Re: [Bf-committers] Compositor linker error

2013-04-22 Thread Martin Bürbaum
Martin Bürbaum wrote:
> Anyway, to be sure I did a clean checkout in a fresh directory and the 
> compiled again.
> Unfortunately I still get an error with libbf_composite.a.
>
> user-config.py: http://pastebin.com/H4ZKFq3H
>
> Console output of scons: http://pastebin.com/i6Hnte9c

Nevermind, I've found the problem. Some of the paths are too long (even with a 
very short root dir).

If anybody else has the same error ("scons: unknown OSError exception code 0 - 
'C:\WINDOWS\System32\cmd.exe': Error") the instructions below work for me!
Here's the patch if anybody is interested: http://pastebin.com/RuY94FtE

Quote from T.K. on the blenderartists forum:

"The "unknown OSError exception code 0" is caused by the fact that
a command line to create libbf_freestyle.a by means of the "ar"
command is very long. The reason why the trunk compiles without
the error is likely that there are no libraries to be created with
that long command lines.

See http://www.scons.org/wiki/LongCmdLinesOnWin32 for a workaround
for the long command line issue in Windows. In short, you need to edit
BlenderSVN\blender\scons\scons-local-1.2.0.d20090223\SCons\Platform\win32.py
and replace the spawn() function with the following code:

SNIP
Source: 
http://blenderartists.org/forum/showthread.php?89986-Freestyle-for-Blender/page32

Cheers,
Martin
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Re: [Bf-committers] Compositor linker error

2013-04-19 Thread Martin Bürbaum
Antony Riakiotakis wrote
> The easiest way is to delete the "build" and "install" directories, next to
> the blender svn directory.

Thank you for the hints, I just realized why the "clean" command didn't work.
My build directory was set wrong. scons tried to delete a lot more (e.g. ".svn" 
stuff).

Anyway, to be sure I did a clean checkout in a fresh directory and the compiled 
again.
Unfortunately I still get an error with libbf_composite.a.

user-config.py: http://pastebin.com/H4ZKFq3H

Console output of scons: http://pastebin.com/i6Hnte9c
I'm not sure if the "Error 127" is a problem with my PATH, but here it is: 
http://pastebin.com/MNaCmTsq (It was never a problem before, and has not 
changed)

Thanks again,
Martin

---
Not sure if this is related ...
For some reason there were "bad" files created in my previous source directory.

Sadly I deleted some of them and I do not know how they were created and I 
could not reproduce it yet.
*) There were some 0 kb files (mostly *.a or *.o files IIRC with ' around them: 
'libbf_x.a')
*) And then there was a strange directory called "(": 
http://pastebin.com/PNmDaWmx
This might be because of my misconfiguration, but I thought I'd let you know.
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Re: [Bf-committers] Compositor linker error

2013-04-18 Thread Martin Bürbaum
Antony Riakiotakis wrote:
> Is this on a clean build?

The directory structure is kind of old, so I'd have to say no.

Is there a way to tell scons to "make clean"?
"scons clean" just gives me errors (see below).

Otherwise I'll try to checkout everything in a separate tree - That might take 
some time since the connection is pretty slow here.

Thank you,
Martin


--
> python scons\scons.py clean
scons: Reading SConscript files ...
Command-line arguments
No  command-line arguments given
Command-line targets
clean
Using config file: build_files\scons\config\win32-mingw-config.py
Using user-config file: user-config.py
Clearing installation directory: 
X:\..\source\trunk\install\win32-mingw\2.66\scripts
Build with parallel jobs: 1
Build with debug symbols: True
Cleaning build dir...
clean dir X:\..\source\trunk\blender\source\.svn
WindowsError: [Error 5] Zugriff verweigert: 
'X:\\..\\source\\trunk\\blender\\source\\.svn\\all-wcprops':
  File "X:\..\source\trunk\blender\SConstruct", line 421:
shutil.rmtree(B.root_build_dir+entry)
  File "C:\Program Files\Python26\lib\shutil.py", line 221:
onerror(os.remove, fullname, sys.exc_info())
  File "C:\Program Files\Python26\lib\shutil.py", line 219:
os.remove(fullname)
--
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Re: [Bf-committers] Compositor linker error

2013-04-18 Thread Martin Bürbaum
Antony Riakiotakis wrote:
> Scons builds fine here. There have been a few fixes there. Is this on
> latest svn version? 

Yes, the latest svn revision from when I wrote the previous mail was r56106 
(trunk & lib/mingw32).
Just checked out the most recent revision (r56125) to make sure. Same error(s).

> Can you share your configuration file?

The active flags in my user-config.py file are below.
The basic configuration is like suggested in the wiki:
http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Windows/MinGW/Scons

Removing all flags except for BF_BUILDDIR and BF_NUMJOBS gives the same errors 
about libbf_composite.a

> Also, don't forget, for MinGW 32bit we support only gcc 4.6.

My gcc version is 4.6.1

Also: The file source\lib\libbf_freestyle.a is missing completely.
May be the same for the libbf_composite.a file - I could not check that yet. 

Cheers,
Martin

user-config.py

BF_BUILDDIR='X:\\..\\source\\trunk\\blender\\source'
WITH_BF_JACK = False
WITH_BF_SNDFILE = False
WITH_BF_FFMPEG = True
WITH_BF_COLLADA = True
WITH_BF_OPENAL = True
WITH_BF_SDL = True
WITH_BF_OPENEXR = True
WITH_BF_JPEG = True
WITH_BF_PNG = True
WITH_BF_TIFF = True
WITH_BF_GAMEENGINE = True
WITH_BF_PLAYER = True
BF_DEBUG = True
BF_NUMJOBS = 1
WITH_BF_COMPOSITOR=False # <-- The workaround for the compositor problem.


gcc version output

> gcc -v
Using built-in specs.
COLLECT_GCC=gcc
COLLECT_LTO_WRAPPER=c:/program 
files/mingw/bin/../libexec/gcc/mingw32/4.6.1/lto-wrapper.exe
Target: mingw32
Configured with: ../gcc-4.6.1/configure 
--enable-languages=c,c++,fortran,objc,obj-c++ --disable-sjlj-exceptions 
--with-dwarf2 --enable-shared --enable-libgomp --disable-win32-registry 
--enable-libstdcxx-debug --enable-version-specific-runtime-libs --build=mingw32 
--prefix=/mingw
Thread model: win32
gcc version 4.6.1 (GCC)

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Re: [Bf-committers] Compositor linker error

2013-04-17 Thread Martin Bürbaum
Sorry to resurrect this thread, but I recently tried to compile Blender again 
with scons & win32-mingw and still encountered this problem.
Between my last post and now I used a workaround for the problem: 
WITH_BF_COMPOSITOR=False.

This workaround worked fine until recently (introduction of freestyle into 
trunk).
Now I have the same problem with freestyle and THAT I can't ignore.
---
...
Linking library ==> 'libbf_freestyle.a'
scons: *** [source\lib\libbf_freestyle.a] Error 1
scons: building terminated because of errors.
---
Again, I can find no further error messages that would help narrowing the 
problem down.
Any tips on what to look out for?


The second thing I noticed is that when disabling freestyle 
(WITH_BF_FREESTYLE=False) I get the following error:
---
...
Linking program ==> 'makesrna.exe'
source\source\blender\makesrna\intern\makesrna.o:makesrna.c:(.data+0x140): 
undefined reference to `RNA_def_linestyle'
collect2: ld returned 1 exit status
scons: *** [source\makesrna.exe] Error 1
scons: building terminated because of errors.
---

Cheers,
Martin

Fullquote FYI:

> Betreff: RE: [Bf-committers] Compositor linker error
> Gesendet: Dienstag, 12. Juni 2012 um 11:55 Uhr
>
> I also ran into this problem on my Windows machine. My setup is pretty much 
> identical to Justin's.
>
> I'm not sure how to debug errors like this (or simply get more info about the 
> error).
>
> Is there anybody who got this to compile/link yet? or at least give a hint 
> where the problem may be?
>
> Thanks in advance,
> Martin

> Justin Dailey wrote:
>> I haven't tried building blender in a week or two. Now when I try
>> to build it, I get a linker error trying to link "libbf_composite".
>> I'm using XP-32bit, mingw32, and scons. If I missed something on
>> the mailing list that already addressed this, I apologize.
>> Everything builds fine just prior to the merge of the Tiles branch.
>> I don't get any errors prior to:
>>
>> Linking library ==> 'libbf_composite.a'
>> scons: *** [C:\BlenderSVN\build\lib\libbf_composite.a] Error 1
>> scons: building terminated because of errors.
>>
>> I am just wanting a simple build of blender so any way I can either
>> fix this issue or configure it some way to bypass it would be great.
>> Any help would be appreciated.
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Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Martin Bürbaum
Just FYI - I did something similar ("Snap Cursor to Centroid") as a script a 
while back.

http://projects.blender.org/tracker/index.php?func=detail&aid=30299&group_id=153&atid=467

Cheers,
Martin

 Original-Nachricht 
> Datum: Mon, 19 Nov 2012 19:00:23 -0300
> Von: Juan Pablo Bouza 
> An: bf-committers@blender.org
> Betreff: [Bf-committers] Cursor to center of mass

> 
> Hi! The addition of the "center of mass" option for object origins is
> really cool!
> 
> Now, there are many times in rigging when you need the center of the
> object to be at 0 0 0, specially for exporting meshes. So, in these
> cases, the "origin to center of mass" option would not be used.
> Nevertheless, the center of mass options would be really usefull for
> placing objects such as bones...
> 
> So, I propose to add the center of mass option also in the Cursor
> snapping menu (shif+S). That would be "cursor to center of mass".
> 
> Cheers!
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Martin Bürbaum
>From a user perspective I agree with your assertion.

For a possible solution I'd suggest something like a [Global | Local] switch in 
the "Transform" dialog(s). That should be pretty universal.

I'm not sure if this is easily possible from the programming side though.

Best regards,
Martin
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Re: [Bf-committers] Compositor linker error

2012-06-12 Thread Martin Bürbaum
I also ran into this problem on my Windows machine. My setup is pretty much 
identical to Justin's.

I'm not sure how to debug errors like this (or simply get more info about the 
error).

Is there anybody who got this to compile/link yet? or at least give a hint 
where the problem may be?

Thanks in advance,
Martin

Justin Dailey wrote:
> I haven't tried building blender in a week or two. Now when I try
> to build it, I get a linker error trying to link "libbf_composite".
> I'm using XP-32bit, mingw32, and scons. If I missed something on
> the mailing list that already addressed this, I apologize.
> Everything builds fine just prior to the merge of the Tiles branch.
> I don't get any errors prior to:
>
> Linking library ==> 'libbf_composite.a'
> scons: *** [C:\BlenderSVN\build\lib\libbf_composite.a] Error 1
> scons: building terminated because of errors.
>
> I am just wanting a simple build of blender so any way I can either
> fix this issue or configure it some way to bypass it would be great.
> Any help would be appreciated.
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Re: [Bf-committers] patch tracker

2012-03-31 Thread Martin Bürbaum
Tom M  wrote:
> Anyone who has added a comment or is assigned to the patch/bug will
> see any new comments.  So ie your please close comment was seen by me
> and i closed the patch.

In this case yes, but I was thinking in more general terms.
If nobody with the rights to change the tracker is notified or reads it.

Example: If I had posted the "please close" comment a few days ago and you 
hadn't commented or seen the tracker.
Although I guess this is an extreme case, I'm just wondering what the best 
procedure in the tracker is.

I hope I'm not talking nonsense here :-)

Cheers,
Martin
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Re: [Bf-committers] patch tracker

2012-03-31 Thread Martin Bürbaum
Tom M  wrote:
> for old patches (2010 and earlier) I've requested the author to
> respond whether the patch is still useful or should be closed.
[SNIP]

On a related note (bug & patch tracker):
One thing I noticed is that the creator of the tracker can not change the 
status (e.g. to closed) later on. (Although maybe it's just for me)

Is this intended? If the tracker is not assigned to anybody will e.g. a simple 
"please close" request in the comments be heard?

Cheers,
Martin
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Re: [Bf-committers] Crash when rendering with blender trunk MinGW/SCons/win32

2012-01-25 Thread Martin Bürbaum
Antony Riakiotakis :
> Usually agressive optimisation may cause this. Try lowering
> it and see how it behaves.

Ohhh, perfect catch!

Disabling the very first optimization "scons --help" listed as enabled turned 
out to be the problem.

Running SCons with "WITH_BF_RAYOPTIMIZATION=False" helps.

Many thanks,
Martin
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[Bf-committers] Crash when rendering with blender trunk MinGW/SCons/win32

2012-01-25 Thread Martin Bürbaum
I am compiling current blender trunk (rev. 43662 right now) myself using with 
MinGW (win32) and SCons.

Now compilation works [1] and Blender runs fine, until I try rendering 
(internal & cycles alike) - then I get a crash.

Roughly translate the windows error message says that Blender tried to access 
memory at address "0x".
Unfortunately I have problems installing MSVC2008 on this machine, so I can't 
debug this myself.

So my question is: Does anybody else use MinGW& SCons on win32 and/or has 
anybody encountered this crash?

My guess is that it's an error on my side (lib?), but how do I find out what's 
wrong? 

Cheers,
Martin

[1] Compilation log here: http://www.pasteall.org/28515
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43428] trunk/blender: Carve booleans library integration

2012-01-20 Thread Martin Bürbaum
Hi Sergey,

And here's an example (2 co-planar cylinders) where carve fails completely 
right now.

http://www.pasteall.org/blend/11042

I think it's possibly because of the coplanar faces or the colinear edges.

Blender trunk 43555, compiled by myself on Win32.

Cheers,
Martin


Sergey Sharybin 
> Hi,
> 
> Yeah, that's indeed not nice topology. Will look into this thing.
> 
> On Wed, Jan 18, 2012 at 4:48 PM, "Martin Bürbaum"
> > http://www.pasteall.org/blend/11020
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43428] trunk/blender: Carve booleans library integration

2012-01-18 Thread Martin Bürbaum
Hello Sergey,

first of all many thanks to you and Tobias for the work on the carve/boolean 
code.

I know your request was directed at Carsten, but I can provide an example where 
the boolean code still has some issues.

http://www.pasteall.org/blend/11020
The file was created with Blender trunk revision 43484.

I used a default cube and a default cylinder and joined them with a boolean 
"Union" modifier. (The same problems exist when using "Difference" and 
"Intersect".)

The applied mesh looks quite nice on first glance, but the joint seam is 
composed of "bad quads" (e.g. zero surface polygons, 3 points in a row, 
concave).

Some of these are marked with grease pencil arrows, but there may be more - I 
suggest following the seam and check every polygon (especially on the cube) to 
find strange behaviour.

I'm not sure how easy it is to improve this, I just wanted to point out the 
things I've seen.

Cheers,
Martin

 Original-Nachricht 
> Datum: Tue, 17 Jan 2012 22:52:03 +0600
> Von: Sergey Sharybin 
> An: bf-blender developers 
> Betreff: Re: [Bf-committers] [Bf-blender-cvs] SVN commit: 
> /data/svn/bf-blender [43428] trunk/blender: Carve booleans library integration

> Hi,
> 
> Well, if you'll provide some files where you think new booleans fails
> when they shouldn't it might help a lot. Me or Tobias (Carve's author)
> can try to improve something.
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Re: [Bf-committers] Adding objects?

2011-11-02 Thread Martin Bürbaum
Juhana Sadeharju  wrote:

> (1) Add object places the object as aligned to screen.
> How to place the object to world-space? E.g., on the ground
> plane at center of screen with the zero rotation?

If you want this to be the default behaviour:
Make sure you have "Align To" set to "World" (not "View") in the "Editing" 
section of the User Preferences.
http://wiki.blender.org/index.php/Doc:2.5/Manual/Interface/Configuration/Editing#New_objects

If you want to control it for each added object:
Select/Deselect the "[ ] Align to View" checkbox in the toolbar after adding 
the object.
(To the left of the 3D View. Press [T] to show/hide it and look for the 
"Operator" panel at the bottom.)

> (2) I added objects with Add (opened Add menu multiple times)
> and now the objects are selected as a unit, not separately.
> How to Add multiple objects and have them as separate objects?

Again, see what the setting is for "New objects" in the "Editing" section of 
the User Preferences.
http://wiki.blender.org/index.php/Doc:2.5/Manual/Interface/Configuration/Editing#New_objects


Please be sure to ask questions like this in the "Support" section of the 
BlenderArtists forum first.
http://blenderartists.org/forum/forumdisplay.php?7-Support

This mailing list is focused on Blender development.
Often things like this are not bugs, but simply a difference in the 
configuration/usage.

Cheers,
Martin
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Re: [Bf-committers] Proposal for "View Docs" on Right Click

2011-10-25 Thread Martin Bürbaum
Sean Olson  wrote:
> Additionally, we would have to decide on exactly how to do this UI wise.
> There are a number of options.
>
> 1. Additional Menu Item  - So we would have 'View User Docs' and
> 'View API Docs'
>
> 2. Tie User Docs and API docs together in wiki.  So if you go to
> 'View Docs' there would be a link from the API docs to the User
> docs and vice versa
> 
> My personal preference is the additional menu item.  I feel that Users
> rarely want to look at API docs, but devs often look at both.

If I'm allowed to chime in here, I agree that the 1. option would be a good 
idea. But I'd call the menu options simply "Help" for the User doc and 
"View/Show development documentation" for the API stuff etc.
That looks clearer to me at least and probably the average user as well. 
(Personally I use the API docs at times).

Option 2 "Tie User Docs and API docs together in wiki" probably would create 
either a mess or would branch out in the wiki anyway - depending on the 
implementation.

Cheers,
Martin
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Re: [Bf-committers] UI changes from cycles branch

2011-10-24 Thread Martin Bürbaum
Brecht Van Lommel  wrote:
> Here's a patch with a subset of the UI changes in the cycles branch
> that I'd like to merge into trunk. Are there any objections to this?
> 
> Before: http://www.pasteall.org/pic/show.php?id=19452
> After: http://www.pasteall.org/pic/show.php?id=19453

Below are my opinions about the patch, made by comparing the two screenshots. 
So this obviously excludes issues & improvements that might show up in 
different areas of Blender.

Background: I program python add-ons and use Blender in my spare time.

I agree with Ton that some things should be handled by allowing custom designs, 
but some things with the default style could & should be improved nevertheless.

--
Positive

> * Panel header changed look & smaller

+1

Love the change of the headers in the patch, makes it easier (for me) to scan. 
The current seperator-line + bigger text feels like clutter, never was a fan of 
that.

Not sure if the size change of the text is neccesary, but the "bar" helps a lot 
IMO.

I'd really like to see this in the default style Blender.

> * Toolbar/properties expand button look

Big +

The current look seems seems rather floaty.

Again, I'd like to see this in the default style Blender.

--
Negative

> * Remove button emboss
> * More subtle colors and gradients on buttons

http://www.pasteall.org/pic/show.php?id=19453

-1 for the end result (not sure if the emboss is directly involved)

It is already a fine line with the current default design.

In the patch I can NOT differenciate between e.g. buttons and a text box on a 
first glance.
After looking for a few seconds one can deduce what's what, but that's not a 
good design decision IMHO.

> * Screen splitting widgets look
> * Black arrows on menu button

I'm more or less indifferent about these, but I imagine that this will cause 
other people trouble. (e.g. Sometimes hiding interface options for beginners 
and in the worst case even experienced users).

Increasing the contrast just a tad might help a lot here (darker or lighter). 
I'm certain there exists a good middle ground.

--
Indifferent

> * Remove emboss on areas and regions

Don't care, I think both look nice and usable.
Only problem that I could imagine would be if the "grab" area of the edge gets 
smaller as well? That would be bad, but not a problem with the graphical design.

Cheers,
Martin
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Re: [Bf-committers] Proposal: Object creation

2011-10-05 Thread Martin Bürbaum
Martin Poirier  wrote:
> It would be simpler to add the missing python wrapper for 
> modifiers (if any are missing) than hacking the operator system to do 
> something it's not meant to.
> 
> Modifying existing python scripts for the new api should be easy.

Python modifiers: Yes, definitely a way to do it [1]. Do I understand it 
correctly that all the current python scripts and blender-internal functions be 
reused (not duplicated) with some modifications?

If not that would be far from optimal since you'd need to recreate every single 
mesh creation script as a modifier (or something to that extent). Which is ... 
uhm, not really the goal I had in mind with my proposal :-/
So if this is implemented using modifiers then there ought to be a way to reuse 
all the existing creation code.

I seem to be missing something here. How is that simpler or rather better than 
my proposal? Don't take this the wrong way, I just want to understand the 
technical background. I know very little of the current architecture/code in 
Blender.

One way to implement my original proposal is to create a _new object type_ that 
uses mesh creation operators for its content. (See also the response by GSR 
[2].) The object properties would be 1:1 representations of the parameters the 
operators need and the operator is executed each time they change.
Is that not a way how operators should work/be used? Maybe I just don't 
understand them correctly.

Cheers,
Martin

[1] Minor nitpick: The name "Modifier" implies that they modify things, not 
create from scratch. :-) Even if there is geometry created, there already was 
some to begin with. So you'd "modify" something in order for something new to 
be created ... kinda unintuitive.

[2] http://lists.blender.org/pipermail/bf-committers/2011-October/033790.html
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Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
> This reminds a lot of what happens with NURBS, Meta or Text
> objects. So one Blenderish approach would be to add a new object type
> that has high level controls and can be converted into meshes when
> needed. It would fit the user workflow 100% and you have other code
> examples to follow.

Yes, that's one way to implement the proposal.
It should also enable us to reuse existing geometry-generation code IMO (be it 
blender-internal or from scripts). Not sure how easy that is on the coding side 
though.

Cheers,
Martin
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Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
"Αντώνης Ρυακιωτάκης"  wrote
> You would need a primitive modifier for every primitive or an
> primitive uber-modifier where you select the primitive and get the
> appropriate setting below(It would get a bit crowded with switch-case
> statements in the C and Python code so maintenance wise it may be
> tricky). I think the latter is preferable, though the whole system
> with modifiers does feel a bit weird for this use case. I am not sure
> if a modifier can be coded in Python, making this system hard to
> extend too. Ideally one would code a custom primitive (see for
> instance ivy generator) and expose it through Python without delving
> too much into c.


Exactly my concerns & thoughts wbout the "modifier way".

Martin
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Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
Martin Poirier  wrote:
> You can add and remove modifiers and change their properties
> as easily as operators.

I'm not sure that we are talking about the same thing here.

What I mean is if we e.g. create a new script that adds a certain
geometry, how easy will it be to add this as a modifier?
Where is the mesh creating process done?

My original proposal implied the re-use of existing operators for
that task in one form or another.

Cheers,
Martin
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Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
Martin Poirier  wrote:
> The cleanest way to do that without having to hack anything in the
> operator system is having primitive modifiers.
> 
> Modifiers already have all the properties you need and more (being able to
> add more modifiers to the stack without losing your editable properties).

Sounds interesting.
Just one thing: What about support for scripts? These are the ones that would 
profit most of the change. How would they be able to plug into the modifier 
stack?

Cheers,
Martin
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Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
> The appeal of modelling in blender is that it's just so much more 
> immediate than other tools.
> Having the object locked to only its initial creation parameters when 
> entering edit mode sounds very cumbersome.
> How will you make it not so?

I _mostly_ agree when it comes to primitives. But that still doesn't mean that 
the option of non-destructive behaviour is not useful :-)

Any idea to make this as transparent as possible is welcome.
The first idea I have would be to make the conversion completely transparent.
I.e. as soon as you change the content in edit mode you get an indicator that 
the object can now be modified, but parameters can not be tweaked anymore. (A 
simple undo would revert this of course.)

Another way would be to make the "locked" creation an optional/separate process.

> Also, how will your system work if I add an object whilst in edit mode?

Nothing changes here.
Adding stuff in edit mode (i.e you already have the object unlocked) would 
behave like it does now.
You can redo operators, but you can obviously not change the parameters in the 
long run.

> There was a python solution a while back that would allow you to do 
> transforms etc and then go back and change the creation parameters as 
> long as you hadn't edited the created mesh.
>  (entering edit mode was the key there I believe)

:-D That was what I referred to in my original mail - that is/was my code.
It was canned because of various issues. The main problem was basically that 
the framework I'm proposing right now does not exist yet.

And no, there was no locking involved in the scripts (or "smart behaviour" like 
recognizing if edit mode was entered). It was more of a workaround than 
solution. This proposal aims for the latter. 

> IIRC it only worked on primitives created in python rather than the 
> native ones, but if that worked for all primitives It strikes me that
> is a much more "blender" solution...

Please keep in mind that internally there is no difference if the object was 
created by Blender directly or from python.
So having a framework that _supports_ this new way of creating objects will 
then enable us to use it to do useful stuff with it.

IMO it's not supposed to be a replacement, other may have a different view on 
it though.

Worst case: I'm all for keeping the existing way of adding object if we can't 
find a decent way of making this transparent. 

> Seriously though, in "real world" use rather than theoretical tests
> does  anyone use a primitive /without /editing it? for me that's so
> rare i'd class it as almost never.

The proposal is not focused on primitives-only, it's a general view on object 
creation.
As you mentioned already there are a lot of more complex mesh scripts that 
could benefit from the integration of a system like this.

I personally don't do it often with _primitives_.
But IF I do it's a bit of a pain checking the geometry to see how the mesh 
looks and the re-create with exactly the same geometry but one parameter 
tweaked :-/
Workflow of users differ heavily, so I assume other people use it even more 
than me and not at all.


Discuss!

Cheers,
Martin
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Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
Thomas Volkmann  wrote:
> +1
> That means for example, that you can change the segmentsnumber of a
> sphere at any later time (as long as you didn't do anything else to it).
> Did I get that correctly? 

Pretty much, yes.

Not sure how the needed changes would break existing tools and scripts, though.
e.g. The generated mesh data would still be there, but scripts can not edit 
them (or depending on implementation, not find them at all).

Cheers,
Martin
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[Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
Follow up of the "redo operator with last used settings (patch)" thread
http://lists.blender.org/pipermail/bf-committers/2011-September/033725.html

I propose a new way of handling newly created objects in Blender.
I'm sure this may not have a high priority right now, but discussion and 
planning is never a bad thing IMHO.
I'll not go into detail how this should be implemented since Blenders internal 
architecture is still new to me. I'll add my basic ideas though.

C&C welcome (especially from the coding and framework perspective).

--
OBJECT CREATION

Everything created with an "Add" operator is initially locked from editing and 
can only be changed by tweaking its parameters (see below of editing).

My basic idea would be to store a unique identifier (operator name?) and the 
defining parameters (operator parameters?) in that object somehow.
Maybe making this its own object type (e.g. "Generated") would work?


PARAMETER EDITING

The parameters of the object can then be tweaked (in object or edit-mode, see 
below) to ones linking.

I imagine this would be done by taking the the operator and parameters and 
"redo" them.


CONTENT EDITING

After creation you can enter edit mode, but you will not be able to change 
anything except the parameters.
When one wants to edit the data of the object directly (mesh/curve/etc.) it 
will be converted to an "editable" object.
That means that after that the object behaves no different than it does right 
now in Blender.

This can be done automatically (with a small prompt to the user) or explicitly 
by "unlocking" (i.e. converting) the object.
I'm not sure if dropping the operator & parameters it was created with is good 
or bad at this point.
--

If anybody is familiar with the way C4D handles newly added objects of certain 
types - this is pretty similar to that.

I implemented a very crude version of this behaviour when we started doing 
addon scripts, but the script could not enforce the lock (making this system 
kinda wonky).

Cheers,
Martin
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Re: [Bf-committers] redo operator with last used settings (patch)

2011-09-29 Thread Martin Bürbaum
> A few times this has been requested on IRC so I decided to look into it.
> This is so if you add a cylinder for with 3 sides, the next time you
> add it will use 3 sides again.

Can't say much about the code, but from a user perspective a small button to 
"Reset to default values" might be a good idea. If this is supposed to be the 
default behaviour that is.

Otherwise the change sounds pretty useful - especially for repeated use of more 
complex operators/parameters.

Cheers,
Martin
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Re: [Bf-committers] Yet another compile patch for MinGW

2011-05-11 Thread Martin Bürbaum
> Hey, thanks for applying this. I forgot to mention that 36603 is solved by
> this patch too. MinGW does know about RIM_INPUTSINK but it needs WINVER
> defined as 0x0501 in order to define it in winuser.h

I can confirm this.
Compilation under MinGW (Windows XP, 32 bit) is working again.
The error about the undefined RIM_INPUTSINK is gone.

Cheers,
Martin
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Re: [Bf-committers] Sensor Size

2011-04-27 Thread Martin Bürbaum
Ejner Fergo  wrote:
> I am of course hopeful to see this get some attention from the
> developers, and appreciate you guys seeing the importance of this. I
> just don't know how to proceed with this to make an inclusion in trunk
> more likely. It would be really nice to hear some opinions from those
> with authority.

I am not a blender developer (sorry, no authority here), but I think a good 
start would be to upload the latest patch to the code review tool [1].
And link that in the bug tracker. (http://codereview.appspot.com
Example Review: http://codereview.appspot.com/4280080
Mailing List: http://lists.blender.org/pipermail/bf-codereview/
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Re: [Bf-committers] bump mapping - white is down & black is up???

2011-02-25 Thread Martin Bürbaum
> On Thu, Feb 24, 2011 at 10:03 PM, Morten Mikkelsen  
> wrote:
> > So as you guys most likely know white means down and black means up when
> > bump mapping in Blender
> > which is kinda counter intuitive.
[SNIP]
>
> Is there a 'standard' - ie does every other 3d animation package use
> the inverse of what we currently use?
> 
> LetterRip

My comment about this from IRC summarised:
"""
As far as I've seen most of the time black means valley/crevice and white means 
peak when it comes to bump-mapping.
See a simple example (orange sphere) here: 
http://en.wikipedia.org/wiki/Bump_mapping
Everything else feels kinda "unnatural". i.e. I myself just can't think of 
light=valleys & dark=peaks :-D
"""

That said: I've never seen any application that would assume white=valley.
Though I admit that I certainly can not cover a lot of them.
If there are any I guess somebody will bring it up :-)

Just my 2 euro cent.

Cheers,
Martin
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Re: [Bf-committers] Problem compiling under Win32 with scons (SHARD_PATHA in GHOST_SystemPathsWin32.cpp)

2011-01-18 Thread Martin Bürbaum
> > Thanks for reporting, I overlooked that the define wasn't available for 
> > mingw. I have added the missing #defines for mingw, so hopefully you 
> > should be able to compile again. Sorry for the inconvenience.
> 
> Thank you for the fix, I'll check again ASAP (probably tomorrow).

I just compiled Blender and it works fine now.

Thanks again,
Martin
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Re: [Bf-committers] Problem compiling under Win32 with scons (SHARD_PATHA in GHOST_SystemPathsWin32.cpp)

2011-01-17 Thread Martin Bürbaum
> Thanks for reporting, I overlooked that the define wasn't available for 
> mingw. I have added the missing #defines for mingw, so hopefully you 
> should be able to compile again. Sorry for the inconvenience.
> 
> - Andrea

Thank you for the fix, I'll check again ASAP (probably tomorrow).

Martin
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[Bf-committers] Problem compiling under Win32 with scons (SHARD_PATHA in GHOST_SystemPathsWin32.cpp)

2011-01-17 Thread Martin Bürbaum
I recently got back from a short hiatus from Blender and noticed that I can't 
compile under Windows/scons anymore.

GHOST seems to use a new define (SHARD_PATHA), that doesn't actually seem to be 
defined anywhere (that I can find).

>SNIP>
...
...
scons: Building targets ...
scons: `source\lib\libbf_intern_audaspace.a' is up to date.
scons: `source\lib\libbf_intern_string.a' is up to date.
Compiling ==> 'GHOST_SystemPathsWin32.cpp'
intern\ghost\intern\GHOST_SystemPathsWin32.cpp: In member function `virtual 
void GHOST_SystemPathsWin32::addToSystemRecentFiles(const char*) const':
intern\ghost\intern\GHOST_SystemPathsWin32.cpp:86: error: `SHARD_PATHA' was not 
declared in this scope
intern\ghost\intern\GHOST_SystemPathsWin32.cpp:86: warning: unused variable 
'SHARD_PATHA'
scons: *** [source\intern\ghost\intern\GHOST_SystemPathsWin32.o] Error 1
scons: building terminated because of errors.
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=34099

Thanks for any help,
Martin
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Re: [Bf-committers] Per tile subdivission wil get into trunk?

2010-11-30 Thread Martin Bürbaum
> Hi all
> Probably I have missed something but one of the coolest feature
> of the Sintel dev side was the per tile subdivission feature:
> 
> - In which state is?
> - It is planned to go to Trunk?

I'd also like to know about the current status of this code.

The few posts/screenshots I've seen are pretty old already, so I'm not sure 
this was developed further?

Cheers,
Martin
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