Re: [Bf-committers] Ideas for Blender 2.7
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 ___ 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
Re: [Bf-committers] Regarding sticky coordinates removal from blender
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 ___ 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
Re: [Bf-committers] Regarding sticky coordinates removal from blender
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Tears Of Steel, No Blender Links
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/ ___ 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
Re: [Bf-committers] Keys to control mask feather
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Keys to control mask feather
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Keys to control mask feather
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Keys to control mask feather
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Inpaint node review
Not currently building for me on 64bit Linux: http://www.pasteall.org/33827 -NateW ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] libredcode
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Render Layer Proposal
You should be able to do this with the File Output node if I'm not mistaken. -Nate ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] A Couple Feature Requests
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 _ Look 'em in the eye: FREE Messenger video chat http://go.microsoft.com/?linkid=9734386 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers