Re: [Bf-committers] Collada and Custom Properties export
Bump? On Mon, Nov 21, 2011 at 5:35 PM, Micael kam1k...@gmail.com wrote: I have created a patch that adds this functionality, please someone review if possible: http://projects.blender.org/tracker/index.php?func=detailaid=29357group_id=9atid=127 Thanks On Mon, Nov 14, 2011 at 5:48 PM, Micael kam1k...@gmail.com wrote: Hello Dear Nathan, first of all, thanks for all your work :) According to http://www.blender.org/forum/viewtopic.php?t=18145sid=f92f437b3a4ad3aa31e1342e460f83f3 it seems it's on your mind to implement custom properties export code on the Collada plugin. I am currently about to begin a project that would *greatly* benefit from this feature (so I could use Blender as a level editor for graphics, physics and so on). I would like to know if this will be implemented in the very near future or not. I have experience and feel confortable enough with C++ that I think I could help implement this support if someone gives me a little guidance on where to look (something more than the collada folder). Thanks. -- Micael Dias -- Micael Dias -- Micael Dias ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Collada and Custom Properties export
I have created a patch that adds this functionality, please someone review if possible: http://projects.blender.org/tracker/index.php?func=detailaid=29357group_id=9atid=127 Thanks On Mon, Nov 14, 2011 at 5:48 PM, Micael kam1k...@gmail.com wrote: Hello Dear Nathan, first of all, thanks for all your work :) According to http://www.blender.org/forum/viewtopic.php?t=18145sid=f92f437b3a4ad3aa31e1342e460f83f3 it seems it's on your mind to implement custom properties export code on the Collada plugin. I am currently about to begin a project that would *greatly* benefit from this feature (so I could use Blender as a level editor for graphics, physics and so on). I would like to know if this will be implemented in the very near future or not. I have experience and feel confortable enough with C++ that I think I could help implement this support if someone gives me a little guidance on where to look (something more than the collada folder). Thanks. -- Micael Dias -- Micael Dias ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] DVCS again
Hello I've been following the discussion about switching to a distributed source control mechanism, and it's problem associated with binary data. According to previous chat here on the list, it is not yet decided which way we should go. What is the problem with binary data? Is it the big file size or slowness when checking for diffs? If big files are the problem, I just found this http://mercurial.selenic.com/wiki/LargefilesExtension which could help solve the problem. -- Micael Dias ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Collada and Custom Properties export
Hello Dear Nathan, first of all, thanks for all your work :) According to http://www.blender.org/forum/viewtopic.php?t=18145sid=f92f437b3a4ad3aa31e1342e460f83f3 it seems it's on your mind to implement custom properties export code on the Collada plugin. I am currently about to begin a project that would *greatly* benefit from this feature (so I could use Blender as a level editor for graphics, physics and so on). I would like to know if this will be implemented in the very near future or not. I have experience and feel confortable enough with C++ that I think I could help implement this support if someone gives me a little guidance on where to look (something more than the collada folder). Thanks. -- Micael Dias ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] UI changes from cycles branch
Matt Ebb +1 Most problematic changes for me are; - Dark arrows ; should be bright, otherwise hard to see in both monitors I'm using right now. - No embossing ; I'm ok with making embossing more subtle but it's TOO subtle right now. -- Micael Dias ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] UI changes from cycles branch
@Brecht, I like it better now, still: - As Αντώνης suggested, the panel titles should be more discerned. I would put just a little more contrast in the emboss effect of the title box and/or darken the background. - On the dropdown menus, it is my opinion that the arrows should be of a light color instead of a dark color. But it's now visible enough not to be accidentally missed. Anyway, great work! -- Micael Dias ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal: Object creation
This all sounds a lot like what Houdini (http://www.sidefx.com/) does with its geometry. Basically you have a base mesh and every operation you do (extrudes etc) are all modifiers that can be altered (via parameters) later. I believe you can also permanently apply the modifiers. This mechanism is a very powerful tool and I am 100% in favor of this. On Tue, Oct 4, 2011 at 2:13 PM, Martin Poirier the...@yahoo.com 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. Martin From: Martin Bürbaum martin.buerb...@gmx.at To: Martin Poirier the...@yahoo.com; bf-blender developers bf-committers@blender.org Sent: Tuesday, October 4, 2011 9:05:22 AM Subject: Re: [Bf-committers] Proposal: Object creation Martin Poirier the...@yahoo.com 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Micael Dias ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal: Object creation
This all sounds a lot like what Houdini (http://www.sidefx.com/) does with its geometry. Basically you have a base mesh and every operation you do (extrudes etc) are all modifiers that can be altered (via parameters) later. I believe you can also permanently apply the modifiers. This mechanism is a very powerful tool and I am 100% in favor of this. On Tue, Oct 4, 2011 at 2:13 PM, Martin Poirier the...@yahoo.com 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. Martin From: Martin Bürbaum martin.buerb...@gmx.at To: Martin Poirier the...@yahoo.com; bf-blender developers bf-committers@blender.org Sent: Tuesday, October 4, 2011 9:05:22 AM Subject: Re: [Bf-committers] Proposal: Object creation Martin Poirier the...@yahoo.com 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Micael Dias ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] multi-window support
Hah, nice analogy :) Thanks for the info, I thought it was fully supported :) On Fri, Apr 15, 2011 at 3:06 PM, Wahooney wahoo...@wahooney.net wrote: The functionality is there, but it isn't fully supported. Certain actions break when multiple scenes are involved, I think Undo is one of them. So the statement is actually correct :) You can pick your nose with a screwdriver, but no screwdriver manufacturer will claim it's a supported feature ;) On 2011/04/15 01:32 PM, Damir Prebeg wrote: Ups :D :D :D I'm misunderstand that, my mistake, I misread that he's complaining that muti window is NOT implemented :-) On 15 April 2011 13:08, Davis Sorensondavis.soren...@gmail.com wrote: That's just what Micael was saying, that having different scenes in different windows seems to work. It works for me too, although if I have active cameras in both scenes it only will render one of them. Davis On Fri, Apr 15, 2011 at 2:04 PM, Damir Prebegblend.fact...@gmail.comwrote: How did you tested? Try CTRL+ALT+W, you'll get second Blender window. Move a cube in one window and switch to another and you'll see that Cube is moved. Create new scene in that second window, add some objects. You should have option to select that new scene in first window. On 15 April 2011 12:24, Micaelkam1k...@gmail.com wrote: Hi, According to http://www.blender.org/development/release-logs/blender-257/ blender is missing multi-window support showing multiple scenes, however I just tested this and it seems to not be the case. Maybe this info is outdated? -- Micael Dias ___ 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 ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Micael Dias ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] multi-window support
Hi, According to http://www.blender.org/development/release-logs/blender-257/ blender is missing multi-window support showing multiple scenes, however I just tested this and it seems to not be the case. Maybe this info is outdated? -- Micael Dias ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] python api - bpy.utils change to return custom scripts first
Hi everyone. This is the first time I participate directly in an opensource project, as such I would like to hear feedback if I am doing something wrong and I will try my best to do everything right. I changed bpy.utils.script_paths() and bpy.utils.preset_paths() to return custom/user scripts before system scripts and automatically create a ~/.blender/2.55/scripts/presets folder if it doesn't yet exist. I am not sure if this is right to do without the user's consent, but since blender already creates a similar folder called config (instead of scripts/presets) I suppose there is no problem, what I am not so sure is if this (bpy.utils.preset_paths) is the right place to check and create this folder. The reason I chose to create this folder is because some scripts want to write presets and if blender is installed system-wide, most users won't have write access to the scripts folder (which is located at /usr/share/blender/...). The uploaded patch has number #25069. link: http://projects.blender.org/tracker/index.php?func=detailaid=25069group_id=9atid=127 http://projects.blender.org/tracker/index.php?func=detailaid=25069group_id=9atid=127Sorry for any english mistakes and thanks in advance :) -- Micael Dias ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] python api - bpy.utils change to return custom scripts first
On Thu, Dec 9, 2010 at 11:44 PM, Campbell Barton ideasma...@gmail.comwrote: On Thu, Dec 9, 2010 at 6:08 PM, Micael kam1k...@gmail.com wrote: Hi everyone. This is the first time I participate directly in an opensource project, as such I would like to hear feedback if I am doing something wrong and I will try my best to do everything right. I changed bpy.utils.script_paths() and bpy.utils.preset_paths() to return custom/user scripts before system scripts and automatically create a ~/.blender/2.55/scripts/presets folder if it doesn't yet exist. I am not sure if this is right to do without the user's consent, but since blender already creates a similar folder called config (instead of scripts/presets) I suppose there is no problem, what I am not so sure is if this (bpy.utils.preset_paths) is the right place to check and create this folder. The reason I chose to create this folder is because some scripts want to write presets and if blender is installed system-wide, most users won't have write access to the scripts folder (which is located at /usr/share/blender/...). The uploaded patch has number #25069. link: http://projects.blender.org/tracker/index.php?func=detailaid=25069group_id=9atid=127 http://projects.blender.org/tracker/index.php?func=detailaid=25069group_id=9atid=127 Sorry for any english mistakes and thanks in advance :) -- Micael Dias Hi Micael, I agree this is needed but would do this for more then the presets path, when blender starts it should create a blank user home directory with presets, addons, scripts config paths. At the moment these paths are used but the user needs to know to create them manually, except for config which is saved when writing user defaults. If its agreed on that blender creates empty paths on startup, then I can add this. Last I discussed it with Ton he didn't want to make this change so I made the addon installer create the addon path when required, but think this is still annoying if every script which installs presets or config files needs to create common user paths. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers Hi, thanks for replying :) I agree, this isn't the best place to check and create the directory and it should be done on blender startup along with the other directories. It's strange that Ton wouldn't want to do this, could you please let me know the reason he doesn't? -- Micael Dias ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers