Re: [Bf-committers] Collada and Custom Properties export

2011-12-17 Thread Micael
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




 --
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Re: [Bf-committers] Collada and Custom Properties export

2011-11-21 Thread Micael
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




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[Bf-committers] DVCS again

2011-11-18 Thread Micael
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.

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[Bf-committers] Collada and Custom Properties export

2011-11-14 Thread Micael
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.

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

2011-10-24 Thread Micael
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.

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

2011-10-24 Thread Micael
@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!

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Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Micael
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
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Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Micael
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
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Re: [Bf-committers] multi-window support

2011-04-16 Thread Micael
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?

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[Bf-committers] multi-window support

2011-04-15 Thread Micael
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?

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[Bf-committers] python api - bpy.utils change to return custom scripts first

2010-12-09 Thread Micael
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 :)

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Re: [Bf-committers] python api - bpy.utils change to return custom scripts first

2010-12-09 Thread Micael
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.

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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?

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