Re: [Bf-committers] Ideas for Blender 2.7

2013-04-02 Thread Nate Wiebe
Really, the dev mailinglist is not the place to ask questions like this.

Setup a thread on the forums and I'm sure someone will gladly be able to
assist you.

-NateW


On Tue, Apr 2, 2013 at 2:14 PM, Halina Kumorek - Alexandrou 
halina1...@gmail.com wrote:

 
  Hi,
 

 I'm very very sorry. I didn't want and I don't want to be arrogant. I don't
 speak English very well and I sometimes have some problem to express what I
 think. Then, I knew that there is a bug tracker, but I thought that
 developers can also solve bugs themselves. Sorry again.
 Anyway, may I ask you why is the atmosphere brownish?

 Regards
 Alexandros Alexandrou
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Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Nate Wiebe
Unless I'm missing out on something, using project from view uvs is a
better solution and works with cycles.
On Sep 21, 2012 12:56 PM, Lockal S lockals...@gmail.com wrote:

 Why sticky coordinates were removed from blender? The original comment
 says that this feature was unavailable from blender UI, but in reality
 the only part of blender without support of sticky coordinates was
 cycles. This feature was quite popular since Andrew Price created a
 tutorial about camera mapping at
 http://www.blenderguru.com/videos/camera-mapping/ .

 Not speaking of BCON4, but at this point people would loose all the
 data about sticky mapping in their blend files. I hope r50789, r50790
 and 50791 will be reverted or fixed some other way as soon as
 possible.

 Cheers
 Sv. Lockal
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Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Nate Wiebe
On Fri, Sep 21, 2012 at 3:12 PM, Lockal S lockals...@gmail.com wrote:
 Project from view ignores the scale and aspect of camera. Additional
 uv tweaking is needed to match the scale of original image.

2 easy work arounds for this:

1) Match the image to the aspect ratio of the camera by cropping before hand.
2) Do some simple math to scale the UVs by the Y axis. I'm probably
going to add this to my script to automagically calculate the right
ratio for the UVs.

Why is this solution better than stickies? Because you can modify and
tweak if wanted/needed AND it works with Cycles.
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Re: [Bf-committers] Tears Of Steel, No Blender Links

2012-08-15 Thread Nate Wiebe
Or that there's no RSS feed...

-NateW
On Aug 15, 2012 3:43 PM, Knapp magick.c...@gmail.com wrote:

 I was just going through the TOS website and saw that there is almost
 no way to know that it has anything to do with Blender! I feel that it
 should have a link back to the Blender home page on every page and at
 least a blender logo at the top. Or, is there some legal reason not to
 do so?? I think this film and its web site are one of the biggest
 advertising possibilities for Blender this year but it is not being
 used fully, IMOHO. This is a Blender movie, lets push it!

 --
 Douglas E Knapp

 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

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

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] Keys to control mask feather

2012-07-22 Thread Nate Wiebe
On Sun, Jul 22, 2012 at 12:50 PM, Campbell Barton ideasma...@gmail.com wrote:
 Hi, I don't really follow your rationale - current keys are not ideal,
 I can accept this but would like to see clearer explanation of whats
 wrong with current system.

I don't think anything is wrong with the system, but just the keys
need to be changed.

I'm thinking the easiest solution would be to simple change the
current keys to ALT. I think that should solve most of the problems.
Is there any case where ALT would not be suitable?

-Nate
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Re: [Bf-committers] Keys to control mask feather

2012-07-22 Thread Nate Wiebe
Forgot to include this in my last email:

Another plus to using ALT for all of the said actions, would be to
unify feather modifications to 1 key. Makes it easier when using. If
you know you're modifying the feather you can use alt, you don't have
to think about what stage you're in. I know it sounds trivial, but
once again, new users will find it much easier.
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Re: [Bf-committers] Keys to control mask feather

2012-07-22 Thread Nate Wiebe
 Im not all that happy with mask allowing left mouse selection - as you
 say it gives conflicts with shift+select.
 IMHO we should remove that functionality but thats a bigger discussion.

 +110%. Blender has a relatively (like it or not) universal consistency
 with the right click to select. Breaking this internal consistency
 here is likely sub optimal. Are there options here?

I usually use RMB to select, and I do know that the last example I
used was not very good. I'd be fine with completely removing LMB
select to make everything consistent. But my main focus to to make
this key issue consistent with the rest of blender. We need to have a
good unified key for this. So far the best option IMO is ALT. I'm free
and open to suggestions, but this needs to be decided on before the
next release.

-NateW
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[Bf-committers] Keys to control mask feather

2012-07-20 Thread Nate Wiebe
Currently the hotkeys for controlling the mask feather are a bit
strange. Many will feel this is a relatively small issue that doesn't
need attention, but because of things like muscle memory and
tutorials, it's never a good idea to let bad hotkeys last in a piece
of software. I'll break it into three parts and give reasons why this
should be changed in order to fit into blenders keymap better. I'll
also include a small summary for those that don't want to read why.

Summary:

Initially exposing mask: Currently SHIFT, should be moved to ALT
Creating new mask point: Currently SHIFT, should be moved to ALT
Uniformly moving all mask points: Currently CTRL, should be moved to ALT
Extra: CTRL is used for snapping, SHIFT is used for making accurate adjustments.

Explanation:

Control over the feather needs to be moved over to one key, so if you
know you want to work with the feather, you know it's a certain key.
ALT was suggested by Sergey during a discussion on IRC. Now for
specific reasons:

Initially exposing mask:
When first working with feather, you need to expose it. Currently this
is with the SHIFT key. It moves all mask points uniformly. The thing
that throws you is that after this first operation, to get the same
effect of moving all point uniformly, you have to use the CTRL key,
not SHIFT.

Creating new mask points:
In other parts of blender, you select multiple thing using the SHIFT
key, in the mask it does work if you use the RMB, but you can also
select points using the LMB. Personally, I've added points
accidentally, and if later down the road we get the ability to move
selected mask points at the same time, this would be nice to be able
to SHIFT click without accidentally creating a new point. (But I do
realize this would be human error)

Uniformly moving all mask points:
This switches from SHIFT after the first operation. It feels kind of
awkward not because of the key, but because you're using different
keys for the same operation.

Extra: Talking with Campbell, he'd like to have snapping in place in
the future, which would require the CTRL key. Also I'd like to see
SHIFT for more accurate feather movements implemented in the future.
In order for these to actually take place, we need to move to a new
key. The only one that makes sense is ALT.

I'd like to hear any suggestions if anyone has a better idea, or if
any of my concepts are flawed. I feel we need to nip this in the bud.
Solving this sooner than later makes it easier to switch.

-NateW
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Re: [Bf-committers] Inpaint node review

2012-07-15 Thread Nate Wiebe
Not currently building for me on 64bit Linux: http://www.pasteall.org/33827

-NateW
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-12 Thread Nate Wiebe
I agree with Bartek, and having some kind of hover over socket and the name
of the socket is somehow displayed would be amazing.

-NateW
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[Bf-committers] libredcode

2012-02-19 Thread Nate Wiebe
Forgive me if this is the wrong mailing-list.

I noticed that Camalot AV Facilties sponsored a Red Epic for the filming of
Mango. So my questions are:

Will libredcode be updated to support the newer firmware and .R3D codec?

or

Will a new library (perhaps Red's API) be integrated into blender?

or

Will another application be used to convert R3D files into say EXR's?

or

How will the RAW camera footage be used in blender? (Because it seems kind
of a waste if the raw data isn't used)

-NateW
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Re: [Bf-committers] Render Layer Proposal

2012-01-16 Thread Nate Wiebe
You should be able to do this with the File Output node if I'm not mistaken.

-Nate
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[Bf-committers] A Couple Feature Requests

2010-07-26 Thread Nate Wiebe

A couple of things that would be nice to see is the ability to easily 
move along the normal when grabbing. Perhaps while grabbing press N. 
Currently when you extrude it will extrude along the normal, and you can
 use the 3D manipulators to move along the normal, but it would be much 
faster to be able to constrain to the normal while grabbing.

Secondly,
 it would be great to use other unit systems in the transform toolbar 
while in edit mode. Currently when using imperial and metric, you can 
use that unit system throughout blender, but if I want a specific vertex
 at say (1in, 3in, 2in) I can't set it there when looking at the 
transform tool in the toolbar (N key). Right now there is no good way to
 do this.

Lastly, this one isn't as critical as I think the two 
above are, is to do with the Video Sequence Editor. I work with 60fps 
video very frequently and export at 24fps. When I import a video, the 
video strip is 2.5 times longer than the audio strip. And every single 
video strip, I have to use the speed control plugin. This wastes an 
extra layer per video clip, as well as makes the strips longer than they
 should be, not to mention makes it very messy. It would be very nice to
 move the speed control plugin to the strip properties bar (N key) as 
well as make the strip dynamically change length depending on how many 
frames the final speed would take up. It would also be nice to have an 
option for it to automatically figure out the correct speed since most, 
if not all, videos have the fps in the metadata. It would be a simple 
calculation (InFPS / OutFPS). This would make it easier to have the 
correct video speed, would help clean things up, save layers and space, 
and would still be animate-able using keyframes.

Those are a few ideas that I think would be a huge benefit and would help make 
life a bit easier.

-NateW
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