[Bf-committers] PATCH - bug#24933

2011-11-27 Thread Mike S
Simple patch to fix the axes being inverted in this display mode. 
Particles coder really needs to clarify if the scaling of the axes/cross 
and circle display in these modes was intended or not.

Bug:

http://projects.blender.org/tracker/?func=detail&atid=498&aid=29433&group_id=9

Patch:

http://projects.blender.org/tracker/index.php?func=detail&aid=29435&group_id=9&atid=127

Mike.
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[Bf-committers] PATCH : #29394 Fix error in V3D curve edit menu

2011-11-25 Thread Mike S

http://projects.blender.org/tracker/index.php?func=detail&aid=29394&group_id=9&atid=127

Mike
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Re: [Bf-committers] Cycles and Dynamic Paint - Problem with render but not preview

2011-11-12 Thread Mike S
Hi Douglas, et al

On 11/11/11 16:56, Knapp wrote:
 > On Fri, Nov 11, 2011 at 1:50 AM, Mike S  wrote:
 >> Hi all,
 >>
 >> Just playing with the latest build # r41746.  (built scons, gcc4.6.1 OSX
 >> 10.7)
 >>
 >> I was trying to get dynamic paint output to render on cycles. It does to
 >> some degree ( using the vertex colour option for the canvas on a
 >> subdivided plane)  I can see the correct result in the preview window
 >> but, if I render I only get the brush object rendered correctly and the
 >> canvas is black .
 >>
 >> See image : http://www.pasteall.org/pic/20441
 >>
 >> The preview I can refresh easily after scrubbing the animation by simply
 >> changing the preview window from Rendered to another mode and back again
 >> ( this would be good do automatically when the animation is stopped or
 >> static for a second or so rather than have to do it manually - same
 >> issue with fluid sims with cycles )
 >>
 >> However in the render window the canvas is always black. Not sure why
 >> this should be given the preview rendering should be the same engine as
 >> the final render?  Is this a bug or is dynamic paint in this mode
 >> (vertex) not supposed to work with Cycles?
 >>
 >> Cheers,
 >>
 >> Mike.
 >
 > I had a problem a lot like this with both particles. Does it not work
 > yet with them?

It does work with Object or Group particle type as long as they have 
been assigned a Cycles shader type.  Halo/Hair/Strand shaders etc are 
still to be implemented I believe.

 > I also had that problem when using image texture and then clicking the
 > first button with the little folded picture so that you can choose
 > preloaded images. It does not work but if you cick the file loading
 > button on the same line and load the pic it works. Maybe this info
 > will help? I have not filed a bug report on this yet, was planning to
 > confirm on a newer version first but if you do confirm I would like to
 > know so I can file the report, on the other hand I bet it is already
 > filed or known by now.

Yes I noticed that, I think there was a mention of something like this 
in the commit messages a while ago.

You may have to set the Vector (mapping)  to "Generated" for it to work 
(on a plane) or UV (on an unwrapped object) otherwise the default 
"Default" Vector setting is mucked up and you get a smeared out colour 
based upon the image.  I *thought* it used to work immediately with a 
plane in the past although I could be mistaken.

My uncertainty is with the Preview vs. Render window visibility of 
textures being different. I suspect it may be something to do with the 
compositing side of things which is still to be integrated with Cycles 
output.

Mike.
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[Bf-committers] Cycles and Dynamic Paint - Problem with render but not preview

2011-11-10 Thread Mike S
Hi all,

Just playing with the latest build # r41746.  (built scons, gcc4.6.1 OSX 
10.7)

I was trying to get dynamic paint output to render on cycles. It does to 
some degree ( using the vertex colour option for the canvas on a 
subdivided plane)  I can see the correct result in the preview window 
but, if I render I only get the brush object rendered correctly and the 
canvas is black .

See image : http://www.pasteall.org/pic/20441

The preview I can refresh easily after scrubbing the animation by simply 
changing the preview window from Rendered to another mode and back again 
( this would be good do automatically when the animation is stopped or 
static for a second or so rather than have to do it manually - same 
issue with fluid sims with cycles )

However in the render window the canvas is always black. Not sure why 
this should be given the preview rendering should be the same engine as 
the final render?  Is this a bug or is dynamic paint in this mode 
(vertex) not supposed to work with Cycles?

Cheers,

Mike.
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[Bf-committers] PATCH : Typos in space_clip.py

2011-11-07 Thread Mike S
Hi all, great work on Tomato integration, just found a few typos in the 
menus::


Index: release/scripts/startup/bl_ui/space_clip.py
===
--- release/scripts/startup/bl_ui/space_clip.py (revision 41638)
+++ release/scripts/startup/bl_ui/space_clip.py (working copy)
@@ -757,8 +757,8 @@
  layout.operator("clip.set_origin")
  layout.operator("clip.set_floor")

-layout.operator("clip.set_axis", text="Set X Asix").axis = "X"
-layout.operator("clip.set_axis", text="Set Y Asix").axis = "Y"
+layout.operator("clip.set_axis", text="Set X Axis").axis = "X"
+layout.operator("clip.set_axis", text="Set Y Axis").axis = "Y"

  layout.operator("clip.set_scale")


Cheers,

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

2011-10-24 Thread Mike S
Hi all,

On muted icons:  -1

Having just moved to OSX 10.7.3 "Lion" I have experienced a similar 
muting of icons in the Finder application as well as others.  This is 
quite annoying as the visual colour cues from the icons are now missing. 
Unless you have considerable spatial memory its hard to find the icon 
you want.  For expert blender users muting the icons is probably not a 
concern. For those learning and intermittent users the visual 
colour/shape combination is much easier to use/remember.

Also very sad about Lion...the only reason I upgraded was for OpenCL 1.1 
(ie Cycles)  ... to find that my HD4850 driver is only supported to 
OpenCL1.0 spec :-(((

Mike.


On 11/10/25 3:37, Brecht Van Lommel wrote:
> Hi,
>
> Panel headers a bit darker now and increased button embossing:
>
> Before: http://www.pasteall.org/pic/show.php?id=19452
> Latest: http://www.pasteall.org/pic/show.php?id=19501
>
> I also like the icons to be a bit more muted, again to avoid them
> grabbing attention too much with highlights. For me this is what
> really finishes it off, to make the interface nice calm, but maybe
> this is considered too dull.
>
> http://www.pasteall.org/pic/show.php?id=19500
>
> Brecht.
>
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Re: [Bf-committers] UI Text Strings :: some missing "J" 's

2011-09-21 Thread Mike S

Err oops.. sorry I meant Campbell :-)

>
> A thanks Brecht that was it. I have DPI set at 85 ( OSX on
> 2560x1440 27" screen) and the J's were gone... dropping that to 75 the
> "J"'s come back.  I did not notice that with the old fonts with that
> setting.
>
> Mike.
>
>
> On 11/09/21 18:17, Campbell Barton wrote:
>> I've seen this before, BLF uses quite zealous text clipping settings
>> which could be tweaked.
>> on high DPI of 128 its easy to redo this problem with files in the
>> file selector.
>>
>> On Wed, Sep 21, 2011 at 5:35 PM, Sergey I. Sharybin   
>> wrote:
>>> Hi,
>>>
>>> Can't confirm on linux 64bit, windows 64bit, windows 32bit. There was no
>>> global replacements or things like this.
>>>
>>> Default procedure -- provide all default information for bug report:
>>> operation system, exact svn revision, hardware specifications and so.
>>> Help ->   System Info can help you with collecting needed information.
>>>
>>> Mike S wrote:
>>>> Hi all,
>>>>
>>>> not able to look at it myself at the moment... but there seem to be some
>>>> missing "J" in the UI text. (Blender trunk and cycles)
>>>>
>>>> Specifically ::
>>>>
>>>> 3D View -> Object -> (J)oin   and (J)oin as UV   missing the 
>>>> capital J
>>>>
>>>> Also noticed that in the User Prefs ->System-> International
>>>> Fonts->Language pulldown the choice for Japanese has the missing capital 
>>>> "J"
>>>>
>>>> Perhaps some global search/replace went wrong?
>>>>
>>>> Mike.
>>>> ___
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>>>
>>>
>>> --
>>> With best regards, Sergey I. Sharybin
>>>
>>> ___
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>>
>>
>>
>
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Re: [Bf-committers] UI Text Strings :: some missing "J" 's

2011-09-21 Thread Mike S
Hi ,

A thanks Brecht that was it. I have DPI set at 85 ( OSX on 
2560x1440 27" screen) and the J's were gone... dropping that to 75 the 
"J"'s come back.  I did not notice that with the old fonts with that 
setting.

Mike.


On 11/09/21 18:17, Campbell Barton wrote:
> I've seen this before, BLF uses quite zealous text clipping settings
> which could be tweaked.
> on high DPI of 128 its easy to redo this problem with files in the
> file selector.
>
> On Wed, Sep 21, 2011 at 5:35 PM, Sergey I. Sharybin  
> wrote:
>> Hi,
>>
>> Can't confirm on linux 64bit, windows 64bit, windows 32bit. There was no
>> global replacements or things like this.
>>
>> Default procedure -- provide all default information for bug report:
>> operation system, exact svn revision, hardware specifications and so.
>> Help ->  System Info can help you with collecting needed information.
>>
>> Mike S wrote:
>>> Hi all,
>>>
>>> not able to look at it myself at the moment... but there seem to be some
>>> missing "J" in the UI text. (Blender trunk and cycles)
>>>
>>> Specifically ::
>>>
>>> 3D View ->Object ->(J)oin   and (J)oin as UV   missing the capital J
>>>
>>> Also noticed that in the User Prefs ->System->International
>>> Fonts->Language pulldown the choice for Japanese has the missing capital "J"
>>>
>>> Perhaps some global search/replace went wrong?
>>>
>>> Mike.
>>> ___
>>> Bf-committers mailing list
>>> Bf-committers@blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>
>>
>>
>> --
>> With best regards, Sergey I. Sharybin
>>
>> ___
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>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>
>
>

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[Bf-committers] UI Text Strings :: some missing "J" 's

2011-09-20 Thread Mike S
Hi all,

not able to look at it myself at the moment... but there seem to be some 
missing "J" in the UI text. (Blender trunk and cycles)

Specifically ::

3D View -> Object -> (J)oin   and (J)oin as UV   missing the capital J

Also noticed that in the User Prefs ->System-> International 
Fonts->Language pulldown the choice for Japanese has the missing capital "J"

Perhaps some global search/replace went wrong?

Mike.
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[Bf-committers] Can we add this simple patch please to trunk :: 28094

2011-09-15 Thread Mike S
Hi,

A few months ago Perry Parks (scuey) added this patch to allow 
equirectangular projection for the world textures. It works well up to 
and including current r40246 with no changes.

https://projects.blender.org/tracker/?group_id=9&atid=127&func=detail&aid=28094

Mike.S

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Re: [Bf-committers] r39813 - OSX: additionally choice to link against python-framework again ::: SCONS build failures

2011-08-31 Thread Mike S
Hi Dalai,

Interesting... I had scons setup (as default) to build using the svn/lib 
python 3.2 not local python framework install.  Something very weird has 
happened to the scripts ^_^.  At least cmake/xcode works.

Mike.

On 11/08/31 16:50, Dalai Felinto wrote:
> Hi,
>
> here it doesnt complain about linking with Frameworks python (osx 10.6
> intel x64). But it fails with FFMPEG
> http://www.pasteall.org/24471
>
> Blender vanilla, with updated darwin libraries. Only extra parameter for
> scons was the build with Framework python.
>
> --
> Dalai
>
> 2011/8/30 Mike S mailto:blender...@mikes.id.au>>
>
> Hi,
>
> attempting to build using scons after this update fails. Build was on
> OSX 10.6.8 , only changes to default scons build config were to set
> x86_64 build arch.
>
> Linking stage of Blender/Blenderplayer fails with messages of type:
>
> Undefined symbols:
> "_PyDict_SetItemString", referenced from:
>loadGamePythonConfig(char*, int)in
> libge_logic_ketsji.a(KX_PythonInit.o)
>initGameKeys() in libge_logic_ketsji.a(KX_PythonInit.o)
>initGameKeys() in libge_logic_ketsji.a(KX_PythonInit.o)
>initGameKeys() in libge_logic_ketsji.a(KX_PythonInit.o)
>initGameKeys() in libge_logic_ketsji.a(KX_PythonInit.o)
>
> etc etc 
>
> Mike.
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[Bf-committers] r39813 - OSX: additionally choice to link against python-framework again ::: SCONS build failures

2011-08-30 Thread Mike S
Hi,

attempting to build using scons after this update fails. Build was on 
OSX 10.6.8 , only changes to default scons build config were to set 
x86_64 build arch.

Linking stage of Blender/Blenderplayer fails with messages of type:

Undefined symbols:
   "_PyDict_SetItemString", referenced from:
   loadGamePythonConfig(char*, int)in 
libge_logic_ketsji.a(KX_PythonInit.o)
   initGameKeys() in libge_logic_ketsji.a(KX_PythonInit.o)
   initGameKeys() in libge_logic_ketsji.a(KX_PythonInit.o)
   initGameKeys() in libge_logic_ketsji.a(KX_PythonInit.o)
   initGameKeys() in libge_logic_ketsji.a(KX_PythonInit.o)

etc etc 

Mike.
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Re: [Bf-committers] 2.59 RC Builds - SVN trunk now frozen

2011-08-07 Thread Mike S

Ahh ignore that r39167 builds fine now forgot to update to latest 
FFMPEG 0.8 libs.

On 11/08/08 10:35, Mike S wrote:
> On 11/08/08 4:35, Thomas Dinges wrote:
>> Hey Release Builders,
>> please use SVN 39164 for the release candidate builds.
>>
>> As from now on, only show-stopper fixes are allowed. Don't commit fixes
>> which are not really necessary.
>>
>> Please everyone run the regression test files, so we don't have to make
>> an "a" release this time.
>>
>> Thanks everyone for your great work!
>>
>
> Building OSX with x86_64 set with SCONS, svn r39164 Fails when linking
> as the logic for building without having 3DconnexionClient framework is
> wrong.  The fact it is not present is correctly detected but ld still
> tries to use it.
>
>
>
> Attempting to build with r39167 also fails for similar configuration but
> elsewhere
>
>
>
> Undefined symbols:
> "___bzero", referenced from:
> btSparseSdf<3>::Evaluate(btVector3 const&, btCollisionShape*,
> btVector3&, float)in libextern_bullet2softbody.a(btSoftBody.o)
>
> btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject**,
> int, btPersistentManifold**, int, btTypedConstraint**, int,
> btContactSolverInfo const&, btIDebugDraw*, btStackAlloc*)in
> libextern_bullet2dynamics.a(btSequentialImpulseConstraintSolver.o)
> HullLibrary::BringOutYourDead(btVector3 const*, unsigned int,
> btVector3*, unsigned int&, unsigned int*, unsigned int)in
> libextern_bullet2linmath.a(btConvexHull.o)
> btSoftBodyHelpers::DrawInfos(btSoftBody*, btIDebugDraw*, bool,
> bool, bool)in libextern_bullet2softbody.a(btSoftBodyHelpers.o)
> _cineonCreate in libbf_imbuf_cineon.a(cineonlib.o)
> _dpxCreate in libbf_imbuf_cineon.a(dpxlib.o)
> _dpxCreate in libbf_imbuf_cineon.a(dpxlib.o)
> ld: symbol(s) not found
> collect2: ld returned 1 exit status
> scons: ***
> [/Users/mikes/Blender/BlenderDevelopment/blender-svn/build/darwin/bin/blenderplayer]
> Error 1
> Undefined symbols:
> "___bzero", referenced from:
> btSparseSdf<3>::Evaluate(btVector3 const&, btCollisionShape*,
> btVector3&, float)in libextern_bullet2softbody.a(btSoftBody.o)
>
> btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject**,
> int, btPersistentManifold**, int, btTypedConstraint**, int,
> btContactSolverInfo const&, btIDebugDraw*, btStackAlloc*)in
> libextern_bullet2dynamics.a(btSequentialImpulseConstraintSolver.o)
> HullLibrary::BringOutYourDead(btVector3 const*, unsigned int,
> btVector3*, unsigned int&, unsigned int*, unsigned int)in
> libextern_bullet2linmath.a(btConvexHull.o)
> btSoftBodyHelpers::DrawInfos(btSoftBody*, btIDebugDraw*, bool,
> bool, bool)in libextern_bullet2softbody.a(btSoftBodyHelpers.o)
> _cineonCreate in libbf_imbuf_cineon.a(cineonlib.o)
> _dpxCreate in libbf_imbuf_cineon.a(dpxlib.o)
> _dpxCreate in libbf_imbuf_cineon.a(dpxlib.o)
> ld: symbol(s) not found
> collect2: ld returned 1 exit status
> scons: ***
> [/Users/mikes/Blender/BlenderDevelopment/blender-svn/build/darwin/bin/blender]
> Error 1
> scons: building terminated because of errors.
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Re: [Bf-committers] 2.59 RC Builds - SVN trunk now frozen

2011-08-07 Thread Mike S
On 11/08/08 4:35, Thomas Dinges wrote:
> Hey Release Builders,
> please use SVN 39164 for the release candidate builds.
>
> As from now on, only show-stopper fixes are allowed. Don't commit fixes
> which are not really necessary.
>
> Please everyone run the regression test files, so we don't have to make
> an "a" release this time.
>
> Thanks everyone for your great work!
>

Building OSX with x86_64 set with SCONS, svn r39164 Fails when linking 
as the logic for building without having 3DconnexionClient framework is 
wrong.  The fact it is not present is correctly detected but ld still 
tries to use it.



Attempting to build with r39167 also fails for similar configuration but 
elsewhere



Undefined symbols:
   "___bzero", referenced from:
   btSparseSdf<3>::Evaluate(btVector3 const&, btCollisionShape*, 
btVector3&, float)in libextern_bullet2softbody.a(btSoftBody.o)
 
btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject**,
 
int, btPersistentManifold**, int, btTypedConstraint**, int, 
btContactSolverInfo const&, btIDebugDraw*, btStackAlloc*)in 
libextern_bullet2dynamics.a(btSequentialImpulseConstraintSolver.o)
   HullLibrary::BringOutYourDead(btVector3 const*, unsigned int, 
btVector3*, unsigned int&, unsigned int*, unsigned int)in 
libextern_bullet2linmath.a(btConvexHull.o)
   btSoftBodyHelpers::DrawInfos(btSoftBody*, btIDebugDraw*, bool, 
bool, bool)in libextern_bullet2softbody.a(btSoftBodyHelpers.o)
   _cineonCreate in libbf_imbuf_cineon.a(cineonlib.o)
   _dpxCreate in libbf_imbuf_cineon.a(dpxlib.o)
   _dpxCreate in libbf_imbuf_cineon.a(dpxlib.o)
ld: symbol(s) not found
collect2: ld returned 1 exit status
scons: *** 
[/Users/mikes/Blender/BlenderDevelopment/blender-svn/build/darwin/bin/blenderplayer]
 
Error 1
Undefined symbols:
   "___bzero", referenced from:
   btSparseSdf<3>::Evaluate(btVector3 const&, btCollisionShape*, 
btVector3&, float)in libextern_bullet2softbody.a(btSoftBody.o)
 
btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject**,
 
int, btPersistentManifold**, int, btTypedConstraint**, int, 
btContactSolverInfo const&, btIDebugDraw*, btStackAlloc*)in 
libextern_bullet2dynamics.a(btSequentialImpulseConstraintSolver.o)
   HullLibrary::BringOutYourDead(btVector3 const*, unsigned int, 
btVector3*, unsigned int&, unsigned int*, unsigned int)in 
libextern_bullet2linmath.a(btConvexHull.o)
   btSoftBodyHelpers::DrawInfos(btSoftBody*, btIDebugDraw*, bool, 
bool, bool)in libextern_bullet2softbody.a(btSoftBodyHelpers.o)
   _cineonCreate in libbf_imbuf_cineon.a(cineonlib.o)
   _dpxCreate in libbf_imbuf_cineon.a(dpxlib.o)
   _dpxCreate in libbf_imbuf_cineon.a(dpxlib.o)
ld: symbol(s) not found
collect2: ld returned 1 exit status
scons: *** 
[/Users/mikes/Blender/BlenderDevelopment/blender-svn/build/darwin/bin/blender] 
Error 1
scons: building terminated because of errors.
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Re: [Bf-committers] Collada import support

2011-06-30 Thread Mike S
Hi Peter et al,

Meshlab :: http://meshlab.sourceforge.net/

has a reasonable collada import/export facility. Mostly for the model 
and not for animations/textures etc.

GLC Player can read collada (based on http://www.glc-lib.net/) :: 
http://glc-player.net/index.php


Apple OSX Quicklook can also view unrigged Collada models as well. It 
actually has support for the Transparency Tag  and passes the Collada 
Transparency Tag Test.


Mike.


On 11/07/01 11:28, Campbell Barton wrote:
> Hello Peter,
> One of the first things to check if you're files are not loading in
> blender, is to check if the files load anywhere (and not just back
> into 3DS MAX).
> Find another program which has support for collada, or a collada model viewer.
>
> It would also be good to check if the models load in any non-autodesk 
> products.
>
> If they do, then try make a very simple test case which fails to load
> in blender, think cube, empty, 1-3-object scenes and report it to our
> bug tracker.
>
> After that you can iterate, increasing complexity each time, this way
> bugs can be solved 1 by 1 rather then being handed a complex scene
> which is too hard to debug and `doesn't work`.
>
> On Wed, Jun 29, 2011 at 1:14 PM, Peter Amstutz  
> wrote:
>> Hello all,
>>
>> My development team wants to transition from 3DS Max 2011 to Blender
>> for character modeling.  In order to do so, we need two pieces: the
>> ability to get our data out of 3DS Max and into Blender, and the
>> ability to export from Blender to Cal3D.  I've already found a Blender
>> addon that exports to Cal3D.  It needs work, but that is something I
>> can handle and doesn't involve Blender C++ code.
>>
>> I have been trying to use Collada to transfer our characters from 3DS
>> Max to Blender, using the Autodesk-provided Collada exporter on the
>> Max side.  The data consists of meshes, materials, bones, bone weights
>> and animations.  From a cursory examination of the Collada XML file it
>> appears that all the necessary data is present in the DAE file.
>>
>> Unfortunately, the Blender import of Collada doesn't work.  The errors
>> range from "Image not found" (caused by missing paths to textures,
>> surely not a fatal import error but nevertheless stops import in its
>> tracks) to corrupted geometry.
>>
>> I am in a position that I can devote some time to testing / debugging
>> / development on the Blender Collada importer to handle our import
>> needs.  I also noticed there is a Google Summer of Code project to
>> improve Collada animation import.  I would like to get in touch with
>> Blender developers who can tell me about the state of Collada support
>> in Blender to find our where I should focus my attention and avoid
>> duplicate effort.  I've already checked out Blender trunk and
>> successfully compiled and run a debug build, so I am ready to go, I
>> just need some pointers on where to start.
>>
>> - Pete
>>
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [36934] trunk/blender: == FFMPEG ==

2011-05-26 Thread Mike S
On 11/05/27 7:51, Nathan Letwory wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> On 27.5.2011 0:57, Peter Schlaile wrote:
>> Revision: 36934
>>
>> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=36934
>> Author:   schlaile
>> Date: 2011-05-26 21:57:02 + (Thu, 26 May 2011)
>> Log Message:
>> ---
>> == FFMPEG ==

> Before you do such moves, it'd be wise to check with not only distros,
> but also other platforms if it introduces breaks. FOr various reasons
> windows still uses a version from April 2010, and with this kind of
> changes it's important to ensure that breakage won't occur until we can
> verify that we'll be able to continue supporting this for *all* platforms.
>
> Again, with this kind of extensive changes, please confer with platform
> maintainers before putting the block like this.
>
> /Nathan



Breaks OSX compiles with Darwin9universal current libs. (ffmpeg in 
Darwin9 is currently dated Nov 21 2010. (built by damien78)

According to the README file these are 0.6.1 FFMPEG.

Mike.
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Re: [Bf-committers] Camera view navigation rant

2011-05-13 Thread Mike S

oh ... this occurs with or without the camera selected using the middle 
mouse button navigation and/or zoom AND Auto Depth option Enabled.

With the Auto Depth disabled seems to work moving the view using the 
middle mouse nav with camera selected or not. Zooming with middle mouse 
or CNTL middle mouse push still has issues IF the camera is not selected.

With camera selected and LCV on using G/R hotkeys in local or world 
works fine.

Hmm it seems like using the 3D view AND clicking in 3D space with middle 
mouse as part of a view change leads to the jumps when back in the 
camera with LCV enabled. Just toggling "0" in and out has no effect... 
you have to change the 3D view to cause the jump in cam view with LCV 
enabled.

Sorry I can not yet pin it down to something definite.  The addition 
seems fine in probably most if the use cases.  I do tend to find the 
outlier cases as I probably don't work in the same way most 3d artists 
do ^_^.

Mike.

On 11/05/14 13:07, Mike S wrote:
> Only one problem I can see at the moment with this fine addition is
> returning to locked camera view to adjust can snap your camera to the
> last 3D viewport position rather than adjust the current camera position.
>
> 1. Set up the camera view you want with "lock Camera/view" (LCV) set.
> 2. Turn off LCV as if you want to say adjust a light etc etc elsewhere
> in the scene. Moving your 3D viewport to do the adjustments.
> 3. Press "0" to get back into camera as you left it at 1.
> 4. Turn on the LCV checkbox ...all is well so far.
> 5. Attempt to adjust camera view , slight nudge zoom etc, and the camera
> will snap to the last 3D view position you used to adjust your other
> elements in. Thus you have to reposition again.
>
>
> Mike.
>
> On 11/05/14 12:26, Mike S wrote:
>> Seems to work fine with SCONS build on OSX against 36676.
>>
>> Mike.
>>
>>
>> On 11/05/14 12:11, Campbell Barton wrote:
>>> Can't see why linking would fail, did you apply the patch against
>>> blender r36676?
>>>
>>> On Fri, May 13, 2011 at 9:46 PM, Damir
>>> Prebeg wrote:
>>>> Tried but I get linker error:
>>>> LINK : fatal error LNK1181: cannot open input file
>>>> '..\..\lib\Release\bf_editor_space_view3d.lib'
>>>>
>>>> On 13 May 2011 20:23, Campbell Barton wrote:
>>>>> Patch for camera view locking.
>>>>> Access from View panel under the "Lock to Cursor" button,
>>>>>
>>>>> http://codereview.appspot.com/4528068/
>>>>>
>>
>>
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Re: [Bf-committers] Camera view navigation rant

2011-05-13 Thread Mike S
Only one problem I can see at the moment with this fine addition is 
returning to locked camera view to adjust can snap your camera to the 
last 3D viewport position rather than adjust the current camera position.

1. Set up the camera view you want with "lock Camera/view" (LCV) set.
2. Turn off LCV as if you want to say adjust a light etc etc elsewhere 
in the scene. Moving your 3D viewport to do the adjustments.
3. Press "0" to get back into camera as you left it at 1.
4. Turn on the LCV checkbox ...all is well so far.
5. Attempt to adjust camera view , slight nudge zoom etc, and the camera 
will snap to the last 3D view position you used to adjust your other 
elements in.  Thus you have to reposition again.


Mike.

On 11/05/14 12:26, Mike S wrote:
> Seems to work fine with SCONS build on OSX against 36676.
>
> Mike.
>
>
> On 11/05/14 12:11, Campbell Barton wrote:
>> Can't see why linking would fail, did you apply the patch against
>> blender r36676?
>>
>> On Fri, May 13, 2011 at 9:46 PM, Damir Prebeg   
>> wrote:
>>> Tried but I get linker error:
>>> LINK : fatal error LNK1181: cannot open input file
>>> '..\..\lib\Release\bf_editor_space_view3d.lib'
>>>
>>> On 13 May 2011 20:23, Campbell Barton   wrote:
>>>> Patch for camera view locking.
>>>> Access from View panel under the "Lock to Cursor" button,
>>>>
>>>> http://codereview.appspot.com/4528068/
>>>>
>
>
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Re: [Bf-committers] Camera view navigation rant

2011-05-13 Thread Mike S
Seems to work fine with SCONS build on OSX against 36676.

Mike.


On 11/05/14 12:11, Campbell Barton wrote:
> Can't see why linking would fail, did you apply the patch against
> blender r36676?
>
> On Fri, May 13, 2011 at 9:46 PM, Damir Prebeg  wrote:
>> Tried but I get linker error:
>> LINK : fatal error LNK1181: cannot open input file
>> '..\..\lib\Release\bf_editor_space_view3d.lib'
>>
>> On 13 May 2011 20:23, Campbell Barton  wrote:
>>> Patch for camera view locking.
>>> Access from View panel under the "Lock to Cursor" button,
>>>
>>> http://codereview.appspot.com/4528068/
>>>


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[Bf-committers] Patch for OSX Info.plist file problems with SCONS builds.

2011-03-29 Thread Mike S
Hi,

Info.plist file  in blender and blenderplayer on OSX using scons have been 
missing for some time.
This patch fixes the fault in the generation of build date stamps for the 
Info.plist contents.

http://projects.blender.org/tracker/index.php?func=detail&aid=26660&group_id=9&atid=127

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[Bf-committers] Collada -Node- Joints issue?

2011-01-27 Thread Mike S
Hi all,

Just a quick observation on the current import/export of armatures from 
blender.

At the moment importing a set of NODES of type JOINT treats the last N-J 
as a head of a blender bone rather than the tail of the last. A similar 
issue wioth the export of such files.

If you try the COLLADA test cases for 1.4.1 at the site below 
(skintest_1_ID.dae for example) you will see that blender imports the 
terminating N-J (or N -- should be the same but not nessesarily skinned) 
as the head of a final bone rather than the tail of the last. This 
results in an extra bone compared to the original (see jpg in the folder 
for the test scene in Maya)  This last bone is given the defualt Z-UP 
orientation and a length generated by some means. (default in 2.49 for 
this situation is in the same direction as the last bone -  but still 
generates the extra bone over that desired)

http://collada.org/owl/browse.php?sess=0&parent=41&expand=1&order=name&curview=0&sortname=ASC

It is obvious from the test file and the attached jpg that this is not 
what was intended.


When imported into current 2.56 r34525 this results:
http://www.pasteall.org/pic/8375

when this file is imported into 2.49b this results:
http://www.pasteall.org/pic/8376



Using as DAE generated (2.56) from this blend file:
http://www.pasteall.org/blend/4968

reimported results in this for 2.56 ::
http://www.pasteall.org/pic/8377

and this from 2.49b::
http://www.pasteall.org/pic/8378


Thus I believe the correct interpretation of a set of nodes, 
nodes-joints is that the last (leaf?) is a terminating end of a skeleton 
not the start of another bone.  I may have interpreted this incorrectly 
but to me that seems the intent of the test files and demos on the 
Collada website seem to be.

Perhaps Remi Arnaud may like to comment on the intent of these files?

Cheers

Mike.




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Re: [Bf-committers] Blender developer meeting, sunday 12 dec, 2010

2010-12-12 Thread Mike S
A good technical free font is STIX

http://www.stixfonts.org/

Covers Latin plus most of the extended latin with macrons, cedilli etc 
etc plus huge number of maths features and Greek and Gyrillic glyphs

Mike.

On 13/12/10 12:37 PM, Hart's Antler wrote:
> A font with good unicode coverage would be nice to have.
>
> --- On Sun, 12/12/10, Ton Roosendaal  wrote:
>
> From: Ton Roosendaal
> Subject: [Bf-committers] Blender developer meeting, sunday 12 dec, 2010
> To: "bf-blender developers"
> Cc: edit...@blendernation.com
> Date: Sunday, 12 December, 2010, 8:52 AM
>
> Hi all,
>
> 1) projects.blender.org
>
> - Trackers and projects.blender.org migrated
>
> - We had some bad luck with a server hanging, but that's solved now.
>
> - todo: SCM viewer for browsing svn history. Will come back early
> january (?)
> (tip: use svn annotate for checking files)
>
> - todo: searching for open reports assigned to specific person
>
> Issues for the trackers or website can be posted here:
> http://projects.blender.org/tracker/index.php?group_id=8&atid=121
>
>
> 2) 2.5 issues
>
> - Time for a new official beta! Proposal: announce on 26th, release
> midweek after.
> Question: are release builders available in this holiday season?
>
> - Ton will now for real work on the official regression test update! A
> version of it should be in the GSoX unit-test project.
>
> - Dalai proposes to replace the ancient built-in vector font with a
> more modern (and official free) one. We can even include a couple?
> Waiting for proposal...
>
> - Work on UI "Style" system is a todo, and will allow loading own font
> sets, and assign to UI items like panels, menus, buttons, labels.
>
> - Tracker work (bug fixing) goes excellent. We're getting more time to
> move attention to the long todo in wiki.blender.org now.
>
> 3) Other projects
>
> - Francesco Siddi is working on the WP theme and layout for
> code.blender.org.
> Estimated release is this week!
>
> -Ton-
>
> 
> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
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[Bf-committers] Patch :: typos in attenuation property - rna_sequencer.c

2010-11-28 Thread Mike S
http://www.pasteall.org/17195/

Mike.S
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[Bf-committers] Patch 24829 ::: CMakeList.txt mod to correctly add XCODE flags for OpenMP support.

2010-11-20 Thread Mike S
Patch here.

Thanks to sambler on IRC for directives and help.

https://projects.blender.org/tracker/index.php?func=detail&aid=24829&group_id=9&atid=127
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Re: [Bf-committers] bind poses in Blender for the Collada 1.4.1 plugin

2010-11-18 Thread Mike S
On 19/11/10 9:38 AM, Alex Combas wrote:
> On Thu, Nov 18, 2010 at 1:34 PM, Stefano Corazza  wrote:
>
>> Dear all,
>>
>> We are working on a Collada import plugin for Blender that we would like
>> to include in the general release.
>>
>> Emiliano Gambaretto here at Mixamo is the lead developer of this effort.
>> We have a few questions that are related to bind/rest pose and how they
>> are handled in Blender vs Collada.
>>
>>
>> Can you respond confirming these statements?
>>
>>
>
> Sorry if this is a silly question, but do you mean you are working on
> improving the existing Collada importer/exporter which Blender has?
> Or do you mean you are going to work on something completely new?
>
> Here are the build instructions for the existing Collada importer/exporter.
> http://wiki.blender.org/index.php/User:Kazanbas/Building_Collada_Branch
>
> I build with this feature regularly, and while it is still not complete (no
> animation) it does work reasonably well in general.
>

Hi all,

I agree with Alex, splitting effort into two seperate bodies of 
work...one only for import, is a bit pointless.

Nathan has added the framework and a lot of the functionality. It just 
needs some debugging ( skinning is a problem at the moment and armatures 
have some wierdness about them by themselves.  ) General mesh 
import/export works reasonably well except for some cases of complex 
meshes when bits can be dropped (sketchup type imports messy:( [[a 
lot of that is how sketchup works internallyno shared vertices..all 
seperate faces!]])

typical examples in the bug data base are::

https://projects.blender.org/tracker/index.php?func=detail&aid=24359&group_id=9&atid=498

https://projects.blender.org/tracker/index.php?func=detail&aid=24265&group_id=9&atid=498

https://projects.blender.org/tracker/index.php?func=detail&aid=24197&group_id=9&atid=498


I am trying to work through a few of the errors by trying to trace code 
and examining dae output files from a few simple test cases. Its hard 
work as I'm not a super programmer or have much experience with collada. 
It would be better if experienced collada users pooled with the current 
effort.

Cheers

Mike S.

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Re: [Bf-committers] Missing bug report : 24655

2010-11-16 Thread Mike S
On 16/11/10 7:10 PM, Nathan Letwory wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> On 16.11.2010 4:39, Mike S wrote:
>> Hi all,
>>
>> just wondering if anyone can see this bug report at all? It seems to
>> have vanished (not just closed or on hold but gone for me). I was going
>> to add some more information about other related behaviour experienced
>> that may be useful in determining the cause.
>
> It has been apparently moved to a different tracker:
> https://projects.blender.org/tracker/index.php?func=detail&aid=24655&group_id=9&atid=231
>
> /Nathan

Ahh there it is ... thanks Nathan.


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[Bf-committers] Missing bug report : 24655

2010-11-15 Thread Mike S
Hi all,

just wondering if anyone can see this bug report at all? It seems to 
have vanished (not just closed or on hold but gone for me). I was going 
to add some more information about other related behaviour experienced 
that may be useful in determining the cause.

Mike.



On 12/11/10 3:13 AM, nore...@projects.blender.org wrote:
> Blender 2.5 Bug Tracker item #24655, was opened at 11/11/2010 06:41
> You can respond by visiting:
> http://projects.blender.org/tracker/?func=detail&atid=498&aid=24655&group_id=9
>  
>
> Or by replying to this e-mail entering your response between the 
> following markers:
> #+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+

Hi , Damien, Ton,
I upgraded to 10.6.5 and ran tests again. Same issue.

It looks like to me (still trying to learn blender insides) that the 
"temp" window retains the image size from the last window into which the 
new content is put.

IF you ever so slightly resize the "temp" window at all Before opening 
the new one the result is good. This works in either direction. Ren-> 
User or User-> Ren

Mike.

#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+#+

Status: Open
Priority: 3
Submitted By: Mike Sloman (mikes)
Assigned to: Damien Plisson (damien78)
> Summary: SVN r32966  - fixes "temp" screens being saved but has some 
> graphics issues
Resolution: Investigate
Category: Interface

Initial Comment:
BF-32991 OSX 10.6.4  i7 2.8GHz/8GB  ATI HD4850

The fix did remove the "temp" scenes settings from being created/saved 
but has some strange effects on graphics and window rendering.

Case 1 :: Screen refresh required to fix clutter after a "temp" window 
opened after another.

1. Start Blender

2. File->User Preferences to open user pref window.

3. Set Render->Display to New Window

4. press F12 to render

5. observe screen chaos http://www.pasteall.org/pic/6900

6. Similar chaos can be observed when reversing the order of opening 
"temp" windows.


Fix would be to redraw all after delete of a "temp" by creation of 
another "temp"

Case 2 :: Render window appears in User Prefs window after pressing F12 
even though Render is set to image editor.

1. File->  User Preferences  to open prefs window

2. With Render->Display set to "Image Editor" press F12

3. Render opens inside the User Preferences window instead of the Image 
Editor as requested.

4. Observe display like this :: http://www.pasteall.org/pic/6913



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[Bf-committers] missed spos ==> sx in r33056

2010-11-14 Thread Mike S

Will not compile on OSX ..and others :)

Index: source/blender/editors/space_file/file_draw.c
===
--- source/blender/editors/space_file/file_draw.c(revision 33057)
+++ source/blender/editors/space_file/file_draw.c(working copy)
@@ -561,16 +561,16 @@

  #ifndef WIN32
  /* rwx rwx rwx */
-file_draw_string(spos, sy, file->mode1, 
layout->column_widths[COLUMN_MODE1], layout->tile_h, align);
+file_draw_string(sx, sy, file->mode1, 
layout->column_widths[COLUMN_MODE1], layout->tile_h, align);
  sx += layout->column_widths[COLUMN_MODE1] + 12;

-file_draw_string(spos, sy, file->mode2, 
layout->column_widths[COLUMN_MODE2], layout->tile_h, align);
+file_draw_string(sx, sy, file->mode2, 
layout->column_widths[COLUMN_MODE2], layout->tile_h, align);
  sx += layout->column_widths[COLUMN_MODE2] + 12;

-file_draw_string(spos, sy, file->mode3, 
layout->column_widths[COLUMN_MODE3], layout->tile_h, align);
+file_draw_string(sx, sy, file->mode3, 
layout->column_widths[COLUMN_MODE3], layout->tile_h, align);
  sx += layout->column_widths[COLUMN_MODE3] + 12;

-file_draw_string(spos, sy, file->owner, 
layout->column_widths[COLUMN_OWNER] , layout->tile_h, align);
+file_draw_string(sx, sy, file->owner, 
layout->column_widths[COLUMN_OWNER] , layout->tile_h, align);
  sx += layout->column_widths[COLUMN_OWNER] + 12;
  #endif

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[Bf-committers] r33039 breaks blenderplayer build (OSX 64 at least)

2010-11-12 Thread Mike S
Hi all,


r33039 | blendix | 2010-11-13 01:06:58 +1030 (Sat, 13 Nov 2010) | 5 lines

Related to #24653: added scene.collada_export() function, to use instead 
of an
operator for external render engines, since operators should not be 
called in
the render() callback.

Causes this error (Scons and Cmake(xcode))


Linking program ==> 'blenderplayer'
Undefined symbols:
   "_collada_export", referenced from:
   _Scene_collada_export_call in libbf_rna.a(rna_scene_gen.o)
  (maybe you meant: _rna_Scene_collada_export_filepath, 
_Scene_collada_export_call , _rna_Scene_collada_export_func )
ld: symbol(s) not found
collect2: ld returned 1 exit status
scons: *** 
[/Users/mikes/Blender/BlenderDevelopment/blender-svn/build/darwin/bin/blenderplayer]
 
Error 1
scons: building terminated because of errors.


Either some link directives for libbf_collada.a and others need to be 
added or if this function is not used in blenderplayer the changes 
ifdef'd against a player build.

Mike.
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[Bf-committers] Ton's r32966 Fix for "temp" screen settings

2010-11-09 Thread Mike S
Hi Ton et al,

Hooray! for the fix accidentaly clicking on a temp* and having to quit 
blender to get out of it was a pain.

With the "only one temp screen" at a time method used it does cause some 
visual strangeness when trying to view user prefs window after having 
rendered (using "new window" option) as the render window is deleted.   
Perhaps a call to screen refresh (all areas) might be in order after the 
window delete. Otherwise you have to move the mouse around to trigger a 
cleanup on each area. See http://www.pasteall.org/pic/6900  just after a 
user prefs window was opened after the "new window" render was done.  
Doing it the other way around also produces some visual disturbance but 
not so bad.
Cheers,

Mike.
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[Bf-committers] Patch for recent change to background image Trans==> Opacity #32898

2010-11-06 Thread Mike S
Hi all,

recent patch #32898 changed the background from Trans to Opacity but did 
not change the actual draw function which was set up to take 
transparancy 0-1 values, Thus background image was shown when Opacity = 
0 rather than when = 1.

Mike.

Index: source/blender/editors/space_view3d/view3d_draw.c
===
--- source/blender/editors/space_view3d/view3d_draw.c   (revision 32906)
+++ source/blender/editors/space_view3d/view3d_draw.c   (working copy)
@@ -1340,7 +1340,7 @@
ED_region_pixelspace(ar);

glPixelZoom(zoomx, zoomy);
-   glColor4f(1.0, 1.0, 1.0, 1.0-bgpic->blend);
+   glColor4f(1.0, 1.0, 1.0, bgpic->blend);
glaDrawPixelsTex(x1, y1, ibuf->x, ibuf->y, 
GL_UNSIGNED_BYTE, 
ibuf->rect);

glPixelZoom(1.0, 1.0);


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Re: [Bf-committers] 2.55 beta AHOY!

2010-10-30 Thread Mike S
On 30/10/10 5:20 PM, Damien Plisson wrote:
> Mike,
> It is when building blender with the game engine enabled.
>
> Damien

Interesting.  I can build with 3.12 python with game engine enabled with 
both scons and cmake(to xcode) to a 64 bit version. Will try with 32 bit 
and see if that fails.

Mike.

> Le 30 oct. 2010 à 04:29, Mike S a écrit :
>
>> On 29/10/10 5:26 AM, Damien Plisson wrote:
>>> Done for the three OSX releases.
>>>
>>> Just note that they still include Python 3.1.1 as the lib builder has 
>>> encountered issues with building the 3.1.2 (it mainly caused problems with 
>>> the BGE).
>>>
>>> Damien
>>
>> Hi Damien,
>>
>> OK confused now Nathan has said on IRC that he uses python 3.12
>> source tarball for python build (windows I think).  I have compiled 3.12
>> from source for OSX with the one patch for the xmlrpc fix::
>>
>> " Oh, and if you bundle Python on your platform, please apply patch
>> found in http://bugs.python.org/issue9991, that'll save us some bug
>> reports on XMLRPC HTTPS support. "
>>
>> And this compiles ok as a lib (all 4 arch) and with blender. I dont use
>> the game engine...so is the problem with game engine after build
>> (playing games) or during the build process?
>>
>> Mike.
>>
>>
>>> Le 27 oct. 2010 à 13:53, Nathan Letwory a écrit :
>>>
>>>> -BEGIN PGP SIGNED MESSAGE-
>>>> Hash: SHA1
>>>>
>>>>
>>>>
>>>> Hi release builders!
>>>>
>>>> Over 340 bugfixes and more than 760 commits to trunk/ since 2.54 beta.
>>>> I've committed new splash, bumped versions and danced the tagging dance.
>>>>
>>>> Please checkout tags/blender-2.55-release at r32738 and start your
>>>> building engines. Notify me when you have your builds ready.
>>>>
>>>> Note: make sure you build against Python 3.1.2 and for OpenCOLLADA use
>>>> r771 or later from their SVN.
>>>> Note2: see Note
>>>>
>>>> /Nathan
>>
>>
>> ___
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>> http://lists.blender.org/mailman/listinfo/bf-committers
>
>

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Re: [Bf-committers] Screen-cast issues

2010-10-29 Thread Mike S
On 30/10/10 10:58 AM, Mike S wrote:
> On 30/10/10 10:37 AM, Andrew Green wrote:
>> In user preferences it has screen cast fps and frame speed. I thought
>> screencast fps was the fps of the video format. And the frame speed was how
>> many ms between adding a frame to the video.
>>
>> So I do not understand what the difference is between the 2 different fps
>> settings.
>
> Screencast only captures static images (png from memory) to your /tmp
> (unix/mac) or whatever your defualt dir is.  It is up to you to then use
> the VSE to create a movie format from those static images. This is done
> to minimise CPU time spent encoding video when you want nice UI performance.

Oops...I see now that the output from screencast is not fixed png but 
selectable by the render output type (never tried before:)!) . The 
screen capture rate is still determined by the capture settings in User 
Pref.  Possibly why they are seperate is to allow you to screen cast at 
lower rates and at the same time demonstrate setting up VSE or render 
settings to another value?

All the action is here:::
source/blender/editors/screen/screendump.c

The problem mentioned below still occurs regardless of capture type. 
Trying to find out why.

> However at the moment there are a few bugs in screeencast. One
> particular is that if you change anything in the Last Operator panel on
> the toolbar ( "T" and at the bottom of that is the last operator) it
> will cancel your screencast.
>
> Cheers,
>
> Mike.
>
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Re: [Bf-committers] 2.55 beta AHOY!

2010-10-29 Thread Mike S
On 29/10/10 5:26 AM, Damien Plisson wrote:
> Done for the three OSX releases.
>
> Just note that they still include Python 3.1.1 as the lib builder has 
> encountered issues with building the 3.1.2 (it mainly caused problems with 
> the BGE).
>
> Damien

Hi Damien,

OK confused now Nathan has said on IRC that he uses python 3.12 
source tarball for python build (windows I think).  I have compiled 3.12 
from source for OSX with the one patch for the xmlrpc fix::

" Oh, and if you bundle Python on your platform, please apply patch 
found in http://bugs.python.org/issue9991, that'll save us some bug 
reports on XMLRPC HTTPS support. "

And this compiles ok as a lib (all 4 arch) and with blender. I dont use 
the game engine...so is the problem with game engine after build 
(playing games) or during the build process?

Mike.


> Le 27 oct. 2010 à 13:53, Nathan Letwory a écrit :
>
>> -BEGIN PGP SIGNED MESSAGE-
>> Hash: SHA1
>>
>>
>>
>> Hi release builders!
>>
>> Over 340 bugfixes and more than 760 commits to trunk/ since 2.54 beta.
>> I've committed new splash, bumped versions and danced the tagging dance.
>>
>> Please checkout tags/blender-2.55-release at r32738 and start your
>> building engines. Notify me when you have your builds ready.
>>
>> Note: make sure you build against Python 3.1.2 and for OpenCOLLADA use
>> r771 or later from their SVN.
>> Note2: see Note
>>
>> /Nathan


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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [32764] trunk/blender: use PyImport_ExtendInittab for py module initialization rather then adding to sys .modules directly, no fun

2010-10-29 Thread Mike S
On 30/10/10 12:29 PM, Dalai Felinto wrote:
> Hi Campbell,
> this commit produced this error in CMake+MSVC:
> http://www.pasteall.org/16526
>
> Confirmed in scons+gcc by Bassam.
> Any clues?
>
> Cheers,
> Dalai

Simple missed name changes... Diff below compiles.

Mike.

Index: source/gameengine/Ketsji/KX_PythonInit.cpp
===
--- source/gameengine/Ketsji/KX_PythonInit.cpp  (revision 32764)
+++ source/gameengine/Ketsji/KX_PythonInit.cpp  (working copy)
@@ -2333,22 +2333,22 @@

  PyObject* initMathutils()
  {
-   return Mathutils_Init();
+   return BPyInit_mathutils();
  }

  PyObject* initGeometry()
  {
-   return Geometry_Init();
+   return BPyInit_mathutils_geometry();
  }

  PyObject* initBGL()
  {
-   return BGL_Init();
+   return BPyInit_bgl();
  }

  PyObject* initBLF()
  {
-   return BLF_Init();
+   return BPyInit_blf();
  }

  // utility function for loading and saving the globalDict





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Re: [Bf-committers] Screen-cast issues

2010-10-29 Thread Mike S
On 30/10/10 10:37 AM, Andrew Green wrote:
> In user preferences it has screen cast fps and frame speed. I thought
> screencast fps was the fps of the video format. And the frame speed was how
> many ms between adding a frame to the video.
>
> So I do not understand what the difference is between the 2 different fps
> settings.

Screencast only captures static images (png from memory) to your /tmp 
(unix/mac) or whatever your defualt dir is.  It is up to you to then use 
the VSE to create a movie format from those static images. This is done 
to minimise CPU time spent encoding video when you want nice UI performance.

However at the moment there are a few bugs in screeencast. One 
particular is that if you change anything in the Last Operator panel on 
the toolbar ( "T" and at the bottom of that is the last operator) it 
will cancel your screencast.

Cheers,

Mike.

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