sat, Apr 16, 2016 at 2:11 PM, Jens Verwiebe  wrote:

> Hmm
>
> I darkly remember i added one day psd format ( to oiio ? ) on mac ?
> Or was it only import or i muddled somemething cause it was long time ago ?
> Dalai was envolved too, so perhaps ask him if he remebers.
>
> Jens
>
>
> Am 16.04.2016 um 10:45 schrieb Siva:
> > Hi Stephen
> >
> > As far as I know
> > not only blender, renders from any 3d Software is going to suffer the
> same fate, when it comes to CMYK printing
> > there is no software which renders to CMYK
> >
> > renders are very similar to photographs, they are stored internally in
> RGB and are not designed for CMYK
> >
> > like Bastien rightly said, exr would preserver all the data and hence
> might ease your conversion process.
> >
> > Your printing people might be able to help you in easy and right
> conversion process.
> >
> > and an addon to convert psd is again going to give you a PSD file in RGB
> colorspace not CMYK. So technically there is not going to be any difference
> >
> > this is one of the articles about the topic
> > http://forums.cgsociety.org/showthread.php?t=58907
> >
> > regards
> > Sivaprasad Velayudhan
> > Director - Operations
> > Mob: +91 99400 14644
> > Mail: s...@realworks.in
> >
> > Realworks Studios India Pvt Ltd.,
> > 7/1, V.S.K. Building, Thondamuthur Road, Vadavalli
> > Coimbatore - 641041
> > Tamil Nadu
> > India.
> >
> > - Original Message -
> >
> > From: "Bastien Montagne" 
> > To: bf-committers@blender.org
> > Sent: Saturday, April 16, 2016 1:10:05 PM
> > Subject: Re: [Bf-committers] Big Blender User!!
> >
> > I’d have expected EXR to be the format of choice here (assuming - and
> > hoping - photoshop does open that format, either natively or through
> > plugins)? Being an HDR floating point format, it should allow for any
> > kind of color conversion with (nearly) no loss of quality. And it can
> > store several render passes separately, which can also be quite useful
> > in post-process afaik…
> >
> > Le 16/04/2016 08:49, David McSween a écrit :
> >> Perhaps cmyk conversion is hard but I wonder if you could apply a lut
> via
> >> color managment before saving?
> >> On 16 Apr 2016 4:06 pm, "Stephen Keeling" 
> wrote:
> >>
> >>> My name is Stephen and I use Blender every day for personal use and
> >>> business. I love Blender's open interface and customization that is
> >>> available. The one thing I really am hoping to see every day is an add
> on
> >>> or system update that supports exporting or saving my blend file into
> a PSD
> >>> instead of tiff or jpg or png. Adding a Photoshop add on or system
> update
> >>> would be extremely helpful For my business, I normally need to
> convert
> >>> every project into CMYK for print and that is where the colors of the
> RGB
> >>> jpg are really screwed up and I spend hours recoloring my entire
> Blender
> >>> creation. Creating a PSD export would bypass all of this time and would
> >>> help when trying to print any creation made in Blender.
> >>> Thank you for your time and please consider this simple add-on!!
> >>> ___
> >>> Bf-committers mailing list
> >>> Bf-committers@blender.org
> >>> https://lists.blender.org/mailman/listinfo/bf-committers
> >>>
> >> ___
> >> Bf-committers mailing list
> >> Bf-committers@blender.org
> >> https://lists.blender.org/mailman/listinfo/bf-committers
> >>
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > https://lists.blender.org/mailman/listinfo/bf-committers
> >
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > https://lists.blender.org/mailman/listinfo/bf-committers
>
> --
>
> Jens Verwiebe
> Allerskehre 44 - 22309 Hamburg
>
> Tel.: +49 40 67 78 50
> mobile: +49 172 400 49 07
> mailto: i...@jensverwiebe.de
> web: http://www.jensverwiebe.de
>
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Re: [Bf-committers] GSoC 2016: Lens distortion estimation and grid calibration

2016-03-14 Thread Knapp
On Mon, Mar 14, 2016 at 8:36 AM, Sergey Sharybin 
wrote:

> Hi,
>
> There is no difference between image sequence and video file from the
> Blender's tracker point of view, it's all being handled on a different
> level. Tracker always works with frames.
>
> Currently Blender doesn't deal with real-time video streams.
>
> On Sun, Mar 13, 2016 at 10:36 PM, Miroslav Krajíček <
> mirokraji...@gmail.com>
> wrote:
>
> > Hi,
> >
> > my name is Miroslav Krajicek, I am currently studying computer graphics
> at
> > Masaryk University (Brno, Czech Republic).
> >
> > I am interested in motion capture and image processing. As bachelor
> thesis
> > I created motion capture tool for webcams WebCamCap
> > <https://github.com/kaajo/WebCamCap/> . For lens distortion correction i
> > used OpenCV. Currently i am working on autonomous car (part time job)
> where
> > calibration is really important for camera SLAM.
> >
> > I compiled source code and found where lens settings are. I have a
> question
> > regarding to process of a calibration: Do you think users would like to
> > calibrate camera from sequence of photos (or recorded video) ?  Until
> now I
> > was used to "live" video calibration but not all cameras used by users
> have
> > that option.
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> > http://lists.blender.org/mailman/listinfo/bf-committers
> >


Wasn't there a real time video project a few years back? I think it had to
do with the motion tracking in real time with camera inputs.


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Re: [Bf-committers] Blender developers meeting minutes - February 27, 2016

2016-02-27 Thread Knapp
You do get that most of the people wanting to help are not devs. They are
not programmers. They might even be a bit computer phobic artists but they
want to help. What you think takes 2 minutes and is easy will scare them so
much that they will not even try. When I tried to get it to build it
failed. Sab KDE linux. Sure it is a rare OS but it stopped me cold. I don't
have time for that sort of stuff to fix a few typos or bad grammar.

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Re: [Bf-committers] Blender developers meeting minutes - February 27, 2016

2016-02-27 Thread Knapp
On Sat, Feb 27, 2016 at 8:54 PM, Campbell Barton 
wrote:

> On Sun, Feb 28, 2016 at 6:40 AM, Knapp  wrote:
> > I am also one that wanted to make small edits but decide not to deal with
> > the overhead. I got luck and now I just send bug reports to Aaron
> Carlisle
> > and he fixes it for me but clearly not everyone will have this option.
>
> This is not luck - if you find an error in the docs,
> report a bug. These have been getting fixed.
>
>
I am sure they are but I am not reporting to the bug tracker but direct.
This is what was lucky for me.

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[Bf-committers] release notes

2016-02-27 Thread Knapp
Why are the 2.77 release notes under 2.6 heading?

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Re: [Bf-committers] Blender developers meeting minutes - February 27, 2016

2016-02-27 Thread Knapp
heir English was poor so it wasn't really clear why they
> > > wanted access.
> > >
> > > > - Re-consider navigation in Wiki, avoid having hacks to try support
> > > > navigation which was barely useful
> > > > - Prepare fully fresh install of Wiki (new engine, new web server
> > > settings
> > > > optimized for today's standards and so on)
> > > > - Install skin which we'll find acceptable (this is the most tedious
> > > work,
> > > > we'll need someone to work on the skin and it's not so simple for
> > > Mediawiki
> > > > i've heard)
> > > > - Migrate the content to a new Wiki
> > > > - Re-evaluate state of the documents in there, wipe out-of-date ones
> > > >
> > > > Benefits:
> > > >
> > > > - This keeps use of documentation the same as it always was
> > > > - This does not scare actual editors with wither fully offline
> editing
> > > > - Let's everyone (new developers, old develeoprs, non-developers) to
> > have
> > > > project/design proposals in there, which are then simple to move to
> an
> > > > actual documentation/release notes
> > > > - Keeps release notes, release cycle, ongoing projects, personal
> > > > notes/design proposal/drafts in a single place.
> > > >
> > > > Simplified proposal: we can just ignore all history in existing Wiki
> > and
> > > > simply start a new one. Even with a default skin it will not be less
> > > usable
> > > > than default sphinx/phabricator wikis.
> > > >
> > > > In any case, we would _have_ to update wiki sooner than later, and it
> > > will
> > > > bring it back to an usable state. Now, please stop for a moment from
> > all
> > > > your "let's split stuff apart" proposal and outline _actual_ problems
> > > which
> > > > _can not_ be solved in a context of having fresh and working
> wiki.b.o,
> > > what
> > > > will be the benefits of that move and so on.
> > >
> > > +1 (and something we've discussed/agreed on informally).
> > >
> > > > On Sat, Feb 27, 2016 at 2:26 AM, Campbell Barton <
> ideasma...@gmail.com
> > >
> > > > wrote:
> > > >
> > > >> Hi, here are the notes from today's meeting in irc.freenode.net
> > > >> #blendercoders.
> > > >>
> > > >> 1) Upcoming release
> > > >>
> > > >> So far things go smooth with 2.77rc1, reminder that release notes
> need
> > > >> attention still.
> > > >>
> > > >> - Mike Erwin will do OpenGL release notes.
> > > >>
> > > >>
> > > >> 2) Current projects
> > > >>
> > > >> - Developers confirm that after 2.77 we should *stop* focusing
> > > >>   on 2.7x and move attention to bigger 2.8x projects.
> > > >>   However discussion shows we still need more concrete planning.
> > > >>
> > > >> - UI team will start having its own meetings,
> > > >>   current plan is to hold after next developer meeting.
> > > >>   Will be announced on the bf-committers mailing list.
> > > >>
> > > >> - UI project has _many_ open tasks with discussion and no
> conclusion,
> > > >>   these tasks could use some decisions from UI design leads.
> > > >>   (or archive if theirs no clear outcome and nobody has time for
> > them).
> > > >>
> > > >>
> > > >> 3) Other Projects
> > > >>
> > > >> - Kevin Dietrich has begun work on the DwarfLabs Alembic patch,
> > > >>   plans to move development to a branch and update to support
> > > >>   import/export based on suggested changes in review.
> > > >>   https://developer.blender.org/D1783
> > > >>
> > > >> - @Blendify proposes to migrate developer documentation to new
> system
> > > >>   (and help with the migration),
> > > >>   https://developer.blender.org/T47563
> > > >>
> > > >>   However others in meeting prefer further discussion
> > > >>   on mailing list before going ahead and making changes
> > > >>   (evaluate Phabricator's Wiki for developer docs for eg).
> > > >>
> > > >> --
> > > >> - Campbell
> > > >> ___
> > > >> Bf-committers mailing list
> > > >> Bf-committers@blender.org
> > > >> http://lists.blender.org/mailman/listinfo/bf-committers
> > > >>
> > > >
> > > >
> > > >
> > > > --
> > > > 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
> > >
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
>
>
> --
> With best regards, Sergey Sharybin
> ___
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Re: [Bf-committers] Development fund grant for Lukas Toenne - 'everything nodes'

2016-02-15 Thread Knapp
On Mon, Feb 15, 2016 at 9:06 PM, Doeke Wartena 
wrote:

> A blender but no ice, that's a bummer.
>
> :)
>
> But soon we will have ICE and then who is going to make the tequila?
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Re: [Bf-committers] Blender 2.77 Testbuild1 AHOY

2016-02-13 Thread Knapp
OK, I will watch for it. I will post to Blender Nation, FB Blender and
Blender artists that we are looking for testers when it is done.
Thanks.

On Sat, Feb 13, 2016 at 2:46 PM, Thomas Dinges  wrote:

> We don't bump the version until the release candidate, so they are still
> tagged as 2.76.
>
> We will share the link once all testbuilds are done.
>
> Am 13.02.16 um 14:45 schrieb Knapp:
> > Where can we go to download it? The daily's just say 2.76 on them.
> >
> > On Sat, Feb 13, 2016 at 2:09 PM, Sergey Sharybin 
> > wrote:
> >
> >> Hey everyone,
> >>
> >> We've got a report about crashing Cycles on OSX which is now fixed. We
> also
> >> fixed some performance issues in sculpting and new SSS code. All those
> are
> >> really nice to have for testbuild1.
> >>
> >> So far i only see Linux build up and i'm fine re-doing it.
> >>
> >> All other platform maintainers please use Git revision 6a593ab for the
> >> testbuild1.
> >>
> >> On Fri, Feb 12, 2016 at 4:06 PM, Sergey Sharybin 
> >> wrote:
> >>
> >>> Hi,
> >>>
> >>> The time has time to do 2.77 Testbuild 1.
> >>>
> >>> Information for platform maintainers:
> >>>
> >>> - Build from master branch, SHA
> 4b42a4908633989969f1f266c36c9cbca9fd9a99
> >>> - Use latest locales and addons revisions for this build
> >>>
> >>> Suggested name: blender-2.77-testbuild1-
> >>>
> >>> Notes:
> >>> - Keep Cycles CUDA binaries disabled for 32bit builds, compilation
> errors
> >>> of them are not solved yet.
> >>> - Make sure OpenVDB is enabled.
> >>> - Make sure sm_37 is enabled
> >>> - Make sure you're using OSL 1.7.1
> >>>
> >>> Thanks for your time and let me know when the builds are up.
> >>>
> >>> --
> >>> With best regards, Sergey Sharybin
> >>>
> >>
> >>
> >> --
> >> With best regards, Sergey Sharybin
> >> ___
> >> Bf-committers mailing list
> >> Bf-committers@blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >>
> >
> >
>
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Re: [Bf-committers] Blender 2.77 Testbuild1 AHOY

2016-02-13 Thread Knapp
Where can we go to download it? The daily's just say 2.76 on them.

On Sat, Feb 13, 2016 at 2:09 PM, Sergey Sharybin 
wrote:

> Hey everyone,
>
> We've got a report about crashing Cycles on OSX which is now fixed. We also
> fixed some performance issues in sculpting and new SSS code. All those are
> really nice to have for testbuild1.
>
> So far i only see Linux build up and i'm fine re-doing it.
>
> All other platform maintainers please use Git revision 6a593ab for the
> testbuild1.
>
> On Fri, Feb 12, 2016 at 4:06 PM, Sergey Sharybin 
> wrote:
>
> > Hi,
> >
> > The time has time to do 2.77 Testbuild 1.
> >
> > Information for platform maintainers:
> >
> > - Build from master branch, SHA 4b42a4908633989969f1f266c36c9cbca9fd9a99
> > - Use latest locales and addons revisions for this build
> >
> > Suggested name: blender-2.77-testbuild1-
> >
> > Notes:
> > - Keep Cycles CUDA binaries disabled for 32bit builds, compilation errors
> > of them are not solved yet.
> > - Make sure OpenVDB is enabled.
> > - Make sure sm_37 is enabled
> > - Make sure you're using OSL 1.7.1
> >
> > Thanks for your time and let me know when the builds are up.
> >
> > --
> > With best regards, Sergey Sharybin
> >
>
>
>
> --
> With best regards, Sergey Sharybin
> ___
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Re: [Bf-committers] VSE movie and other improvements

2016-02-06 Thread Knapp
Sorry about that. It was late. I thought I had given a link.
https://www.youtube.com/watch?v=ciwF82rHOwM

On Sun, Feb 7, 2016 at 5:01 AM, homac  wrote:

> Is it public? Can you provide a link?
>
>
> Kind regards
>   Holger
>
>
>
> On 06/02/16 22:23, Knapp wrote:
> > Finally got my new video sequence editor tutorial done! I was going for 5
> > minutes but ended up with 12:14 minutes. Hope you like it!
> > Douglas E Knapp
> >
>
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Re: [Bf-committers] VSE movie and other improvements

2016-02-06 Thread Knapp
Finally got my new video sequence editor tutorial done! I was going for 5
minutes but ended up with 12:14 minutes. Hope you like it!
Douglas E Knapp

On Fri, Jan 8, 2016 at 12:02 PM, Joshua Leung  wrote:

> Ah crap. I'll take a look into some options about what we can do here in
> the meantime, and will be around on IRC for another 2 hours or so :)
>
> Regards,
> Joshua
>
>
>
> On Fri, Jan 8, 2016 at 11:36 PM, Thomas Beck 
> wrote:
>
> > Hi Joshua,
> >
> > I saw that you already committed a "fix" for the missing "frame rate
> > update" on import. This may be great for first time users and even great
> > when you only have one strip to import, but in our massive VSE projects
> > here at Plasmasolutions it really raises our error level. In every VSE
> > project (40GB data / 120 clips on average) we have many different frame
> > rates because some strips are meant to "just play as is" others are meant
> > to be slow motion clips and so on. Your option makes it so that all our
> > slowmo clips cause Blender to change the frame rate - which is
> catastrophic
> > as this causes aligned audio strips to overlap even when the scene frame
> > rate is reset to the original value (just happened to us).
> >
> > Even disabling this option in the file browser is only a temporary
> solution
> > as the option is lost on a Blender restart and not easy to unset per
> > default in all PCs at our studio. If it "has" to be an option then it
> would
> > be much better to have it in the user prefs where we could globally
> disable
> > it.
> >
> > I'll be on IRC later on...
> >
> > CU Thomas
> >
> > Plasmasolutions
> > Design | Development | Training
> >
> > Website: Http://www.plasmasolutions.de <http://www.plasmasolutions.de/>
> > Blog: Http://blog.plasmasolutions.de <http://blog.plasmasolutions.de/>
> >
> > Telefon: +49 176 2017 9565
> >
> > Blender Foundation Certified Trainer
> > <http://www.blendernetwork.org/BFCT>Autor von "Blender 2.7 - das
> > umfassende
> > Handbuch" <http://www.galileo-press.de/3404>
> >
> > 2016-01-08 8:58 GMT+01:00 Sybren A. Stüvel :
> >
> > > On Fri, Jan 08, 2016 at 04:52:23PM +1300, Joshua Leung wrote:
> > > > 1) Add a "Fit to Frame" for images, instead of only "stretch to fit"
> > > > or "crop"
> > >
> > > This would be great. We might even have a longer list of possible
> > > options, similar to what's offered when setting a desktop background.
> > >
> > > > Since you're dealing with a lot of these images, and not all of them
> > > > are horizontal or vertical only, it's much more of a pain to have to
> > > > deal with Transform strips to get things in order, while "stretch to
> > > > fit" is really ugly  (imagine, portrait photos, stretched out to be
> > > > short and wide).
> > >
> > > There is a strip option already that prevents this, so you don't need
> > > a transform strip here. However, it's not really clear that this is
> > > its effect, and it's only a boolean (i.e. not a choice between all the
> > > options you might want to have).
> > >
> > >
> > > --
> > > Sybren A. Stüvel
> > >
> > > http://stuvelfoto.nl/
> > > http://stuvel.eu/
> > >
> > > ___
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> > > Bf-committers@blender.org
> > > http://lists.blender.org/mailman/listinfo/bf-committers
> > >
> > >
> > ___
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> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
> ___
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Re: [Bf-committers] Windows XP support

2016-01-30 Thread Knapp
I have been using Linux on my system for over 15 years.
I have never used the command line when using Blender. (I am talking as a
user, not as a developer or debugger. Developer's will have to dive deep.)

I have never had driver problems in connection with Blender.
I never use the Blender in the distro. They always seem to be badly done
and out of date. I always download straight from Blender.org. I have no big
problems other than the standard errors that effect other people.

15 year ago the people that were not computer literate might have had some
problems but not in the last  5 or so.
I biggest factor is what hardware you buy.

If you want painless linux then, ya buy Nvidia, get a supported printer and
don't expect the newest gismo to work without a fight. Mainstream, older
hardware almost always works and that is what poor people would have,
right?

You can also boot off a CD, USB or dual boot to overcome issues with others
in the family wanting a different system. In my house everyone uses Linux
without any complaints other than gaming issues when MS wins hands down.
For a normal internet surfer or artist there are very few problems. I would
recommend, Blender, VLC, Digikam, GIMP, Krita, mypaint and inkscape for a
good artist setup.

I run KDE Sabayon BTW. I would recommend KDE Mint for newbies.

My 78 year old mother installed Linux and runs it happily. She is an
artist. If she can do it, anyone can. BTW I did not help here other than
advice about what to buy and which distro to get.

Anyway this is not the place to war about OS. I was just saying that poor
people have many options open to them from using older versions of Blender
to running new ones with Linux.

PS Not even Microsoft supports XP!


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Re: [Bf-committers] Windows XP support

2016-01-30 Thread Knapp
If your computer is so old that it is running XP then you will have
problems with most advanced features that expect you to have a powerful
computer. If the XP users really must use his old computer and he wants new
features that are not supported and he has internet then he can download a
new and modern Linux lite distro and run the newest Blender. It is not like
we are even locking out poor people by dropping XP support.

On Sat, Jan 30, 2016 at 12:15 AM, Martijn Berger 
wrote:

> Hi Mike,
>
> I am pretty sure it either works or can be made to work pretty easy.
>
> Martijn
>
> On Fri, Jan 29, 2016 at 10:39 PM, Mike Erwin 
> wrote:
>
> > On Fri, Jan 29, 2016 at 3:14 PM, Sebastian A. Brachi <
> > sebastianbra...@gmail.com> wrote:
> >
> > > >
> > > > What newer APIs do we want to use but are being held back by XP?
> > > >
> > >
> > > What about Python 3.5, which doesn't support XP anymore?
> > >
> > > As specified in PEP 11, a Python release only supports a Windows
> platform
> > > > while Microsoft considers the platform under extended support. This
> > means
> > > > that Python 3.5 supports Windows Vista and newer. If you require
> > Windows
> > > XP
> > > > support then please install Python 3.4.
> > >
> > > https://docs.python.org/3/using/windows.html
> > >
> >
> > If Python stops working that's a BIG reason to move on. If unsupported
> > means "works, but don't expect support"... it's not as urgent.
> > ___
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> > http://lists.blender.org/mailman/listinfo/bf-committers
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Re: [Bf-committers] Blender not working.

2016-01-29 Thread Knapp
Is there not an md5 he could check?

On Fri, Jan 29, 2016 at 11:31 AM,  wrote:

>   nie
>
> 29.01.2016 10:53 AM Thomas Dinges  napisał(a):
> >
> > Hi,
> >
> > this sounds like your download is corrupt somehow. The files are being
> > downloaded a lot of times every day, if the file on our server would be
> > bad, we would have gotten several reports already.
> >
> > So you should try downloading the file elsewhere (e.g. town library,
> > school etc..) where you have fast and stable internet.
> >
> > Best regards,
> > Thomas
> >
> > Am 28.01.16 um 11:40 schrieb Bhargav Bose:
> > > Hi,
> > >
> > > I am an avid user of blender and recently upgraded my PC. Now that I
> > > have another configuration (i.e Windows7 64-bit) I tried downloading
> > > the relevant installer (.msi) file from your website. I use mobile
> > > internet for downloading stuff so you might be knowing how difficult
> > > it is to wait for a 79.79MB download to finish. I have downloaded
> > > blender 2.76b from both the Netherlands links on your web page and
> > > still I could not install it. An error message turns up during
> > > installation saying that some cabinet file "media1.cab" is corrupt and
> > > installation fails. It is very frustrating to see 160MB of mobile data
> > > go waste.
> > >
> > > Please look into this matter at early as possible. Also, I would like
> > > to know about any previous version that does not show error upon
> > > installation so that I may download it next month.
> > >
> > > Thanking you,
> > > Bhargav Bose.
> > > ___
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> > > Bf-committers@blender.org
> > > http://lists.blender.org/mailman/listinfo/bf-committers
> >
> > _______
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Re: [Bf-committers] Documentation editing is not user friendly

2016-01-28 Thread Knapp
On Thu, Jan 28, 2016 at 7:35 PM, Aaron Carlisle 
wrote:

> > It has been almost a year since the change, I think. How has the rate
> > of editing changed? It the quality better? Is it going better now? Do
> > we have any stats?
>
> Since the start of the documentation there have been 96 bugs fixed
> and about 1275 edits have been made. And I think right now there are
> about 300 edits a month. Meaning about 10 a day which is pretty good
> considering there are only a few big contributors.
>

That is great to hear! Makes me happy. I used to love the 2.4 manual. I
hope we can surpas it.


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Re: [Bf-committers] Documentation editing is not user friendly

2016-01-28 Thread Knapp
The cost of entry IMOHO is way to high. With Wikipedia I don't even have to
be logged in to edit. They do semi protect and protect some areas of
Wikipedia meaning you do have to log in or have right but most of it is
open. I have on many occasion thought I would like to fix something in
Blender's manual but there was no way I was going through all that just to
fix one mistake. I am sure I am not alone in this.

BTW I want to clearly state that Aaron Carlisle (sorry I forgot your name
before) was and is a great help but I should not need him to do this. I
should not need to install software to do simple edits or learn a new
markup language, even if it is easy.

So no point beating a dead house. I think it needs to change. We are
certainly losing a lot of help by it being so complicated to chip in.

I read over the other conversation and found this quote. I think it sums up
the problem, as I see it, very well.

"koil:

I've reviewed the ideas posted on this topic, and given the matter a
good deal of thought. My reaction is mixed. In theory, I wouldn't have
any problem with porting the User Manual for Blender to the Sphinx
platform, (or some other one, if it be deemed reasonable and proper to
do so). However, since Blender is open source, and community developed,
I think it that it is imperative that there be mechanism for maintaining
user development of the documentation, too. And, unless I totally
misunderstand the new platform (and that's not an outlandish
possibility), moving the whole manual to the proposed new platform is
going to reduce the contributions to the documentation by members of the
community by a couple of orders of magnitude, and unless there is a
sizeable cohort of documentation waiting in the wings, I'm loathe to
disenfranchise a significant number of contributors to the documentation."

It has been almost a year since the change, I think. How has the rate
of editing changed? It the quality better? Is it going better now? Do
we have any stats?

Douglas
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[Bf-committers] Documentation editing is not user friendly

2016-01-27 Thread Knapp
I have been working on making a video about the VSE. I thought it would be
easy but it turns out not to be because of a lot of factors including my
computer.

To get to the point, the VSE documentation is quite bad. I know it is being
worked on by someone and I thought I would help him since I was rereading
everything anyway. But it turned out to be very hard to do.

I thought it would be like Wikipedia, you edit it and it is done. That is
NOT the way it is. You must first be signed up. You must download a copy of
the source document code and then you must change that in a funny editors
language and then you must compile it on your computer. Then you have to
submit it as if were were writing C code.

Guess what? I could not get it to compile on Sabayon Linux. I don't have
time to fight with it but I did ask and got a nice reply that he would just
take my ideas and do it for me. All (not the nice guy) this results in me
being VERY put off from helping with the documentation. I am sure I am not
the first to run into this big wall.

I am good with computers but this was WAY too much for me to go through.
Think what it must be like for the computer phobic artists? It is just
simply to hard for the average person to bother with. It is no wonder that
the documentation is so bad. We need to do something to make this light an
easy.

Ton said that we need someone to interface between the users and the
developers to let them know about new stuff and how it all works. This is
the job of the manual and if the manual were as great and cool as the 2.4
manual then I think we would not need someone to do this so badly for us.
We need to improve the "new" manual a LOT. It needs to be easy to do.

I think it would be a great idea to move to a system like Wikipedia.

Sorry if this is not the right place to post this but I did not find
another place.

Let's make working on the manual as easy as helping with Wikipedia!

Thanks,

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Re: [Bf-committers] What are the plans regarding PBR?

2016-01-27 Thread Knapp
Also check out CynicatPro's videos about PBS. We can do it know in Blender.
https://www.youtube.com/user/CynicatPro/videos

On Wed, Jan 27, 2016 at 4:51 PM, Ton Roosendaal  wrote:

> Hi,
>
> Plenty of plans in this area, and we already started work on it.
> Check the code.blender.org blog to read up on the design proposals and
> planning.
>
> -Ton-
>
> 
> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>
>
>
> > On 27 Jan, 2016, at 13:35, Juan Linietsky  wrote:
> >
> > The whole industry is moving to physically based rendering, and suddendly
> > tools like Substance Painter, Marmoset, Unreal Engine 4, etc.  boomed
> >
> > Having worked with it, it is safe to say that the current
> diffuse/specular
> > model is obsolete.
> >
> > So my question is, are there any plans for Blender to move to this?
> > Currently for us, game developers, we need to move our models to
> > proprietary tools to do texture painting. I know there are a few scripts
> > for Blender to aid on this, but this is something that needs to be
> > supported in core.
> >
> > Cheers!
> >
> > Juan
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Re: [Bf-committers] Status of Alembic support (import-export) in Blender?

2016-01-16 Thread Knapp
You must have this, right? https://code.google.com/p/alembic/

On Sat, Jan 16, 2016 at 1:38 AM, Jacob Merrill 
wrote:

> I don't know anything about coding blender, but I searched using
>
> Git Blender Almbic and found this
>
> https://www.miikahweb.com/en/blender/git-statistics/branches/alembic
>
> it's from june of 15
>
> and this
> https://www.miikahweb.com/fi/blender%2Fgit-statistics%2Fbranches%2Falembic
>
>
> On Fri, Jan 15, 2016 at 2:31 AM, Jorge Gascon Perez <
> jorge.gascon.pe...@gmail.com> wrote:
>
> > Hi,
> >
> > I would like to know about the development of Alembic support (import -
> > export) for Blender.
> >
> > Looking for this topic in Internet I only have found references of Ramen
> > Studio, but is very difficult to find the actual Alembic code.
> >
> > I would like to implement an Addon for Blender that supports Alembic
> > export-import, but I don't know how to start.
> >
> > Any clues or hints? Any help or advice?
> >
> > Thank you very much.
> >
> > --
> > Jorge.
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Re: [Bf-committers] Leftover todos, derivedmesh refactoring + ideas on viewport, pie menus

2016-01-09 Thread Knapp
I love pie menus! I will miss your work! Sure hope someone else takes it up.
Best,
Douglas

On Sat, Jan 9, 2016 at 4:07 PM, Antony Riakiotakis  wrote:

> Hi all,
>
> I will not be coding anymore for the near and mid-term for blender so I
> will post the status for a few work in progress things that I had been
> doing and post a few ideas I had on the viewport in case others might want
> to take them up. You can see it as a proposal if you like.
> To avoid polluting everyone's emails with a wall of text, I've added a wiki
> page:
>
> http://wiki.blender.org/index.php/User:Psy-Fi/TODO
>
> That's all, have fun everyone!
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[Bf-committers] VSE movie and other improvements

2016-01-07 Thread Knapp
On Mon, Jan 4, 2016 at 6:21 PM, Ton Roosendaal  wrote:

> Hi Douglas,
>
> That would be appreciated, and indeed a but more engaging video would be
> great!
>
> I agree with the crits that often videos are not working well. What helps
> is to introduce a video with a clear goal description (visual with text),
> and short chapter/section pages in between. Allows scrubbing that way.
>
> -Ton-
>
> --


I started researching the VSE.
So my first question is how do I correct the manual? For example " you
can’t put anything thing in this special one!"  I am not even sure what the
means.
Near the end.
https://www.blender.org/manual/en/editors/sequencer/introduction.html

Second question; is there anything you want me to be sure to cover in this
short video? Any must haves?

">> There is no beginner tutorial on blender.org for newbies how to quickly
>> get a video edited."

Thanks.
Douglas
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Re: [Bf-committers] "Blender, an appraisal from a first time user"

2016-01-03 Thread Knapp
Ton, I made this 5 years ago and it has had almost 41,000 hits. I don't
like the quality anymore. I have higher standards now. It is only 5 or 6
minutes long. I would like to remake it though. I don't think I will have a
chance until next weekend.
https://www.youtube.com/watch?v=yRwrEU6KDYY

On Sun, Jan 3, 2016 at 12:38 PM, Ton Roosendaal  wrote:

> Hi,
>
> Here is a friendly mail from a Linux user I had. He failed using Blender
> for a simple video task.
> http://download.blender.org/institute/firsttime.pdf
>
> I'm happy that KDEnlive worked for him, and I explained to him that
> Blender is an advanced 3D creation suite which you have to invest time in
> to understand it well.
>
> Nevertheless, three lessons we can learn from this:
>
> 1) Meaningless tooltips
>
> The "System info" menu has as tooltip "Generate system info". That's
> insufficient. It leaves very relevant information to the notifier button
> that's very easy too miss.
>
> 2) Meaningless error message
>
> "Report Error. File format is not supported in...".
>
> What is that supposed to mean? Errors can easily give more details,
> especially mentioning the function or operator that throws the error and/or
> about the context or editor it is in.
>
> 3) Blender support section: Tutorials.
>
> http://www.blender.org/support/tutorials/
>
> There is no beginner tutorial on blender.org for newbies how to quickly
> get a video edited.
> Anyone knows one? Then I'll add it there.
>
> -Ton-
>
> 
> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>
>
>
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Re: [Bf-committers] Big slow down after join

2015-12-22 Thread Knapp
VBO was turned off. I just turned it on and will see if the problem is
still there.
I just separated the model based on loose objects and it speeds up again
which mean that the modifiers were not the problem.

On Sun, Dec 20, 2015 at 5:05 PM, Xavier Thomas  wrote:

> Do you have VBO enabled in the preferences? It might be related.
>
> 2015-12-19 18:04 GMT-02:00 Knapp :
>
> > Yes.
> > I also noted on another model that blender seemed to be running slow with
> > too many verts.
> >
> > On Sat, Dec 19, 2015 at 8:51 PM, Jacob Merrill <
> blueprintrand...@gmail.com
> > >
> > wrote:
> >
> > > In theory it should operate faster when joined ( did all the pieces
> have
> > > sub surf?)
> > >
> > > because joining them will apply subsurface to all pieces
> > >
> > >
> > > On Sat, Dec 19, 2015 at 7:52 AM, Knapp  wrote:
> > >
> > > > I had a big robot that I needed to set all the pass indexes to one on
> > so
> > > I
> > > > just selected all the parts and joined. Right after this blender
> > started
> > > > running like a snail. Is this expect or should I file a bug?
> > > >
> > > > Simple bot with all human joints and simple shapes but lots of bev
> and
> > > > subsurf on 2.
> > > >
> > > > Thanks.
> > > >
> > > > --
> > > > Douglas E Knapp, MSAOM, LAc.
> > > > ___
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> > > >
> > > ___
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> > > http://lists.blender.org/mailman/listinfo/bf-committers
> > >
> >
> >
> >
> > --
> > Douglas E Knapp, MSAOM, LAc.
> > ___
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> >
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Re: [Bf-committers] Big slow down after join

2015-12-19 Thread Knapp
Yes.
I also noted on another model that blender seemed to be running slow with
too many verts.

On Sat, Dec 19, 2015 at 8:51 PM, Jacob Merrill 
wrote:

> In theory it should operate faster when joined ( did all the pieces have
> sub surf?)
>
> because joining them will apply subsurface to all pieces
>
>
> On Sat, Dec 19, 2015 at 7:52 AM, Knapp  wrote:
>
> > I had a big robot that I needed to set all the pass indexes to one on so
> I
> > just selected all the parts and joined. Right after this blender started
> > running like a snail. Is this expect or should I file a bug?
> >
> > Simple bot with all human joints and simple shapes but lots of bev and
> > subsurf on 2.
> >
> > Thanks.
> >
> > --
> > Douglas E Knapp, MSAOM, LAc.
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
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[Bf-committers] Big slow down after join

2015-12-19 Thread Knapp
I had a big robot that I needed to set all the pass indexes to one on so I
just selected all the parts and joined. Right after this blender started
running like a snail. Is this expect or should I file a bug?

Simple bot with all human joints and simple shapes but lots of bev and
subsurf on 2.

Thanks.

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Re: [Bf-committers] Preferences:system:Sequencer / clip editor/ Memory Cache problems

2015-12-19 Thread Knapp
But we do have some units like my kHz example. Once I found the hover it
was not as important so I agree with you but it would seem better to have
it.

Do you feel that a 2gb machine is in alignment with the new graphics card
minimum?

On Sat, Dec 19, 2015 at 2:36 PM, Sergey Sharybin 
wrote:

> Units are mentioned in the tooltip. Surely it'll be nice to have units
> somewhat more visible, but this is a bit bigger topic. For example, next
> question would be: what are the units for the muxing rate in the encoding
> settings. Something to llok into for the UI team perhaps.
>
> Default values are conservative and should be aligned with the minimum
> requirements we're setting on the hardware [1]. Current minimum is 2Gb
> machine. Bumping cache size limit will left yuo in the situation when all
> the memory is being used by the case and you'll start to have terrible
> swapping and slowdown.
>
> [1] http://www.blender.org/download/requirements/
>
> On Sat, Dec 19, 2015 at 6:03 PM, Knapp  wrote:
>
> > I see now that the units come up on hover but I still think they should
> be
> > there in the input box like KHz is for sample rade.
> >
> >
> > On Sat, Dec 19, 2015 at 2:00 PM, Knapp  wrote:
> >
> > > I was just doing a fresh install of Blender and got to the preference
> > > setting for Memory Cache Limit and found two problems.
> > > First what are the units? I thinking it is megabytes but it could be K
> or
> > > even G. So it needs units. The second problem is the default setting. I
> > > think it is way to low. 1024K? I have 16gb of ram with about half of
> that
> > > free most of the time. I don't think that is unusual for a modern
> > graphical
> > > system. So if the units are in mb then it is currently set at 1gb?
> Might
> > > not at least 2 be more normal lower limit for a lever bad blender
> > computer?
> > > Thanks!
> > >
> > > --
> > > Douglas E Knapp
> > >
> >
> >
> >
> > --
> > Douglas E Knapp, MSAOM, LAc.
> > ___
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> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
>
>
> --
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Re: [Bf-committers] Preferences:system:Sequencer / clip editor/ Memory Cache problems

2015-12-19 Thread Knapp
I see now that the units come up on hover but I still think they should be
there in the input box like KHz is for sample rade.


On Sat, Dec 19, 2015 at 2:00 PM, Knapp  wrote:

> I was just doing a fresh install of Blender and got to the preference
> setting for Memory Cache Limit and found two problems.
> First what are the units? I thinking it is megabytes but it could be K or
> even G. So it needs units. The second problem is the default setting. I
> think it is way to low. 1024K? I have 16gb of ram with about half of that
> free most of the time. I don't think that is unusual for a modern graphical
> system. So if the units are in mb then it is currently set at 1gb? Might
> not at least 2 be more normal lower limit for a lever bad blender computer?
> Thanks!
>
> --
> Douglas E Knapp
>



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[Bf-committers] Preferences:system:Sequencer / clip editor/ Memory Cache problems

2015-12-19 Thread Knapp
I was just doing a fresh install of Blender and got to the preference
setting for Memory Cache Limit and found two problems.
First what are the units? I thinking it is megabytes but it could be K or
even G. So it needs units. The second problem is the default setting. I
think it is way to low. 1024K? I have 16gb of ram with about half of that
free most of the time. I don't think that is unusual for a modern graphical
system. So if the units are in mb then it is currently set at 1gb? Might
not at least 2 be more normal lower limit for a lever bad blender computer?
Thanks!

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Re: [Bf-committers] BMesh Booleans, ready for testing.

2015-12-11 Thread Knapp
- Non-planar faces
>
> Non-planar ngons/quads would make carve give bad results,
> while this may seem acceptable at first, it meant we had to
> preemptively split faces on the off-chance they would be included in
> an intersection where they may cause problems.
> The downside of this is many faces which are (to the user) looking
> quite flat - would be split, giving unnecessary tessellation and extra
> vertices along the edges.
> - Campbell
>

Did you split all the faces or just the ones that mesh analysis said were
distorted?


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Re: [Bf-committers] Vulkan advisory panel

2015-12-09 Thread Knapp
Live Long And Prosper!
:-)



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Re: [Bf-committers] A Pythonistas Wishlist for Blender 2.8

2015-11-23 Thread Knapp
Thanks for the suggestion but it should be posted to:
"Discuss Blender's functionality." 

I am not a dev but helping out, in this case.
Have a great one!
Douglas
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Re: [Bf-committers] Any plans on deep compositing?

2015-11-21 Thread Knapp
I had the same question. So if I understand this correctly, you could get
the same results by inputting a 3d film from the camera but is this case we
have 2d input so we must let this "mesh" properly in composting by letting
the compositing have full 3d info. Could you not get the same effect by
having the film have a 3d position in the original 3d scene?

I guess in the end what is really important is that this is now a standard
and blender should allow for us artists to use that standard with our peers.

On Fri, Nov 20, 2015 at 10:40 AM, Siva  wrote:

> Dear Prashanth
>
> please have a look at this, you'll get a better idea
>
> https://www.fxguide.com/featured/the-art-of-deep-compositing/
>
> regards
> Sivaprasad Velayudhan
> Director - Operations
> Mob: +91 99400 14644
> Mail: s...@realworks.in
>
> Realworks Studios India Pvt Ltd.,
> 101, Athipalayam Main Road,
> Chinnavedampatty,
> Coimbatore - 641006
> Tamil Nadu
> India.
>
> - Original Message -
> From: "Prashant Sohani" 
> To: "bf-blender developers" 
> Sent: Friday, November 20, 2015 2:36:38 PM
> Subject: Re: [Bf-committers] Any plans on deep compositing?
>
> Sorry, I don't fully understand what is the meaning of "Deep compositing".
> The way it is described on wiki etc. resources (in terms of depth channel
> etc), appears to me that the Z-pass output from a renderlayer serves the
> exact same function? Or is there anything else to it?
>
> On 13 November 2015 at 01:06, Adriano Oliveira 
> wrote:
>
> > Good to know it, Jeroen!
> >
> > I think Deep Composing would be a game changer for Blender and Cycles ;)
> >
> > Adriano A. Oliveira
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Re: [Bf-committers] Blender 2.76 Release Candidate 3 AHOY!

2015-09-30 Thread Knapp
What does tonight mean? It is 12:45 am here in Germany and the web site
still says rc2. Did the site not update or did you not get it done or
something else? Thanks. I will sleep and hope it is up in the morning.
Can't wait to test it out!
Thanks for all the hard work!

On Wed, Sep 30, 2015 at 6:08 PM, Sergey Sharybin 
wrote:

> Sorry guys, we need to re-AHOY.
>
> New branch revision is fb78f6d5185fe500d861ec7790bca64dc7d0dfa5
>
> I also did re-tagging, will main instructions separately for recovering
> from this situation.
>
> Extra backported changes:
> 95763b8 Revert "Fix T46247: Side-reported, bbox for zero-verts object with
> OSD subsurf and GPU compute would be -INF."
> fabde2a Fix T46332: Can't select an object with OpenSubdiv enabled
>
>
> On Wed, Sep 30, 2015 at 8:42 PM, Sergey Sharybin 
> wrote:
>
> > Hi,
> >
> > There were few regressions fixed in the past week and some of the fixes
> > aren't trivial. So we are playing safe and doing Release Candidate 3
> > tonight.
> >
> > Information for platform maintainers:
> >
> > - Branch: blender-v2.76-release
> > - Branch hash: e1c77fb98dc19fae5f8f0661cf2ed4f1e89df036
> > - Locale hash: 4e1460519fb76d8fe4b838334d139a3e8d446827
> > - Addons hash:95c3f6f89dfe658cb4d7b95f23ecbce876e5447e
> >
> > Suggested name: blender-2.76-rc3- (Windows platforms are
> > windows32 and windows64, NOT win32 and win64 ;)
> >
> > Here's the list of backported changes:
> >
> > d0a2a80 Fix T46222: Eyedrop picking objects inconsistently
> > 1827f99 Fix T46225: Crash when rendering halo flare
> > 4493cac Fix T46219: Knife cuts fail away from center
> > 3352b56 Fix T46232: Boids crash w/ random rule selection
> > f26a3f4 Fix T46227: ShapeKeys Lattice by the driver, problem updates in
> > new depsgraph
> > 81f6431 Fix T46226: Bake normals multi-res crash
> > 6aed771 Multiview: fix Image Editor not showing Views menu when rendering
> > non-stereo Multi-View camera rigs (unreported)
> > b278e87 Fix T46247: Side-reported, bbox for zero-verts object with OSD
> > subsurf and GPU compute would be -INF.
> > a4a6e9b Fix T46239: Cross effect strip input fields can't be changed (in
> > its properties panel).
> > cf12e51 Fix T46249: Boid goal object that has a force field set to 'Every
> > Point' shape causes crash.
> > 0419d3b Fix node auto-offset to left broken
> > 5a16c85 Fix file browser not sorting file list when opened from editor
> menu
> > 97b1b67 Fix crash reporting render errors during baking.
> > b0951f4 Fix T46212: blender internal lights in exclusive light group
> wrong
> > in viewport.
> > 3bc16c3 Fix T46271: switching between textures in texture buttons not
> > updating preview.
> > d187c6d Fix T46285: "Select parent" if there is no parent doesn't work
> > correctly.
> > 4c09f47 Cycles: Fix wrong particles min/max calculation for point density
> > 3a58de3 Blender Internal: Fix regression in point density texture
> > 7d2a62e Fix T46299: Windows: File Browser Crash while listing big folders
> > in preview mode (fonts, images...).
> > de360c4 Fix T46313: Cycles bake normal map
> > 1030b22 Fix T46325: Armature: No more possible to rotate a bone with only
> > its tip selected, in EditMode.
> > 276732e Address request from T46136: make softrange for 'simple deform'
> > angle from -360 to 360 degrees...
> >
> > Addons:
> > cd26c93 fix for T46265 revert to 3d view operator
> > 9ee683f Update for 2.76 docs
> >
> > --
> > With best regards, Sergey Sharybin
> >
>
>
>
> --
> With best regards, Sergey Sharybin
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Re: [Bf-committers] Blender Grant for sponsored development

2015-09-26 Thread Knapp
I was wondering if a bezier curve to mesh modifier might be a way to do
most of what you want in the modifier mesh.

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Re: [Bf-committers] Blender developers meeting notes - September 20, 2015

2015-09-26 Thread Knapp
On Mon, Sep 21, 2015 at 10:40 AM, Sergey Sharybin 
wrote:

> Campbell, it was mainly a concern from me about how RC is presented. The
> thing is, once you go to the Download page you'll have RC suggested for
> download by default without really mentioning to artists what exactly this
> means and whether they're safe to use RC for their work or they'd better go
> to a previous stable release page.
>

Speaking as an artist, I have a few ideas about what I download/use and it
is based on what I must do. I have 3 basic modes of work.

If I am working for someone and must get it done then I want something
stable and bug free with no surprises.
Stable, for me this is often the second edition of the release or at least
one that has been out for a few weeks and is proven to work.

Bleeding Edge, release candidate or new releases.
If I am playing with my own stuff then I am happy to use something that
might have a bug or too but is mostly worry free and has all the cool new
stuff.

Testing release or dailys.
If I am testing or wanting to play with the newest features, even seeing
before all the normals, a sneak preview, then I would be ok with lots of
bugs and finding out how to reproduce them.


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Re: [Bf-committers] Where is the test build?

2015-09-10 Thread Knapp
On Thu, Sep 10, 2015 at 2:57 PM, Julian Eisel  wrote:

> Testbuilds are here http://download.blender.org/release/Blender2.76/
> But indeed they are hard to find. Testbuild 2 AHOY was yesterday, so
> maybe we can communicate it better this time (tm).
>
> Greetings,
> - Julian -
>

Thanks for the link! I never did find it.

IMOHO it should be front page Blender.org and also anouncements on all the
big news websites and perhaps and invite for all the small ones to publish
it too. The more testing the better the blender release, right?


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[Bf-committers] Where is the test build?

2015-09-10 Thread Knapp
When I go to blender.org and look for the test build it is quite hard to
find. In fact I have not yet found it.

I found a nice clear link to the daily build but that does not seem to be
the test build.

I think the website needs some reworking to make it easy to find and test
the test build.

Thanks!

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Re: [Bf-committers] New Committer: Lukas Stockner (lukasstockner97)

2015-08-29 Thread Knapp
Lukas are you on fb-funboard? That is full of ideas. We were just chatting
there about how wonderful it would be to have a new mode with render and
solid overlayed so that you can work in render mode, something that is not
very practical now because you can't see anything like domains of smoke and
such.

On Sat, Aug 29, 2015 at 12:36 PM, Lukas Stockner 
wrote:

> Thanks to all for the nice mails!
> I'm always interested in suggestions for "awesome new features", so feel
> free to
> poke whenever you want :)
>
> On Do., Aug. 27, 2015 at 11:38 nachm., Julian Eisel <
> eiseljul...@gmail.com
> [eiseljul...@gmail.com] > wrote:
> Congratz and welcome Lukas! Now the youngster trophy goes into your hands
> ;)
>
> On Thu, Aug 27, 2015 at 11:32 PM, Thomas Dinges 
> wrote:
>  > Congratulations Lukas, and welcome! :)
>  >
>  > Am 27.08.2015 um 16:56 schrieb Sergey Sharybin:
>  >> Hi,
>  >>
>  >> I would like to introduce new committer -- Lukas Stockner. He was
> working
>  >> in Cycles area doing fixes and implementing new features like portals.
>  >>
>  >> He'll keep working in Cycles area and already has some promising
> patches in
>  >> the dev.b.o (which still needs review).
>  >>
>  >> Welcome aboard, Lukas!
>  >>
>  >> P.S. Now you know who to poke for awesome new features ;)
>  >>
>  >
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Re: [Bf-committers] Weekly Blender developer meeting minutes, 12 July 2015

2015-07-25 Thread Knapp
>
>
>
> 2) Other projects
>
> - Joshua Leung works on new Grease Pencil 'sculpt' feature for 2.77:
> https://www.youtube.com/watch?v=krpuHYhOmOw
>

I hope that we come up with a better name than Sculpt. I thought it must
have something to do with sculpt mode but it does not all all. It is a cool
feature but needs a better name, IMOHO.

Ideas (not saying that they are good).

Grease pencil illustrator tools.
Grease Pencil ink tools.
Grease Pencil Stroke Tools (I think this is my best idea).




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Re: [Bf-committers] Weekly Blender developer meeting notes - 14 June 2015

2015-06-14 Thread Knapp
>
>
> - 2.76 could become the "Industry Standard" release, adding these features
> at once:
>   PTex (Disney), OpenSubdiv (Pixar), OpenVDB (Dreamworks), Alembic (ILM).
>   But OK - probably too much for one release!
>


> -Ton-
>
>
That would be a mind blowing release! It might be worth it just for the
viral marketing effect such a release would have.
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Re: [Bf-committers] [bf-committers] Hello

2015-06-12 Thread Knapp
I saw it.

On Fri, Jun 12, 2015 at 6:40 PM, Marc Dion  wrote:

> :)
>
> On Fri, Jun 12, 2015 at 9:32 AM, Luke Magill 
> wrote:
>
> > Hey guys,
> >
> > I recently sent an email titled "Multiple soft body settings per
> object". I
> > was just wondering if anyone received this email? I notice most emails
> I'm
> > receiving from this list have [bf-committers] in the title. Is this
> > required to be able to send to this list?
> >
> > I understand if you guys are too busy to respond to my email at the
> moment,
> > I just want to be sure the email didn't do a hidden bounce or something
> > like that.
> >
> > Thanks,
> >
> > Luke
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
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Re: [Bf-committers] Blender event pipeline

2015-06-11 Thread Knapp
NP, if nothing else it should serve as a good example of how to collect
this type of info or at least a good bit of what you need. On the other
hand I have heard that is it just a copy of memory. Hope it helps.

On Thu, Jun 11, 2015 at 3:51 PM, Joseph Paavola 
wrote:

> Thanks for the clarification Knapp. I'm sorry it took so long to get back
> to you but I had no internet access the last few days. This sounds like it
> could save a lot of my time. I'll definitely be looking into this.
>
> Dr. Who?
>
> > On Jun 9, 2015, at 2:42 PM, Knapp  wrote:
> >
> > The undo history collects each thing that the user does so it can store
> it
> > for the undo history. I was thinking that it would basically collect the
> > same info as the info you wanted to collect. To be clear I am nothing
> but a
> > beginner here which is why I posted it as a question.
> >
> >> On Tue, Jun 9, 2015 at 5:24 PM, Joseph Paavola 
> wrote:
> >>
> >> I'm sorry but I'm not sure I follow Knapp.
> >>
> >> Dr. Who?
> >>
> >>> On Jun 9, 2015, at 1:12 AM, Knapp  wrote:
> >>>
> >>> Would that not be a lot like the undo logger?
> >>>
> >>> On Tue, Jun 9, 2015 at 5:22 AM, Campbell Barton 
> >>> wrote:
> >>>
> >>>> On Tue, Jun 9, 2015 at 12:17 PM, Joseph Paavola  >
> >>>> wrote:
> >>>>> Dear Blender Enthusiasts:
> >>>>> I'm really excited to contribute to the blender source code! Me and
> my
> >>>>> compatriot have made tentative steps into the blender source, making
> >>>> simple
> >>>>> changes to the compositor nodes and certain operators.
> >>>>>
> >>>>> We're are trying to achieve a setup where one blender application
> will
> >>>>> mirror another for experiential purposes. As a first step, we're
> >> looking
> >>>> to
> >>>>> find the exact location of the portion of code that is called
> whenever
> >>>> the
> >>>>> user makes a change to the file. Our code would be called whenever
> the
> >>>> user
> >>>>> changes properties, moves objects, modifies meshes, etc. We've seen
> >> this
> >>>>> behavior before in the log located in the info panel but have yet to
> >>>> find a
> >>>>> way to get that information.
> >>>>>
> >>>>> Once we get that information, we will send it to the other blender
> >>>> client,
> >>>>> where the same functions will be called in the same order. This will
> >>>> ensure
> >>>>> that both clients will have the same scene at any given time.
> >>>>>
> >>>>> Where exactly in the source should we add function calls to achieve
> the
> >>>>> desired behavior?
> >>>>
> >>>> Hi Joseph,
> >>>> Check on ghost_event_proc and wm_event_add_ghostevent in
> >>>>
> >>>>
> >>
> https://developer.blender.org/diffusion/B/browse/master/source/blender/windowmanager/intern/wm_window.c
> >>>> These get the events from ghost.
> >>>>
> >>>> wm_window_process_events may also be worth looking into (tells ghost
> >>>> to process events)
> >>>>
> >>>>> Thanks in advance for your time,
> >>>>> Dr. Who?
> >>>>> ___
> >>>>> 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
> >>>>
> >>>
> >>>
> >>>
> >>> --
> >>> Douglas E Knapp
> >>>
> >>> Massage in Gelsenkirchen-Buer:
> >>> http://douglas.bespin.org/tcm/ztab1.htm
> >>> Please link to me and trade links with me!
> >>>
> >> ___
> >> Bf-committers mailing list
> >> Bf-committers@blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >>
> >
> >
> >
> > --
> > Douglas E Knapp
> >
> > Massage in Gelsenkirchen-Buer:
> > http://douglas.bespin.org/tcm/ztab1.htm
> > Please link to me and trade links with me!
> >
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Re: [Bf-committers] Blender event pipeline

2015-06-09 Thread Knapp
The undo history collects each thing that the user does so it can store it
for the undo history. I was thinking that it would basically collect the
same info as the info you wanted to collect. To be clear I am nothing but a
beginner here which is why I posted it as a question.

On Tue, Jun 9, 2015 at 5:24 PM, Joseph Paavola  wrote:

> I'm sorry but I'm not sure I follow Knapp.
>
> Dr. Who?
>
> > On Jun 9, 2015, at 1:12 AM, Knapp  wrote:
> >
> > Would that not be a lot like the undo logger?
> >
> > On Tue, Jun 9, 2015 at 5:22 AM, Campbell Barton 
> > wrote:
> >
> >> On Tue, Jun 9, 2015 at 12:17 PM, Joseph Paavola 
> >> wrote:
> >>> Dear Blender Enthusiasts:
> >>> I'm really excited to contribute to the blender source code! Me and my
> >>> compatriot have made tentative steps into the blender source, making
> >> simple
> >>> changes to the compositor nodes and certain operators.
> >>>
> >>> We're are trying to achieve a setup where one blender application will
> >>> mirror another for experiential purposes. As a first step, we're
> looking
> >> to
> >>> find the exact location of the portion of code that is called whenever
> >> the
> >>> user makes a change to the file. Our code would be called whenever the
> >> user
> >>> changes properties, moves objects, modifies meshes, etc. We've seen
> this
> >>> behavior before in the log located in the info panel but have yet to
> >> find a
> >>> way to get that information.
> >>>
> >>> Once we get that information, we will send it to the other blender
> >> client,
> >>> where the same functions will be called in the same order. This will
> >> ensure
> >>> that both clients will have the same scene at any given time.
> >>>
> >>> Where exactly in the source should we add function calls to achieve the
> >>> desired behavior?
> >>
> >> Hi Joseph,
> >> Check on ghost_event_proc and wm_event_add_ghostevent in
> >>
> >>
> https://developer.blender.org/diffusion/B/browse/master/source/blender/windowmanager/intern/wm_window.c
> >> These get the events from ghost.
> >>
> >> wm_window_process_events may also be worth looking into (tells ghost
> >> to process events)
> >>
> >>> Thanks in advance for your time,
> >>> Dr. Who?
> >>> ___
> >>> 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
> >>
> >
> >
> >
> > --
> > Douglas E Knapp
> >
> > Massage in Gelsenkirchen-Buer:
> > http://douglas.bespin.org/tcm/ztab1.htm
> > Please link to me and trade links with me!
> >
> ___
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> http://lists.blender.org/mailman/listinfo/bf-committers
>



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Re: [Bf-committers] Blender event pipeline

2015-06-08 Thread Knapp
Would that not be a lot like the undo logger?

On Tue, Jun 9, 2015 at 5:22 AM, Campbell Barton 
wrote:

> On Tue, Jun 9, 2015 at 12:17 PM, Joseph Paavola 
> wrote:
> > Dear Blender Enthusiasts:
> > I'm really excited to contribute to the blender source code! Me and my
> > compatriot have made tentative steps into the blender source, making
> simple
> > changes to the compositor nodes and certain operators.
> >
> > We're are trying to achieve a setup where one blender application will
> > mirror another for experiential purposes. As a first step, we're looking
> to
> > find the exact location of the portion of code that is called whenever
> the
> > user makes a change to the file. Our code would be called whenever the
> user
> > changes properties, moves objects, modifies meshes, etc. We've seen this
> > behavior before in the log located in the info panel but have yet to
> find a
> > way to get that information.
> >
> > Once we get that information, we will send it to the other blender
> client,
> > where the same functions will be called in the same order. This will
> ensure
> > that both clients will have the same scene at any given time.
> >
> > Where exactly in the source should we add function calls to achieve the
> > desired behavior?
>
> Hi Joseph,
> Check on ghost_event_proc and wm_event_add_ghostevent in
>
> https://developer.blender.org/diffusion/B/browse/master/source/blender/windowmanager/intern/wm_window.c
> These get the events from ghost.
>
> wm_window_process_events may also be worth looking into (tells ghost
> to process events)
>
> > Thanks in advance for your time,
> > Dr. Who?
> > ___
> > 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
>



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Re: [Bf-committers] Weekly Blender developer meeting minutes - 31 May 2015

2015-06-01 Thread Knapp
On Mon, Jun 1, 2015 at 12:51 AM, Campbell Barton 
wrote:

> On Mon, Jun 1, 2015 at 6:44 AM, Knapp  wrote:
> > I think this is a plug-in that suffers from very few users and thus a
> very
> > small "voice" in crowd of other problems screaming for attention. The
> thing
> > is that us teachers are few but IMOHO very important to Blender. I mean
> how
> > else are new users going to learn Blender if they can't even see key
> > presses in the tutorials?
>
> There are on-screen-key display applications existing for each
> platform, whats wrong with using them? (They work in any viewport,
> between different applications - which was a severe limitation with
> the add-on).


I have been using the Blender one for so long that I no longer remember
what the problems where but I do remember being very frustrated about it
and quite happy when someone pointed out that Blender had a good one built
in.



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Re: [Bf-committers] Weekly Blender developer meeting minutes - 31 May 2015

2015-05-31 Thread Knapp
I think this is a plug-in that suffers from very few users and thus a very
small "voice" in crowd of other problems screaming for attention. The thing
is that us teachers are few but IMOHO very important to Blender. I mean how
else are new users going to learn Blender if they can't even see key
presses in the tutorials? I have used some of the other linux tools and now
were as good as the Blender one. It might not be perfect but I think it is
super important in the Blender community and deserves a bit of dev love. In
some ways it is the most important tool in Blender. For Blender to gain new
users we must have good tutorials and or a good manual.

Thanks everyone for the good info about using and downloading the older
version of it! I have a real fear that the old one will become broken or so
out of date as to be useless.


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Re: [Bf-committers] Weekly Blender developer meeting minutes - 31 May 2015

2015-05-31 Thread Knapp
On Sun, May 31, 2015 at 9:21 PM, TARDIS Maker 
wrote:

> That was removed in 2.72 (I believe) because it has situations where it
> doesn't work. You can still find it online, I believe, or you can get it
> out of an older version of Blender.
>

Thanks for the info. Perhaps we should remove all the other things that
have bugs? :-)
Really, this was a good tool. Just because it has corner cases where it
fails does not mean it should be removed. It means it should be worked on.
IMOHO of course.


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Re: [Bf-committers] Weekly Blender developer meeting minutes - 31 May 2015

2015-05-31 Thread Knapp
> 1) 2.75 release planning
>
> - Planning:
>   http://wiki.blender.org/index.php/Dev:Doc/Projects
>
> - We could move to BCon4 now (highest alert, bug fixing for release only).
> One exception: Sergey Sharybin will add a last patch from AMD still.
>
> Laters,
>
> -Ton-


Was the addon that shows key presses removed from 2.75? If so why? I really
use it a lot to teach blender.




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Re: [Bf-committers] VSE render times really huge!

2015-05-22 Thread Knapp
It might be useful under Encoding -> Presets to include one for Youtube
because that is where I think a majority of the Blender films are uploaded.



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Re: [Bf-committers] VSE render times really huge!

2015-05-21 Thread Knapp
On Thu, May 21, 2015 at 2:00 PM, Troy Sobotka 
wrote:

> It is also worth noting that some encoding schemas will see a degradation
> in quality when encoding across threads.
>
> With respect,
> TJS


As a user and an artist, I have to say that this whole encoding thing is
really confusing! Whatever you devs decide is the best way to go, please
document which button we artist should press. LOL. Really! This is the one
side of Blender where I always feel overloaded by choice and have no idea
what to do. You read the docs and walk away even more confused. I normally
just google up what someone else did and try that. If it looks good then I
am happy, if not repeat.

Keeping my fingers crossed for a speed up.

Thanks!

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Re: [Bf-committers] VSE render times really huge!

2015-05-20 Thread Knapp
On Thu, May 21, 2015 at 12:04 AM, Wolfgang Fähnle 
wrote:

> Hi, FFMPEG in Blender still not support multi threading and GPU
> acceleration as most video editors today.
> I ask for it several times.
> Try kdnlive, for example.
>
> Cheers, mib
>

I tried a bunch of them on Linux and every one of them had a problem. Guess
I will have to try Kdnlive again or just learn to live with the wait.

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[Bf-committers] VSE render times really huge!

2015-05-20 Thread Knapp
I found this while waiting for a really long time for 10 minutes of video
to render.
http://blender.stackexchange.com/questions/18774/render-times-for-standard-non-3d-video
Seem that we are all having a bad time with the render speeds and it is
doing no 3d work at all. Is this perhaps a bug and needs to go into the bug
tracker or should this just be expected?

If it is normal than this is a BF-Fun request for speed and max CPU usage.
I have 8 threads and none of them are over 15 most of the mie but for one
that jumps up to 100% but only sometimes. A bunch of the cores are at 2 or
3%.
Linux Sabayon KDE i7 16GB ram Nvidia GTX 580.


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Re: [Bf-committers] Game engine bug tracker

2015-05-15 Thread Knapp
On Fri, May 15, 2015 at 11:46 AM, Sergey Sharybin 
wrote:

> Hi,
>
> Noticed there are really huge amount of reports done to the game engine
> section of the bug tracker and all those reports are still in "Needs
> triage" state.
>
> This isn't really good situation, reports are at least to be triaged and
> either assigned to developer for fix or move to the BGE TODO list.
>
> So can BGE team spend time on doing that?


I am starting to get into the BGE. Which list or forum or whatever is their
main talking place?

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Re: [Bf-committers] F-Stop

2015-05-11 Thread Knapp
Is it not so that you set it in cycles and then live with the results but
in the compositor you can change it real time and see the results? I would
not want to loose the interactive aspect.

On Mon, May 11, 2015 at 11:55 PM, Sergey Sharybin 
wrote:

> I'm not sure how you can drop F-Stop from the defocus node. it's not
> guaranteed that render scene is used for compositing, meaning different
> value might be needed.
>
> On Tue, May 12, 2015 at 2:27 AM, Antony Riakiotakis 
> wrote:
>
>
-- 
Douglas E Knapp

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Re: [Bf-committers] Blender development Q&A wiki page

2015-05-09 Thread Knapp
Just my opinion but I like the idea of having a poster child like an open
movie that encourages donations and then a good leader that decides what
need work. How much money would the dependency graph get VS Cycles? I guess
in the end it is really all marketing.


-- 
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Re: [Bf-committers] Blender development Q&A wiki page

2015-05-09 Thread Knapp
On Sun, May 10, 2015 at 8:17 AM, Campbell Barton 
wrote:

> > I would make the list of Blender mailing lists complete or link to a list
> > of the mailing lists.
>
> This list of lists is linked: http://lists.blender.org/mailman/listinfo
>
> Morning, no coffee yet. LOL


-- 
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Re: [Bf-committers] Blender development Q&A wiki page

2015-05-09 Thread Knapp
Why can't we donate money for specific features?

It is not said but I would think that if we let people do that then there
would be no money for things no one wants to fund like bug fixes or other
more boring code work. Assuming all the money was earmarked by the giver.

-- 
Douglas E Knapp

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Re: [Bf-committers] Blender development Q&A wiki page

2015-05-09 Thread Knapp
ow can users provide feedback to developers?

*A:* The user/developer ratio makes it difficult to respond to all
feedback, however there are some ways you can communicate with developers.

   - Use the bug tracker <https://developer.blender.org/> if its an error
   in the software.
   - Use the Blender Functionality (bf-funboard)
   <http://lists.blender.org/mailman/listinfo/bf-funboard> mailing list for
   general user functionality discussion.
   - Use one of the Blender mailing lists
   <http://lists.blender.org/mailman/listinfo> which is focused on single
   topics *(bf-animsys, bf-modeling, bf-cycles... etc)*.
   - Use the #blendercoders
   <http://wiki.blender.org/index.php/Community:Chat> IRC chat room for
   more informal communication
   *(though this can be hit-and-miss if you need to talk to an individual
   developer).*





I would make the list of Blender mailing lists complete or link to a list
of the mailing lists.

-- 
Douglas E Knapp

Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!
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