[Bf-committers] opencl benchmark results

2014-02-21 Thread Patrick Shirkey
Hi,

For those of you who are interested real world results for ffmpeg with
opencl we have run some benchmarking tests across our cluster.

We have found that leveraging opencl with ffmpeg gives us upto 4566
DP-MFLOP on a single machine.

Adding in the OpenCL component (GPUs) gives us around a 64% speed boost on
AMD A4's.
We got upto 400% increase on our intel machines (with alot of NVidia CUDA
cores).

We also noticed that essentially the same AMD/ATI card on a different bus
(AGP-8 versus PCI-E) only picked up an extra 6% in speed.

So clearly the recent work on the opencl integration with ffmpeg has
provided some real world dividends.

Just for the record our local cluster is clocking in around 20GFlops with
the opencl code in the mix. We haven't added in the cloud servers though
so that number is low.

While we are not a not a threat to the big players, combining resources
within the wider open source community creates a very serious competitor
that shouldn't be ignored.


Cheers

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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-17 Thread Patrick Shirkey
On Mon, June 18, 2012 3:16 am, Nahuel Belich wrote:
> Big plus for those two 1++ 
> some deep interaction of the dynamic sistems and particles will be
> aprecieted by a great plart of the comunity. Did someone check
> on http://physbam.stanford.edu/  i didn`t find any info about license so
> im not sure if this package would be usefull at all 
> An other imoprtant thing its an asset manager, how to keep track on every
> asset material, texture, link, etc  purge unused data blocks it would be
> usefull to. 
>
>


I would like to see more work done to integrate blender with cube engine.
Specifically exporting fully rigged models with the basic set of movements
 defined. Perhaps that is a usability issue but it is currently a very
difficult procedure and I have been using blender for a few years.

I recently attempted that with the Big Buck Bunny models and it was a very
painful process.


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>
>
> 
>  De: Gianmichele Mariani 
> Para: bf-blender developers 
> Enviado: domingo, 17 de junio de 2012 21:10
> Asunto: Re: [Bf-committers] The Future of Blender Projects WAS meeting
> notes
>
> Main focus for 2.7/.8 series? A full dependency graph for sure. Possibly
> bring more nodes into the core of blender (particles, rigging, fx)
>
>
>
>
> On Mon, Jun 18, 2012 at 12:48 AM, Mike Belanger
> > wrote:
>
>> I'm really happy about the last few years of Blender development.  But I
>> sort of miss the built-like-a-tank stability of 2.4x series.  It'd be
>> nice
>> to focus on stability, bug-fixes for a while.
>>
>> I know that isn't as cool as an open-project though :P
>>
>> Mike
>> On 2012-06-17, at 7:33 PM, Knapp wrote:
>>
>> >> - Ton also invites people to think of post 2.6 projects. A special
>> focus for 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on Blender
>> itself (no open movies!).
>> >>
>> >
>> > Could you enplane this a bit more?
>> >
>> > IMO VERY HO
>> > I would like to see a project that pushes fog, clouds, sea, smoke and
>> > water effects and unifies them. Perhaps a classic Greek / Roman
>> > sailing adventure?
>> > Integration of Particles and Array mods could use some work.
>> > --
>> > 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] The Future of Blender Projects WAS meeting notes

2012-06-18 Thread Patrick Shirkey

On Mon, June 18, 2012 8:55 am, Campbell Barton wrote:
> @Patrick Shirkey,
> please don't request specific features on this thread - this has the
> effect of turning all planning threads into wish-lists which active
> devs tend to skip reading & not take so seriously.
>
> This is a developer list - if you want some specific engine or one
> feature back from 2.4x you can code it right?
>

Of course.

>
> What you _could_ suggest is an api for game engines to be more easily
> integrated - so adding engine support worked better (something Apricot
> project was supposed to resolve but didn't really).
>

I was attempting to make the point that the whole process of exporting a
model with an active rig is not obvious. I used cube/iqm as an example but
I think it applies across the board. It seems to be an interface/usability
issue. From my research it also seems that it is a low priority for
developers but I think it would be a very powerful project to have some
renewed focus on as blender could be used to spit out whole armies in
batch mode. In that regard I am more than willing to discuss some possible
improvements but I am not sure that this list is the correct place to
discuss such interface issues.

An API to integrate games engines more effectively is definitely a good
thing(tm). Perhaps they go hand in hand?


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> On Mon, Jun 18, 2012 at 7:09 AM, Patrick Shirkey
>  wrote:
>> On Mon, June 18, 2012 3:16 am, Nahuel Belich wrote:
>>> Big plus for those two 1++
>>> some deep interaction of the dynamic sistems and particles will be
>>> aprecieted by a great plart of the comunity. Did someone check
>>> on http://physbam.stanford.edu/  i didn`t find any info about license
>>> so
>>> im not sure if this package would be usefull at all
>>> An other imoprtant thing its an asset manager, how to keep track on
>>> every
>>> asset material, texture, link, etc  purge unused data blocks it would
>>> be
>>> usefull to.
>>>
>>>
>>
>>
>> I would like to see more work done to integrate blender with cube
>> engine.
>> Specifically exporting fully rigged models with the basic set of
>> movements
>>  defined. Perhaps that is a usability issue but it is currently a very
>> difficult procedure and I have been using blender for a few years.
>>
>> I recently attempted that with the Big Buck Bunny models and it was a
>> very
>> painful process.
>>
>>
>> --
>> Patrick Shirkey
>> Boost Hardware Ltd
>>
>>
>>
>>>
>>>
>>> 
>>>  De: Gianmichele Mariani 
>>> Para: bf-blender developers 
>>> Enviado: domingo, 17 de junio de 2012 21:10
>>> Asunto: Re: [Bf-committers] The Future of Blender Projects WAS meeting
>>> notes
>>>
>>> Main focus for 2.7/.8 series? A full dependency graph for sure.
>>> Possibly
>>> bring more nodes into the core of blender (particles, rigging, fx)
>>>
>>>
>>>
>>>
>>> On Mon, Jun 18, 2012 at 12:48 AM, Mike Belanger
>>> >>> wrote:
>>>
>>>> I'm really happy about the last few years of Blender development. 
>>>> But I
>>>> sort of miss the built-like-a-tank stability of 2.4x series.  It'd be
>>>> nice
>>>> to focus on stability, bug-fixes for a while.
>>>>
>>>> I know that isn't as cool as an open-project though :P
>>>>
>>>> Mike
>>>> On 2012-06-17, at 7:33 PM, Knapp wrote:
>>>>
>>>> >> - Ton also invites people to think of post 2.6 projects. A special
>>>> focus for 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on
>>>> Blender
>>>> itself (no open movies!).
>>>> >>
>>>> >
>>>> > Could you enplane this a bit more?
>>>> >
>>>> > IMO VERY HO
>>>> > I would like to see a project that pushes fog, clouds, sea, smoke
>>>> and
>>>> > water effects and unifies them. Perhaps a classic Greek / Roman
>>>> > sailing adventure?
>>>> > Integration of Particles and Array mods could use some work.
>>>> > --
>>>> > 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
>>>> >
>>>> &g

Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-18 Thread Patrick Shirkey

On Mon, June 18, 2012 9:47 am, Campbell Barton wrote:
> On Mon, Jun 18, 2012 at 9:38 AM, Patrick Shirkey
>  wrote:
>>
>> On Mon, June 18, 2012 8:55 am, Campbell Barton wrote:
>>> @Patrick Shirkey,
>>> please don't request specific features on this thread - this has the
>>> effect of turning all planning threads into wish-lists which active
>>> devs tend to skip reading & not take so seriously.
>>>
>>> This is a developer list - if you want some specific engine or one
>>> feature back from 2.4x you can code it right?
>>>
>>
>> Of course.
>>
>>>
>>> What you _could_ suggest is an api for game engines to be more easily
>>> integrated - so adding engine support worked better (something Apricot
>>> project was supposed to resolve but didn't really).
>>>
>>
>> I was attempting to make the point that the whole process of exporting a
>> model with an active rig is not obvious.
>
> Could you explain what you mean by this? - for the developer or for the
> user?
> What should be changed/improved?
>

>From a Developer perspective it seems to be a bit hard to program for the
exporter API when someone like Eihrul has troubles with getting the iqm
exporter to work cleanly. That suggests to me that the learning curve for
getting things right is a bit steep.

>From a users perspective it's really quite difficult to export a skinned
and rigged model correctly. So that suggests the interface is too complex
or abstract. Perhaps there needs to be a wizard that steps through the
process.

>From an advanced user perspective I see no good reason apart from "no one
has had the time/money" that it is not possible to apply a set of standard
(preset) movements to any mesh (or mesh type). That would allow very quick
prototyping of potential models for game engines and virtual 3d
environments.

arm, finger, leg, toe, head, eye, mouth

These are rig configurations that are essential to exporting 3d models and
it seems like a glaring omission that Blender doesn't provide some sane
and well tested defaults which can be quickly applied by a normal user. If
they are already there then they are well hidden or abstracted.


> I used cube/iqm as an example but
>> I think it applies across the board. It seems to be an
>> interface/usability
>> issue. From my research it also seems that it is a low priority for
>> developers but I think it would be a very powerful project to have some
>> renewed focus on as blender could be used to spit out whole armies in
>> batch mode. In that regard I am more than willing to discuss some
>> possible
>> improvements but I am not sure that this list is the correct place to
>> discuss such interface issues.
>>
>> An API to integrate games engines more effectively is definitely a good
>> thing(tm). Perhaps they go hand in hand?
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[Bf-committers] rigging [was: Re: The Future of Blender Projects WAS meeting notes]

2012-06-18 Thread Patrick Shirkey

On Mon, June 18, 2012 12:59 pm, Campbell Barton wrote:
> On Mon, Jun 18, 2012 at 10:14 AM, Patrick Shirkey
>  wrote:
>>
>> On Mon, June 18, 2012 9:47 am, Campbell Barton wrote:
>>> On Mon, Jun 18, 2012 at 9:38 AM, Patrick Shirkey
>>>  wrote:
>>>>
>>>> On Mon, June 18, 2012 8:55 am, Campbell Barton wrote:
>>>>> @Patrick Shirkey,
>>>>> please don't request specific features on this thread - this has the
>>>>> effect of turning all planning threads into wish-lists which active
>>>>> devs tend to skip reading & not take so seriously.
>>>>>
>>>>> This is a developer list - if you want some specific engine or one
>>>>> feature back from 2.4x you can code it right?
>>>>>
>>>>
>>>> Of course.
>>>>
>>>>>
>>>>> What you _could_ suggest is an api for game engines to be more easily
>>>>> integrated - so adding engine support worked better (something
>>>>> Apricot
>>>>> project was supposed to resolve but didn't really).
>>>>>
>>>>
>>>> I was attempting to make the point that the whole process of exporting
>>>> a
>>>> model with an active rig is not obvious.
>>>
>>> Could you explain what you mean by this? - for the developer or for the
>>> user?
>>> What should be changed/improved?
>>>
>>
>> >From a Developer perspective it seems to be a bit hard to program for
>> the
>> exporter API when someone like Eihrul has troubles with getting the iqm
>> exporter to work cleanly. That suggests to me that the learning curve
>> for
>> getting things right is a bit steep.
>
> Exporting armatures is tricky - but I don't think the API has bad,
> more that we could use better docs, examples and possibly add some
> helper functions (get the bone relative rest/pose in different spaces
> - its a common problem that different formats expect this data in
> different spaces).
> Note that we already worked on this area docs/helpers api functions at
> least... but could do more.
>
> see:
> http://www.blender.org/documentation/blender_python_api_2_63_release/info_gotcha.html#editbones-posebones-bone-bones
>
> http://www.blender.org/documentation/blender_python_api_2_63_release/bpy.types.Bone.html#bpy.types.Bone.vector
> also x_axis, center, children_recursive ... are helpers to make the
> api easier to use.
>
>
> However I think converting between different rig representations is
> also inherently difficult - especially when the format has for
> example, bones that dont have a length - or the length moves along a
> different axis then in blender.
>

I agree that it's inherently difficult. IMO, there is some distance to be
traveled before the way Blender handles this process can be considered
user friendly.


>> >From a users perspective it's really quite difficult to export a
>> skinned
>> and rigged model correctly. So that suggests the interface is too
>> complex
>> or abstract. Perhaps there needs to be a wizard that steps through the
>> process.
>>
>> >From an advanced user perspective I see no good reason apart from "no
>> one
>> has had the time/money" that it is not possible to apply a set of
>> standard
>> (preset) movements to any mesh (or mesh type). That would allow very
>> quick
>> prototyping of potential models for game engines and virtual 3d
>> environments.
>>
>> arm, finger, leg, toe, head, eye, mouth
>>
>> These are rig configurations that are essential to exporting 3d models
>> and
>> it seems like a glaring omission that Blender doesn't provide some sane
>> and well tested defaults which can be quickly applied by a normal user.
>> If
>> they are already there then they are well hidden or abstracted.
>
> Have you used rigify? Sounds like this should do what you want.
>

I saw it but it was not obvious to me how it is supposed to work. Even
after watching some video tutorials it stills seems confusing as there is
a lot of implied knowledge on how to handle blender, what if/ik is, how to
navigate the interface, etc...

While rigify is a good place to start it is still not obvious how to
export a "rigified" rig to an external format. For example unity provides
a convertor that strips off all the unnecessary rigging that rigify
creates before exporting. With other exporters they just silently or
obscurely fail. In the case of iqm and the Buck Bunny model I spent
several days

Re: [Bf-committers] rigging [was: Re: The Future of Blender Projects WAS meeting notes]

2012-06-18 Thread Patrick Shirkey

On Mon, June 18, 2012 2:44 pm, Dan Eicher wrote:
> The Big Buck Bunny rigs use the mesh deform modifier which I'd imagine
> isn't supported by any exporters -- could be wrong though.
>
> Basically rig-->deform mesh-->character mesh so you'd have to export
> the def mesh to  def mesh and have the armature drive
> that.
>
> I'm guessing that no game engine uses a harmonic-mesh whatever to
> drive a fps animated character?
>


Thanks for the info. I'll look into that soon.

IMO this kind of knowledge should not be required of the user to allow
them to export a rig. The system can and should notify the user when
issues like that are encountered. From a usability perspective Blender
falls short on these type of operations because it seems the main focus is
on power and flexibility at the expense of usability.

For example with the rigify system the user is given some default bones
but they are expected to know how to resize them, position them, attach
them, name them, generate the rig, potentially deform or remove
unnecessary settings before attempting to export.

All those steps between selecting a new arm rig and exporting could be
handled by blender taking out the guesswork and making an attempt at
handling the various steps for the user. Blender already knows all the
details so it is best placed to make perfect choices saving time and
effort for the user.

The rigging example is not the only place where these time savings could
be achieved.

It is nice for developers if they don't have to spend as much effort on
usability but it is a complete nightmare for normal users.  So, in
addition to planning for future development efforts usability should be a
prerequisite goal.

The massive amounts of development that have been undertaken over the past
4 years are really amazing. Burning some brainwaves on enabling Blender to
be as intuitive for users as it is for developers is not a waste of
effort. However it requires Developers to get inside the head of average
user and not just create stuff that works for them.

It's a fine balance for sure and I have no doubt that there will be
resistance to the general idea.

Stooopid users, Bah, who needs em!



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[Bf-committers] Kill da rabbit

2012-07-02 Thread Patrick Shirkey
Hi,

As mentioned previously I am spending some time with the Big Buck Bunny
cast. Some of you might be interested in recent progress.

http://iguanapro.com/cube/screenshot_58651.png


Cheers

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Re: [Bf-committers] could this be useful for blender ? opensubdiv

2012-08-07 Thread Patrick Shirkey

On Tue, August 7, 2012 12:45 pm, joe wrote:
> I'm not sure I trust the FSF on this; it has a history of exaggerating the
> restrictiveness of the GPL.

That's a very strange thing to say about the FSF.

>  If we want this library, we should consult a
> lawyer to be sure.

The FSF is pretty much a bunch of Lawyers.

>
> This site from 2008, http://www.opensourcelegal.org/?page_id=532 ,
> apparently thinks MS-pl is compatible with GPL v3, which I believe would
> cover our code (since we have the "or any later versions" GPL clause).
> However, that was written in 2008, and the link to the FSF's website is
> dead; not what I would call a reliable source.
>

Then why refer to it? It could be a propaganda site that was built by
Microsoft to further their agenda.

It is entirely reasonable to trust the FSF about GPL compatibility
especially when discussing a Microsoft License as theere is a long history
of M$ sabotaging projects and the last thing Blender needs is to give
Microsoft an opportunity to scuttle the ship.



> Joe
>
> On Tue, Aug 7, 2012 at 1:01 AM, Davis Sorenson
> wrote:
>
>> According to Wikipedia: (
>>
>> http://en.wikipedia.org/wiki/Shared_source#Microsoft_Public_License_.28Ms-PL.29
>> )
>> "According to the Free Software Foundation, it is a free software
>> license
>> but not compatible with the GNU GPL." [1]
>>
>> So of all the MS "shared-source" licenses it's the least bad, but still
>> GPL
>> incompatible. It looks very cool, apparently it's what Pixar uses in
>> production so I imagine it is quite good. :) I noticed this quote from
>> them
>> on the project site:
>> "Feel free to use it and let us know what you think through the github
>> site." [2]
>> Maybe it would be worth a try to contact them and ask them about using a
>> different license?
>>
>> [1] http://www.gnu.org/licenses/license-list.html#ms-pl
>> [2] http://graphics.pixar.com/opensubdiv
>>
>> Davis
>>
>> On Tue, Aug 7, 2012 at 1:48 AM, rsaave...@ono.com 
>> wrote:
>>
>> > Hi!,
>> >   I have just seen that pixar has released a parallel subdivision
>> > lib as "open" software and I was wondering if it would be interesting
>> > to use it in blender.
>> >
>> >   http://graphics.pixar.com/opensubdiv
>> >
>> >   It is
>> > released under Microsoft Public License, I haven't read the clausules
>> > of that license and if it is compatible with GPL, I can guess that it
>> > is not, but if somebody can ilustrate us ...
>> >
>> > --
>> > Rafael Rios
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[Bf-committers] External video input

2012-10-10 Thread Patrick Shirkey
Hi,

Sorry if this is not the right question for this list.

Is there anything specifically limiting taking input from external sources
and feeding that into the compositor?

Not specifically for rendering but more as a way to view some output from
another application without having to write it to disk.

I'm thinking specifically about feeding the output from a game engine into
Blender.

Would "videoJack" be appropriate for this task or can it be handled by an
existing camera input plugin?



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Re: [Bf-committers] Linux package maintainers

2013-01-02 Thread Patrick Shirkey

On Thu, January 3, 2013 5:04 am, Ton Roosendaal wrote:
> Hi all,
>
> In the past weeks I've noticed Linux package maintainers getting annoyed
> with Blender.
>
> Archlinux - check the comments:
> https://projects.archlinux.org/svntogit/community.git/tree/trunk/PKGBUILD?h=packages/blender
>
> Gentoo rant:
> http://blog.flameeyes.eu/2012/12/bloody-upstream
>
> We're not a typical (nor by origin) Linux project, getting sources built
> and distributed for Linux distros is not a priority among our active
> contributors.
>
> However, I'd like to see if there's people on this list who like to help
> out keeping things smooth for Linux distros? Also on Ubuntu Software
> Center Blender's way behind usually...
>


What kind of commitment are you looking for?




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Re: [Bf-committers] Linux package maintainers

2013-01-02 Thread Patrick Shirkey

On Thu, January 3, 2013 5:49 am, Ton Roosendaal wrote:
> Hi,
>
> Best commitments are by stakeholders, working on what's in their interest
> too :)
> I'm not capable of advising or coordinating that.
>

My interest is seeing Blender continue to make progress in a Linux
environment.

The arch and gento package maintainers clearly don't see the value of
having bundled libs but IMO it makes things a lot easier for people who
don't rely on the distro package maintainers for their updates or people
who are not able to keep pace with the latest package updates for whatever
reason. For example people who don't have broadband internet or people who
are running legacy systems and cannot update to newer distro versions.

I doubt there is an easy way to disable bundled libs if compiling for a
distro/from source but that seems like the only way to deal with this
problem short of making sure that every one who compiles Blender has
exactly the same libs installed on their system before they attempt to
compile.

Part of the reason for bundling libs is to minimise the hassle for the end
user. Package maintainers should understand that concept.




> -Ton-
>
> 
> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> On 2 Jan, 2013, at 19:27, Patrick Shirkey wrote:
>
>>
>> On Thu, January 3, 2013 5:04 am, Ton Roosendaal wrote:
>>> Hi all,
>>>
>>> In the past weeks I've noticed Linux package maintainers getting
>>> annoyed
>>> with Blender.
>>>
>>> Archlinux - check the comments:
>>> https://projects.archlinux.org/svntogit/community.git/tree/trunk/PKGBUILD?h=packages/blender
>>>
>>> Gentoo rant:
>>> http://blog.flameeyes.eu/2012/12/bloody-upstream
>>>
>>> We're not a typical (nor by origin) Linux project, getting sources
>>> built
>>> and distributed for Linux distros is not a priority among our active
>>> contributors.
>>>
>>> However, I'd like to see if there's people on this list who like to
>>> help
>>> out keeping things smooth for Linux distros? Also on Ubuntu Software
>>> Center Blender's way behind usually...
>>>
>>
>>
>> What kind of commitment are you looking for?
>>
>>
>>
>>
>> --
>> Patrick Shirkey
>> Boost Hardware Ltd
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Re: [Bf-committers] Linux package maintainers

2013-01-03 Thread Patrick Shirkey

On Thu, January 3, 2013 8:22 pm, Ton Roosendaal wrote:
> Hi,
>
> Yes it's two clicks away from the frontpage, and google lists it as first
> entry.
> It's not about that we don't provide the data or don't communicate, it's
> about trying to bridge the gaps between our and their communities.
>
> Blender users/devs here who are using Gentoo, Archlinux, Fedora, Ubuntu,
> etc could reach out and give some help. That's all :)
>

The list of complaints seem to be that they don't like the versioning
methodology for the bleeding edge releases and they don't like the bundled
libs (with unclear licenses) and copious amounts of patches that this fast
moving project requires to keep it moving forward. However if they don't
want to apply patches and maintain a separate tree they shouldn't be
complaining about the bundled libs.

The licensing issue should be very easy to solve. It seems the bullet
approach solves the issue with bundled libs and patches?




> -Ton-
>
> 
> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> On 3 Jan, 2013, at 3:44, Diego H. Borghetti wrote:
>
>> And the link:
>>
>> http://www.blender.org/download/source-code/
>>
>> Just go to www.blender.org -> Download Blender and then click on "Source
>> Code".
>>> From that page you also can access all the others versions.
>>
>> On Wed, 2 Jan 2013 14:43:57 -0700
>> Dan Eicher  wrote:
>>
>>> On Wed, Jan 2, 2013 at 2:06 PM, Thomas Dinges 
>>> wrote:
>>>
>>>> The sources are here: http://download.blender.org/source
>>>
>>>
>>> Wait, so what's the issue again?
>>>
>>> ...though perhaps there should be a link from the 'Download Blender'
>>> page
>>> because if you clink that link and it's not there then it must not
>>> exist.
>>>
>>> The only other arch complaint I see is about the letter suffixes (which
>>> do
>>> indeed wreck havoc on packaging systems) but that was discussed in
>>> depth
>>> previously.
>>>
>>> Dan
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>>
>>
>> --
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Re: [Bf-committers] Rigify addon causes error, error, error,....

2013-02-21 Thread Patrick Shirkey
As a preliminary step could we have a script to verify the function calls
in each addon are still valid on a daily basis.

Just iterate across every function definition and validate against the
latest repo to check if the variables/structure of the calls are correct?

If any breakages are found send en email to the addon maintainers so they
have a headsup on what they need to fix.


Patrick



On Fri, February 22, 2013 4:59 pm, Chad Fraleigh wrote:
> On Mon, Feb 18, 2013 at 9:12 PM, Campbell Barton 
> wrote:
>> On Mon, Feb 18, 2013 at 7:38 PM, Chad Fraleigh 
>> wrote:
>>> This question probably has already be discussed, but are there any
>>> plans to implement an addon deployment like mozilla applications
>>> (firefox/thunderbird/seamonkey 2.x) uses where the client (blender)
>>> can just browse a central http://addons.blender.org/ site (or
>>> something) and with a click or two, install/upgrade what they want.
>>> Then there would be few (or none) bundled by default. And if they are
>>> bundled, they would act as defaults (i.e. only if that plugin hasn't
>>> already been installed for the user, regardless of versions). Then
>>> newer addons could be published without needing to align with the
>>> blender release cycle.
>>>
>>> Making sure already installed ones are compatible with potential
>>> internal blender changes will still be an issue. But if addon
>>> deployers (assuming more than just core blender developers could
>>> maintain these addons) would keep what versions of blender that each
>>> of their addons (by version) are compatible with. From that a single
>>> metafile could be generate automatically/daily/whatever for blender to
>>> download/check (with user consent) automatically when it detects a
>>> different blender version installed.
>>>
>>> Maybe  .bap  (Blender Addon Package) files (which are just zipfiles)?
>>> =)
>>>
>>> And I assume python can be used [client side] to do all this, as-is,
>>> and that resorting to trying a [much?] harder C implementation could
>>> be avoided.
>>>
>>>
>>> -Chad
>>
>
>> Gaia Clary has a working online addon browser, I'm not sure of the
>> status right now though of if she intends to further develop it.
>
> Is there a link to a demo somewhere that would give an idea of what
> features it has?
>
>
>> As I see it. the issue with this is we end up having to write our own
>> package manager which is simple to begin with but gets complicated
>> fast
>> (consider existing extension repositories of mature applications -
>> firefox and eclipse for example).
>
> Are you specifically referring to the client side, server side
> repository data (no UI), server side HTML repository browser
> (read-only), and/or server side package CMS? The first two I expect
> are simple enough, the third more effort, and the last being the
> hardest (especially if updatable by "general users").
>
>
>> So we need someone to write & maintain it, then buy-in from existing
>> extension developers.
>
> As a transition, the core addons could stay in subversion with maybe
> just some metadata files added, but otherwise be maintained nearly the
> same.
>
>
>> Since we already have a hard time maintaining existing addons in
>> subversion, I'm not sure this would be a success at the moment.
>
> Is this because there aren't enough core developers to maintain them
> (including the contrib ones), or simply that they are "second class"
> code that is mostly ignored until someone wants to improve one (or
> something unexpectedly breaks due to an internal application change)?
>
> If it is a developer resource problem, then if the contrib ones could
> be more directly maintained by their contributors (instead of being
> quasi-part of blender's code), in the long term it could reduce the
> blender side maintenance (just like google doesn't "maintain"
> publisher's individual android apps much beyond allowing them
> add/update them on the google play site). If mainly for other reasons,
> then I guess there isn't as much of a maintenance benefit beyond
> offloading some contrib related codebase change requests.
>
> Also, I'm guessing that the addons, as-is now, aren't generally [some
> form of] unit test friendly to allow automated testing before each
> release (assuming manually testing all of them is even done now).
>
>
> I threw together a document (~14k text) of how I would envision (give
> or take) a [remote] repository based addon/p

[Bf-committers] [OT] Promoting FLOSS multimedia

2013-03-06 Thread Patrick Shirkey
Hi,

Apologies if this is OT for this list. I would like to find some content
creators for FLOSS multimedia.

Can you guys suggest people/companies who are actively creating multimedia
content with FLOSS tools?

I have a new project which is seeking to promote FLOSS multimedia and
companies/organisations that are part of the ecosystem.

Feel free to contact me directly to find out more or if you want some free
promotion for your FLOSS multimedia company.



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Re: [Bf-committers] GSoC 2013 - Motion Tracking

2013-04-25 Thread Patrick Shirkey

On Thu, April 25, 2013 10:43 pm, Vilem Novak wrote:
> As a new media artist, I can't resist to say something:
>
>
>
> new media artists and scientists need to find new ways how to use things
> and
> to experiment.
>
>  For this, they rather need an api than an integration which you are
> speaking about... 
>
>

Just as an FYI on the topic of API's I am working towards an extension of
JACK for sharing realtime 3d data across a modular environment. Intel devs
have expressed an interest in this for the Tizen platform and I expect to
be working with them to ensure integration.

You might be able to get Google interested in sponsoring some GSoC dev on
this project and I would be willing to mentor too. I think it would be
useful for motion tracking and several other production taks to enable
realtime 3d data sharing across multiple 3d engines and software anywhere
in the world. JACK is already cross platform and network enabled.

With a combination of JACK for audio, video (see salsaman - LiVes
contributions) and 3d data we can have a very powerful and flexible
modular realtime production system.

I have already mentioned this to the Makehuman crew so some of you may
already be aware of this recent development.



>
>
> The point is, they allready have it.
>
>  I have used blender many times in interactive art - with midi, various
> tracking and motion recognition systems. 
>
> And doing things regarding communication on the blender side was almost
> always the easiest part of the work, 
>
> and it never took more than a few hours to get connected to whatever
> device.
> You can use serial, network, simulate mouse... e.t.c. and I don't think
> you
> could make it easier, since the use is very different case by case.
>
> So, I think I would recommend you a different project for a whole
> summer...
> e.g. integrating Leap motion or something similar, if it has to be about
> hardware.
>
> But take this just as an opinion ;)
>


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Re: [Bf-committers] Blender online

2013-04-25 Thread Patrick Shirkey

On Fri, April 26, 2013 2:02 am, Ton Roosendaal wrote:
> Hi,
>
> Within our own roadmap there's the idea to add a new dedicated library for
> all file reading (and write), to formalize it with a "BPath" handle (a
> struct which can be in our data for all paths too), which solves and
> cleans issues we have now with paths in general (Windows vs posix file
> names), relative paths, remapping of paths, with network drives on
> Windows, or shortcuts as used in Windows and OSX.
>
> Once that's in place and stable, extending it to network access is
> possible too. However, it would need to solve security issues well then
> too.
>
> If you like to approach this project with as a target to get a patch or
> work accepted for a release, you best first come with a good design
> proposal. Just get an account on our wiki.blender.org for it?
>
> Good ways to discuss it would be our irc channel irc.freenode.net
> #blendercoders. Note everyone's quite busy now with a lot of students
> trying to get reviews for summer of code! At first I thought you also
> meant to do that? See frontpage blender.org.
>


I am approaching this idea focusing on JACK as the server model. I am
intending to use iqm as the initial open source data format.

http://jackaudio.org
http://lee.fov120.com/iqm/

Maybe there is some common ground?


> Regards,
>
> -Ton-
>
> 
> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> On 25 Apr, 2013, at 17:47, Moisés Bonilla wrote:
>
>> Good afternoon
>>
>> I'm about to start my final project for Computer Engineering. During a
>> brainstorming, I had the idea of giving Blender the ability to share
>> data
>> over the network, so that people could work on the same scene in real
>> time.
>> Investigating about it, I found out Verse Server and I thought "well,
>> it's
>> already done". But searching on the webpage and Blender forums, it seems
>> that Verse is a dead project.
>>
>> So I wanted to ask you: Is there any other project currently in
>> development
>> / use for 3d data sharing in Blender?
>>
>> If there's no such a project, I would like to start working on it during
>> this summer. Do I have to do any "formality", or simply fork the project
>> and start coding (roughly speaking)?
>>
>> Thanks.
>> --
>> Moisés J. Bonilla Caraballo
>> ___
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Re: [Bf-committers] Blender online

2013-04-25 Thread Patrick Shirkey

On Fri, April 26, 2013 7:38 am, Moisés Bonilla wrote:
> First of all, thanks for the quick response.
>
> Ton Roosendaal: That idea about the "normalized" file IO sounds good. Do
> you think that maybe I could start thinking about the case when two people
> starts with a empty scene and each one sends to the other simple commands
> (Create cube at ..., Rotate object ..., etc)?
>
> And no, although summer of code sounds interesting, I would prefer to
> "take
> it easy" for now :). Anyway, I should start by proposing the project in
> the
> wiki, isn't it?
>
> Patrick Shirkey: Sorry, but I'm not sure I understood well. Do you speak
> about 3D data sharing in real time or about retrieving a 3D file online?
>

I'm going for the realtime approach which also requires sharing data
across a network.


> Thanks!
>
>
> 2013/4/25 Patrick Shirkey 
>
>>
>> On Fri, April 26, 2013 2:02 am, Ton Roosendaal wrote:
>> > Hi,
>> >
>> > Within our own roadmap there's the idea to add a new dedicated library
>> for
>> > all file reading (and write), to formalize it with a "BPath" handle (a
>> > struct which can be in our data for all paths too), which solves and
>> > cleans issues we have now with paths in general (Windows vs posix file
>> > names), relative paths, remapping of paths, with network drives on
>> > Windows, or shortcuts as used in Windows and OSX.
>> >
>> > Once that's in place and stable, extending it to network access is
>> > possible too. However, it would need to solve security issues well
>> then
>> > too.
>> >
>> > If you like to approach this project with as a target to get a patch
>> or
>> > work accepted for a release, you best first come with a good design
>> > proposal. Just get an account on our wiki.blender.org for it?
>> >
>> > Good ways to discuss it would be our irc channel irc.freenode.net
>> > #blendercoders. Note everyone's quite busy now with a lot of students
>> > trying to get reviews for summer of code! At first I thought you also
>> > meant to do that? See frontpage blender.org.
>> >
>>
>>
>> I am approaching this idea focusing on JACK as the server model. I am
>> intending to use iqm as the initial open source data format.
>>
>> http://jackaudio.org
>> http://lee.fov120.com/iqm/
>>
>> Maybe there is some common ground?
>>
>>
>> > Regards,
>> >
>> > -Ton-
>> >
>> > 
>> > Ton Roosendaal  Blender Foundation   t...@blender.org
>> www.blender.org
>> > Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
>> Netherlands
>> >
>> > On 25 Apr, 2013, at 17:47, Moisés Bonilla wrote:
>> >
>> >> Good afternoon
>> >>
>> >> I'm about to start my final project for Computer Engineering. During
>> a
>> >> brainstorming, I had the idea of giving Blender the ability to share
>> >> data
>> >> over the network, so that people could work on the same scene in real
>> >> time.
>> >> Investigating about it, I found out Verse Server and I thought "well,
>> >> it's
>> >> already done". But searching on the webpage and Blender forums, it
>> seems
>> >> that Verse is a dead project.
>> >>
>> >> So I wanted to ask you: Is there any other project currently in
>> >> development
>> >> / use for 3d data sharing in Blender?
>> >>
>> >> If there's no such a project, I would like to start working on it
>> during
>> >> this summer. Do I have to do any "formality", or simply fork the
>> project
>> >> and start coding (roughly speaking)?
>> >>
>> >> Thanks.
>> >> --
>> >> Moisés J. Bonilla Caraballo
>> >> ___
>> >> 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
>> >
>>
>>
>> --
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>> Boost Hardware Ltd
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>>
>
>
>
> --
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Re: [Bf-committers] Blender online

2013-04-25 Thread Patrick Shirkey

On Fri, April 26, 2013 9:22 am, Brecht Van Lommel wrote:
> Hi,
>
> On Thu, Apr 25, 2013 at 11:38 PM, Moisés Bonilla 
> wrote:
>> First of all, thanks for the quick response.
>>
>> Ton Roosendaal: That idea about the "normalized" file IO sounds good. Do
>> you think that maybe I could start thinking about the case when two
>> people
>> starts with a empty scene and each one sends to the other simple
>> commands
>> (Create cube at ..., Rotate object ..., etc)?
>
> I think Ton misunderstood what you were proposing? Handling network
> paths is quite different from realtime sharing.
>
>> And no, although summer of code sounds interesting, I would prefer to
>> "take
>> it easy" for now :). Anyway, I should start by proposing the project in
>> the
>> wiki, isn't it?
>
> Yes, you can add make a wiki page about the project.
>
> But note that there's a reason Verse was never finished and
> integrated. If it's a research project where you create a proof of
> concept then it can work, but to make this ready for production use is
> problematic. That's because there are many different data structures
> and editing operations in Blender, and they weren't designed with this
> kind of thing in mind. It's quite possible to make it work for a small
> subset of those, but supporting this across Blender in a way that's
> reliable and maintainable probably requires a major redesign of
> Blender internals.
>

In the case of sharing a project or internal blender data over a network,
if there was a server/client API (jack-3d) the client could be notified as
updates to a working project are made from other clients and apply them
when the user is ready. It would require merging the data sets but that
could be handled outside of the Blender UI. Jack already has a basic
session API and network functionality.

Maybe I am missing something obvious though, in regards to Blender data.

My main focus is towards integrating blender with external 3d engines like
cube2, source, etc...

I think the Valve team and Intel devs would be interested in contributing
too if there was a serious interest from the wider Open Source multimedia
community. FYI, The MH devs have expressed interest in a plugin for
sharing data and controlling external apps/engines.

IMO leveraging the existing JACK API provides a serious headstart compared
to other methods. Perhaps the work done on Verse can also be merged to
help move things along even faster?




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Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-25 Thread Patrick Shirkey

On Fri, April 26, 2013 5:54 am, Juan Pablo Bouza wrote:
> If I'm not wrong, there where some guys in the Blender Conference that had
> developed a system where the program automatically detected the human
> shape, and was able to target a bvh rig to it. The name is Christophe
> POIREL, maybe you could get in contact with him and see if you can use any
> of his work or ideas.
>
> The way I see it (I'm the creator of BlenRig auto-rigging, now my site is
> down :p ) is that it would be cool no to just be able to generate a simple
> armature, but to develop a system that would also be able to retarget
> custom rigs. But well, a tool like that might be too specific, and maybe
> it wouldn't be worth the effort.
>
> Anyway, Zanqdo never used BlenRig, that's why he says that auto-rigging
> systems are not good enough for him... :p
>

I have used BlenRig and MakeHuman. They have two different methods for
applying a rig. I'm not sure of the specific method used in MH but they
have figured out how to apply various rigs to meshes more accurately than
my results with BlenRig.

You might also want to look there for some ideas.

What is currently missing is a way to transfer anims from one model with a
different scale to another model. I have made various tests with the
xonotic rig from MH and found that the official xonotic rigs are approx
2.5 times larger than the MH version and that causes stretching along the
z-axis.

http://iguanapro.com/cube/mh4-2.png
http://iguanapro.com/cube/mh4-3.png
http://iguanapro.com/cube/mh4-4.png
http://iguanapro.com/cube/mh4-5.png

A simple method for merging the anims from different models with the same
rig without stretching the mesh would be very useful. Then we could rig
the model with an arbitrary rig using the MH method and apply the anims
from other existing models with the same rig easily and quickly. My tests
so far have required me to export the rigs and anims from Blender in iqe
format and merge them manually to get the anims from one model to another
but that results in stretching.

MH already have a MakeRig plugin for blender that allows exporting a rig
bvh for use with their internal format and my plan is to ad an iqe/iqm
exporter to MH too which is one way to avoid stretching/scaling issues.



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Re: [Bf-committers] Blender online

2013-04-26 Thread Patrick Shirkey
s
>>> problematic. That's because there are many different data structures
>>> and editing operations in Blender, and they weren't designed with this
>>> kind of thing in mind. It's quite possible to make it work for a small
>>> subset of those, but supporting this across Blender in a way that's
>>> reliable and maintainable probably requires a major redesign of
>>> Blender internals.
>>>
>>> Brecht.
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Re: [Bf-committers] Blender online

2013-04-26 Thread Patrick Shirkey

On Sat, April 27, 2013 1:35 am, Sergey Kurdakov wrote:
> Hi
>
>>Maybe it's a better idea to create a simple online modeller, so people
> could create a sketch and then export it to .blend format?
>
> then take a look at this approach
>
> https://github.com/kripken/emscripten  see some results
> http://www.youtube.com/watch?v=XsyogXtyU9o
>
> cannot say, how much of Blender would compile to run this way, but as 1
> mln
> lines of C/C++ code was converted to run in browser, I think, it is
> possible to convert blender ( not sure on dependencies and python though
> ),

I think it would be very useful to have the option of working with Blender
in a browser but I don't think it is a requirement to achieve a functional
networked collaborative platform with Blender as a core component.

For use on tablets and other mobile devices it might be necessary to have
an html5 version of the interface. A lot of the functionality could be
handled by running Blender as a server side headless app and driving it
with an html5 frontend. Python allows for the separation of backend and
interface quite nicely. It may even be possible to run the current UI
toolkit in a browser.

To enable a fully modular production system I see JACK as the glue that
holds it all together. It would enable passing 3d data around a modular
environment in much the same way that audio/midi/video is now handled.
Textures would be an interesting challenge but it could be handled with a
centralised archive on the master server or in the same way that
audio/video is handled now.

Working with a model in Blender while viewing it instantly rendered in
multiple external 3d engines anywhere in the world would be a very
powerful production and collaboration tool. It would certainly rival
anything that proprietary solutions are claiming to offer.

Companies like Intel and Samsung are interested in this because it sells
more hardware. Less money spent by studios on proprietary software
(upwards of $80k per seat in some cases) means more money is available for
the hardware cluster and associated equipment. $80k worth of hardware will
get a studio a lot of rendering and processing power. Adding additional
processing power can be as simple as plugging in a new machine to the
network. Over the course of a couple of years a studio using this modular
system could build a very powerful rendering platform without retiring a
single machine due to hardware/software constraints or spending a cent on
proprietary licenses. It would also free up budget for bespoke development
which will inevitably be handled by the open source multimedia community.
As new functionality is built out by the contributing studios it would be
shared with the global community enabling everyone to move forward at a
quicker pace.

Eventually the singularity will be reached and we will all be able to
retire in comfort after having solved world hunger by discovering
unlimited supplies of energy thereby ensuring world peace too ;-)



>
>
> Regards
> Sergey
>
>
>
> On Fri, Apr 26, 2013 at 7:16 PM, Moisés Bonilla 
> wrote:
>
>> Wow, this grows fast.
>>
>> Some conclusions I reached until now:
>> * Better to take it as a concept project, instead of one for production
>> use.
>> * Work "only" on a subset of operations. Indeed, from the beginning, I
>> was
>> thinking only about 3D modelling. I forgot to mention that, sorry.
>> * Patrick Shirkey could be a great ally or a fierce competitor ;-)
>>

Just so you know I am not coming up with this on my own. I have some
pretty heavy weight brains behind me...

>> Maybe it's a better idea to create a simple online modeller, so people
>> could create a sketch and then export it to .blend format?
>>
>> Patrick Shirkey, so you would like to extend Jack (which is for audio)
>> to
>> 3D animation, profitting its basic
>> session API and network functionality, ins't it? In that case, yeah,
>> there
>> is a common ground.
>>

Nice to hear we might be onto something here. I propose using the iqm
format as the initial data format as it is well supported by multiple 3d
game engines including Valve's Source Engine and cube2.

http://source.valvesoftware.com
http://4-cube.com


>> Howard Trickey, indeed, when I first tried to describe the idea to a
>> friend, I said "It would be something like Google Docs, but with 3D
>> graphics" :P
>>
>> Thanks for the help, and sorry if i didn't answer to all of you!.
>>
>>
>>
>>
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Re: [Bf-committers] Blender online

2013-04-26 Thread Patrick Shirkey

On Sat, April 27, 2013 1:58 am, Campbell Barton wrote:
> This could be approached from a bit of a different direction then
> whats being discussed (unless I missed something).
>
> We had Verse and I used it once, it was novel but 2 people editing the
> same mesh at once IMHO is not so useful.
> But collaborative text document editing can be really great so -
> theres something to be said for supporting this kind of use case.
>
>
> Id suggest to first add support for reloading libraries while blender
> runs,
> this is often requested feature (requested for every open-movie) and
> we even support this in the game engine, so it should be possible to
> support.
>

What do you think is the biggest obstacle to achieving this step?

> After this is supported it can be extended to work for individual
> datablocks, and eventually have some clever support for syncing
> datablocks over a network for eg.

Do you see a place JACK in this stage?



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Re: [Bf-committers] Blender online

2013-04-27 Thread Patrick Shirkey

On Sat, April 27, 2013 2:41 pm, Alexandr Kuznetsov wrote:
> Hi.
>
> I had an idea for networking support for quite a while. I don't think
> that Blender will benefit from real time collaboration on the level of
> Google Wave. Humans don't function that way. It is impossible to edit an
> arm of a character while another artist is editing the leg of the same
> character. This leads to "real time" conflicts  which would had to be
> resolve often.

In some cases it would be useful to observe the progress of a specific
task in realtime. So that would be similar to share your screen type of
functionality without enabling multi editing. I don't see this as a
priority for networked collaboration but it is inevitable that others will
require it. As a producer it would be incredibly useful to be able to
remotely observe the progress each team member was making in realtime. It
would even be viable to build an observer mode which displays all team
members current state as thumbnails for a quick overview while allowing
the user to view in full screen too. I'm sure you don't need me to tell
you where that idea comes from ;-)


> Therefore, I think it best to implement support for existing distributed
> storage like git or svn. As they are open source, we can modify them for
> our needs.
> 1. Create generic file interface to support files on different storage
> systems like git, svn, and http as read only.
> 2. Resolve dependencies dynamically from network: oh, this.blend
> requires file depend.blend and ext.jpg  texture. Let me download them
> from the network.
> 3. Automatically check updated versions of file. Push edited versions
> back. If gsoc allows, add dynamic swiping  of library files (which user
> is not currently editing). For example, an artist working on a character
> animation can see that another artist changed lighting.
> 4. Add support for back up and forking through blender file explorer.
> 5. svn has horrible binary file support.  You can possibly investigate
> .blend format in order to make smaller diff files.
> 6. Resolve what to do when files are "opening" == downloading from the
> server. Interface hanging for 30 sec is unacceptable.
>

A lot of  thought has been expended on this front with the tube project,
they have settled on sparkle share in combination with git/svn.

http://urchn.org/post/pipeline-changes#more

A very recent development is distributed dropbox type functionality with
bittorrent.

http://blog.bittorrent.com/2013/04/23/bittorrent-sync-alpha-now-open-to-all/

However the Blender team have been working on this for quite some time now
so it seems that this has been solved so some degree already inhouse?


>
> About web interface. I'm porting Blender to OpenGL ES. The standard is
> very similar to WebGL, so we can get blender running when it is done. We
> need to create a javascript library that calls remote GL commands on a
> client's computer. Also, we need to create simple web server front end
> which replaces standard gl.h. Instead of calling glClear, the blender
> would simply send this command to the client.

This is a good news. Do you have some more details?

>The problem with this is
> latency... I have up to 25ms latency with web servers. For real time
> feedback it gives 40fps. Now imagine you have to process and send back
> signals. We are now looking for  20fps. The only way this will work, if
> studio has a server or it is nearby with good internet.
>

Latency issues are dependant on the amount of data being pushed around.
With cube2 we can collaboratively edit and film a map (set) in realtime
with 56k modems because it is just data. All textures and models are
stored locally. They have already implemented push/pull for the textures
and map objects. Other projects have successfully used netjack to manage
professional recording sessions in locations 1000's of km's apart with
multiple full bandwidth 48k audio streams.

So the issue is not so much the amount of latency but if the collaborating
teams can manage the latency effectively. Of course big pipes help a lot.


> Best,
> Alex
>
>
> On 4/26/2013 12:09 PM, Patrick Shirkey wrote:
>> On Sat, April 27, 2013 1:35 am, Sergey Kurdakov wrote:
>>> Hi
>>>
>>>> Maybe it's a better idea to create a simple online modeller, so people
>>> could create a sketch and then export it to .blend format?
>>>
>>> then take a look at this approach
>>>
>>> https://github.com/kripken/emscripten  see some results
>>> http://www.youtube.com/watch?v=XsyogXtyU9o
>>>
>>> cannot say, how much of Blender would compile to run this way, but as 1
>>> mln
>>> lines of C/C++ code was converted to run in browser, I think, it is
&

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Patrick Shirkey

On Tue, April 30, 2013 12:54 pm, Nathan Vegdahl wrote:
> For something like this to be really useful, I think it needs to be
> user-guide-able.  And even then, it would mostly be useful for
> background characters, not hero characters (which need fine tuning by
> an artist).
>
> I can imagine this being useful, for example, for fully automatic
> rigging of a crowd's worth of background characters.  But it would
> need to take guidance from the user regarding the style and morphology
> of the characters, and the topology, naming scheme, and alignment of
> the skeleton to be generated.  And honestly, I haven't a clue what
> that would look like.
>

It would look like makehuman

> In general, building base skeletons is not the bottleneck of rigging
> characters anyway.  And even if you want to make that faster, just
> having better/faster tools for doing it manually would get you more
> bang for your buck than automatic generation, I suspect.
>

Animating models is the current bottle neck. This is how I have achieved
it with a limited amount of success:


1: Create mesh and apply xonotic rig in makehuman
2: export model and rig to mhx with "Feet on Ground"
3: open blender
4: install iqe/qim exporter
5: install makehuman tools and mhx importer
6: import mhx to blender
7: export iqe of model/rig from blender
8: find and download original official xonotic model blend file
9: Open with blender
10: export model/rig/anims to iqe
11: open both iqe files in a text editor
12: extract anims from official xonotic models iqe file
13: add anims from official xonotic model to makehuman xonotic model
14: save mh iqe file
15: build iqm convertor tool from source
17: run iqm convertor tool on mh iqe file to create animated iqm file
18: import iqm file to external 3d game engine (cube2)

cube2 import steps
19: Place xxx.iqm file in packages/models/xxx  folder where xxx is the
name of the model
20: add iqm.cfg file and edit with correct commands for loading the iqm
21: add the model name and location to the map.cfg file
22: load the map in coop edit mode
23: load the model with the "newent mapmodel i" where i is the numerical
position of the model in the model list

additional steps for using animated model in cube2

24: make changes to some hardcoded function variables to allow loading new
animated playermodels
25: add new playermodel to the game config
26: load animated model as a playermodel or bot in coop edit mode


End result:

http://iguanapro.com/cube/mh4-2.png
http://iguanapro.com/cube/mh4-3.png
http://djcj.org/video/goblin-demo.mpeg


It's a very manual process and not very workable if building a crowd of
models in the thousands or hundreds of thousands like for ex. Massive from
Weta can do

There are also issues with scaling and position of the center of origin
between models. In this specific case cube2 doesn't (obviously) support
changing the center of origin of a model so it has to be handled before
exporting from mh/blender. I could not find an obvious method or tutorial
for changing the center of origin on a blender model. MH allows changing
it at export from origin at hips to feet on ground.

To cutdown on a lot of manual steps it looks like the way to go is to add
an iqe exporter to MH and
export the blend animations/rigs to bvh for inclusion in MH assets
archive. Then everything can be applied in MH before exporting to iqe
cutting out around 10 steps in the process. FYI, I am working on the MH
iqe exporter at the moment.


--
Patrick Shirkey
Boost Hardware Ltd



> --Nathan
>
>
> On Thu, Apr 25, 2013 at 9:02 AM, Alexander Pinzon Fernandez
>  wrote:
>> Automatic Skeleton Extraction
>>
>> Alexander Pinzon Fernandez
>>
>> Email: apinz...@gmail.com
>>
>>
>> Short description:
>>
>> The character animation is generally done with skeletons that control
>> each
>> joint in the character which drastically simplifies the animation
>> process.
>> The construction of the skeleton given a polygon mesh is a task
>> typically
>> performed by an artist. This project proposes to implement a method for
>> extracting the skeleton automatically given a polygon mesh.
>>
>>
>>
>> *Name*: Alexander Pinzon Fernandez
>>
>> *Email*: apinz...@gmail.com
>>
>> *IRC*: apinzonf
>>
>> *www*: http://apinzonf.wordpress.com/,
>> http://wiki.blender.org/index.php/User:Apinzonf
>>
>> *Additional Contact Info*
>>
>> *Phone*: +57 300 2 92 74 30
>>
>> *Physical Address*: Cr 81 H No 42a-58 sur Bogota-Colombia
>>
>>
>> Synopsis
>>
>> The character animation is generally done with skeletons that control
>> each
>> joint in the character which drastically simplifies the animation
>> proces

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Patrick Shirkey

On Wed, May 1, 2013 3:48 am, Nathan Vegdahl wrote:
>> It would look like makehuman
>
> Eh... I think I may be a bit confused.  The proposal is about
> automatically generating skeletons for an arbitrary model, but it
> sounds like the workflow you outlined doesn't automate that step at
> all.

The skeletons in MH are applied automatically to the mesh. The same
principal can be used for any mesh.

> What you've outlined is still cool, but it sounds orthogonal to
> what is currently being discussed, unless I'm misunderstanding
> something...?
>
> Moreover, unless I'm mistaken, Makehuman is specific to bipedal
> characters with roughly human characteristics.  Whereas the intent of
> the original proposal (unless I'm misunderstanding it) is to function
> for any morphology.
>

That was not clear to me. If it is for any shape then it will be a more
complex procedure to automate.

Either way the makehuman UI deals with the problem pretty damn efficiently.

1: Create mesh
2: Select skeleton from list of several options

Can it be made easier than that?

Or maybe the question should be is it worth the time and effort to develop
the code to automatically create a rig for any shape possible? I don't
know so I am genuinely interested in hearing of reasons for the original
poster to use his valuable time on such a task.

Creating an open archive of rigs for specific mesh shapes and using the
"makehuman" method to apply them to a model may be a better use of time
with a higher ROI.



> --Nathan
>
>
>
> On Tue, Apr 30, 2013 at 12:18 AM, Patrick Shirkey
>  wrote:
>>
>> On Tue, April 30, 2013 12:54 pm, Nathan Vegdahl wrote:
>>> For something like this to be really useful, I think it needs to be
>>> user-guide-able.  And even then, it would mostly be useful for
>>> background characters, not hero characters (which need fine tuning by
>>> an artist).
>>>
>>> I can imagine this being useful, for example, for fully automatic
>>> rigging of a crowd's worth of background characters.  But it would
>>> need to take guidance from the user regarding the style and morphology
>>> of the characters, and the topology, naming scheme, and alignment of
>>> the skeleton to be generated.  And honestly, I haven't a clue what
>>> that would look like.
>>>
>>
>> It would look like makehuman
>>
>>> In general, building base skeletons is not the bottleneck of rigging
>>> characters anyway.  And even if you want to make that faster, just
>>> having better/faster tools for doing it manually would get you more
>>> bang for your buck than automatic generation, I suspect.
>>>
>>
>> Animating models is the current bottle neck. This is how I have achieved
>> it with a limited amount of success:
>>
>>
>> 1: Create mesh and apply xonotic rig in makehuman
>> 2: export model and rig to mhx with "Feet on Ground"
>> 3: open blender
>> 4: install iqe/qim exporter
>> 5: install makehuman tools and mhx importer
>> 6: import mhx to blender
>> 7: export iqe of model/rig from blender
>> 8: find and download original official xonotic model blend file
>> 9: Open with blender
>> 10: export model/rig/anims to iqe
>> 11: open both iqe files in a text editor
>> 12: extract anims from official xonotic models iqe file
>> 13: add anims from official xonotic model to makehuman xonotic model
>> 14: save mh iqe file
>> 15: build iqm convertor tool from source
>> 17: run iqm convertor tool on mh iqe file to create animated iqm file
>> 18: import iqm file to external 3d game engine (cube2)
>>
>> cube2 import steps
>> 19: Place xxx.iqm file in packages/models/xxx  folder where xxx is the
>> name of the model
>> 20: add iqm.cfg file and edit with correct commands for loading the iqm
>> 21: add the model name and location to the map.cfg file
>> 22: load the map in coop edit mode
>> 23: load the model with the "newent mapmodel i" where i is the numerical
>> position of the model in the model list
>>
>> additional steps for using animated model in cube2
>>
>> 24: make changes to some hardcoded function variables to allow loading
>> new
>> animated playermodels
>> 25: add new playermodel to the game config
>> 26: load animated model as a playermodel or bot in coop edit mode
>>
>>
>> End result:
>>
>> http://iguanapro.com/cube/mh4-2.png
>> http://iguanapro.com/cube/mh4-3.png
>> http://djcj.org/video/goblin-demo.mpeg
>>
>>
>> It's a very manual process and not very workable

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Patrick Shirkey

On Wed, May 1, 2013 4:42 am, Alexander Pinzon Fernandez wrote:
> The method is fully automatic.

It's a very advanced method :-)

> The method generates a new skeleton from a mesh of polygons.

How do you deal with cases for example linking the hip to the ankle where
there is a joint in the middle but no obvious marker to split the bone/s?
Or a circular/curved mesh?

> The method links the skeleton and mesh.
> The method does not use any sample skeleton.
> The proposed method provides only the skeleton, and the artist will have
> to animate the skeleton.

In the case of automating the animation process it will require building
up an archive of new animations for the new skeleton/s. So it might be
useful to have a hybrid system with some default skeletons.

>
>
>
> 2013/4/30 Nathan Vegdahl 
>
>> > It would look like makehuman
>>
>> Eh... I think I may be a bit confused.  The proposal is about
>> automatically generating skeletons for an arbitrary model, but it
>> sounds like the workflow you outlined doesn't automate that step at
>> all.  What you've outlined is still cool, but it sounds orthogonal to
>> what is currently being discussed, unless I'm misunderstanding
>> something...?
>>
>> Moreover, unless I'm mistaken, Makehuman is specific to bipedal
>> characters with roughly human characteristics.  Whereas the intent of
>> the original proposal (unless I'm misunderstanding it) is to function
>> for any morphology.
>>
>> --Nathan
>>
>>
>>
>> On Tue, Apr 30, 2013 at 12:18 AM, Patrick Shirkey
>>  wrote:
>> >
>> > On Tue, April 30, 2013 12:54 pm, Nathan Vegdahl wrote:
>> >> For something like this to be really useful, I think it needs to be
>> >> user-guide-able.  And even then, it would mostly be useful for
>> >> background characters, not hero characters (which need fine tuning by
>> >> an artist).
>> >>
>> >> I can imagine this being useful, for example, for fully automatic
>> >> rigging of a crowd's worth of background characters.  But it would
>> >> need to take guidance from the user regarding the style and
>> morphology
>> >> of the characters, and the topology, naming scheme, and alignment of
>> >> the skeleton to be generated.  And honestly, I haven't a clue what
>> >> that would look like.
>> >>
>> >
>> > It would look like makehuman
>> >
>> >> In general, building base skeletons is not the bottleneck of rigging
>> >> characters anyway.  And even if you want to make that faster, just
>> >> having better/faster tools for doing it manually would get you more
>> >> bang for your buck than automatic generation, I suspect.
>> >>
>> >
>> > Animating models is the current bottle neck. This is how I have
>> achieved
>> > it with a limited amount of success:
>> >
>> >
>> > 1: Create mesh and apply xonotic rig in makehuman
>> > 2: export model and rig to mhx with "Feet on Ground"
>> > 3: open blender
>> > 4: install iqe/qim exporter
>> > 5: install makehuman tools and mhx importer
>> > 6: import mhx to blender
>> > 7: export iqe of model/rig from blender
>> > 8: find and download original official xonotic model blend file
>> > 9: Open with blender
>> > 10: export model/rig/anims to iqe
>> > 11: open both iqe files in a text editor
>> > 12: extract anims from official xonotic models iqe file
>> > 13: add anims from official xonotic model to makehuman xonotic model
>> > 14: save mh iqe file
>> > 15: build iqm convertor tool from source
>> > 17: run iqm convertor tool on mh iqe file to create animated iqm file
>> > 18: import iqm file to external 3d game engine (cube2)
>> >
>> > cube2 import steps
>> > 19: Place xxx.iqm file in packages/models/xxx  folder where xxx is the
>> > name of the model
>> > 20: add iqm.cfg file and edit with correct commands for loading the
>> iqm
>> > 21: add the model name and location to the map.cfg file
>> > 22: load the map in coop edit mode
>> > 23: load the model with the "newent mapmodel i" where i is the
>> numerical
>> > position of the model in the model list
>> >
>> > additional steps for using animated model in cube2
>> >
>> > 24: make changes to some hardcoded function variables to allow loading
>> new
>> > animated playermodels
>> > 25: add new playermode

Re: [Bf-committers] Blender and SmartBody character animation integration

2013-08-01 Thread Patrick Shirkey

On Thu, August 1, 2013 11:48 pm, Ari Shapiro wrote:
> All,
>
> My team and I have been working on SmartBody
> (http://smartbody.ict.usc.edu). It's a real-time character animation
> system that provides capabilities such as locomotion, steering, lip
> synching, facial expression, retargeting, reaching and grabbing and other
> character-centric capabilities like that. The source code is LGPL and
> freely available. It's written in C++ with Python bindings via boost.
>
> I would like to try to integrate it or some parts of it with Blender. I
> see two potential areas:
>
> 1) Integration with the Blender game engine - this is a natural fit
> 2) Integration with Blender as an integrated set of tools - parts of the
> system could be extracted and used as plugins for various purposes, i.e.
> automated lip syncing, crowd movements, locomotion along a path, etc.
>
> Does anyone have any thoughts or advice about this?
>

My colleagues and I have similar thoughts for Makehuman and some other 3d
engines.

Our plan is to add a 3d model format to JACK

http://jackaudio.org

It's already the defacto opensource standard for professional audio and
midi data sharing and is well supported across the open source multimedia
as well as being ported to several platforms including linux, mac, win,
iOS. Tizen support is also in the development stage. Android might happen
if they ever fix the issues with low latency audio.

I plan to use the iqm binary format as the data format. It is already well
supported in many open source game engines and blender too.

http://lee.fov120.com/iqm/

Please feel free to contact me directly if you would like to discuss offlist.


Cheers

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Re: [Bf-committers] Add-ons in Blender for commercial services

2013-08-08 Thread Patrick Shirkey

On Thu, August 8, 2013 7:39 pm, Ton Roosendaal wrote:
> Hi Terry,
>
> The 'compliancy' and 'user benefit' rules would be sufficient to function
> as veto. It's quite subjective anyway :) I will make sure such vendors
> understand that the judgement of these criteria are being handled by us
> only. The have to make a convincing case.
>

It sounds like a good idea to me.

>From a marketing perspective it increases overall visibility and exposure
if the companies that are funding addons are also promoting them (and
Blender) to their client base. Simple mass marketing.

>From a user perspective it might need some regional filters to make it
relevant, at least by continent, but maybe also by country or even city
unless the suppliers are all globally active.



--
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Boost Hardware Ltd



> -Ton-
>
> 
> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>
>
>
> On 8 Aug, 2013, at 11:16, Terry Wallwork wrote:
>
>> On 07/08/13 12:40, Ton Roosendaal wrote:
>>> Hi,
>>>
>>> Hopefully this doesn't become a huge thread - I'd mainly like to get
>>> some feedback from frequent contributors.
>>>
>>> Some companies have contacted me about the possibility of having an
>>> add-on in our releases that hook up Blender with their services. That's
>>> for example Shapeways, but also render farm providers.
>>>
>>> Such addons would make it easier for users to submit 3d models to a 3d
>>> printing service (one click submit, costs feedback, etc). Or for
>>> submitting render jobs to a farm with some feedback mechanisms.
>>>
>>> I'm still struggling with how or if we want this... I certainly don't
>>> want to open up Blender for crappy commercialization with logos,
>>> banners, etc.
>>>
>>> A workable proposal I formulated is below, for which I'd like some
>>> feedback.
>>>
>>> --
>>>
>>> BF will accept add-ons in a release from commercial vendors/services
>>> under the following conditions:
>>>
>>> 1) Compliancy
>>> The add-on should comply to the same quality/design rules as we do for
>>> regular add-ons. That includes license compliancy, but also to not
>>> include banners, logos or advertisement.
>>> The add-on would default be not enabled, users have to activate it
>>> themselves.
>>>
>>> 2) Clear user benefit
>>> The add-on should provide functionality to 3D artists that's useful to
>>> have inside Blender. It can't be for promotional usage of
>>> non-functional features (like linking to websites only, for tutorials,
>>> book stores, etc).
>>>
>>> 3) Developed and maintained well
>>> The add-on is being created and maintained by the service provider (or
>>> a contracter managed by them).
>>>
>>> 4) Development Fund support
>>> The service provider signs up for Diamond Sponsor level (250 euro per
>>> month). Cancelling a payment then also means we can drop the add-on.
>>> Any service that's not making this profits per month with an add-on,
>>> can be considered to be not interested to have such an add-on either.
>>>
>>>
>>> -Ton-
>>>
>>> 
>>> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
>>> Chairman Blender Foundation - Producer Blender Institute
>>> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>>>
>>>
>>>
>>> ___
>>> Bf-committers mailing list
>>> Bf-committers@blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>> Hi,
>>
>> Would there be some sort of catch all condition which would allow
>> you to reject an addon even if it meets all the rules you specified.
>> Giving you overall veto.  I ask because the commercial addon writers
>> will try to game the system if it becomes popular to get addons in
>> Blender.
>>
>> Ton/BF having a veto would help stop arguments with writers that try and
>> game the system.  Because then you can just say to them there is
>> veto/your decisions is final sort of thing.  It could act as a safety
>> valve to keep out the sneaky addons that are gaming.
>>
>> Other than that it seem like an excellent idea to me what you are
>> proposing.
>>
>> Terry Wallwork
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Re: [Bf-committers] Add-ons in Blender for commercial services

2013-08-08 Thread Patrick Shirkey
I get the impression that the "commercial" addons will be promoted as such
and maybe also have a "special" highlighted section in the addons list
and/or the web archive? (Tastefully done of course)

A way for companies to say "We actively support Blender *and* we sell
services around it too because it is a viable commercial platform for our
business model". Still Open Source Software but with a view towards
commercial interests.

IMO, it fits well with the Blender Network model. Commercial Artists using
open source software. Why not have commercial addons too?


--
Patrick Shirkey
Boost Hardware Ltd


On Thu, August 8, 2013 11:00 pm, Bastien Montagne wrote:
> I find it pretty sensible to ask a company that sells products and makes
> benefits from it to contribute to Blender fund, if they want to use
> Blender as a kind of support/communication tool (even though banners &
> co would not be allowed).
>
> Adding their addon into Blender release may attract new users to
> Blender, but it will first of all attract new potential clients for
> those companies!
>
> This has nothing to see with addons that are simply adding features to
> Blender, and which will (mostly) never give any (financial) benefits to
> their coders.
>
> On 08/08/2013 14:50, Angus Hollands wrote:
>> Hi,
>> Just an initial note; I'm using the batched summary, so I apologise if
>> I've
>> missed something, or am reiterating someone else's opinion.
>>
>> With regards to these plans, I struggle to identify how a "commercial"
>> add-on is different from a "community" developed add-on. Unless there
>> are
>> plans to add an interface that provide some additional functionality to
>> the
>> commercial developer, I don't think this is the way to go. The reason
>> being
>> is this; it looks to me as though we're selectively charging developers
>> to
>> use a subset of an open source project that non commercial developers
>> have
>> access to. I'm aware that there are scrutinous policies to ensure that
>> we
>> don't let substandard works into trunk, so in that respect the
>> commercial
>> add-on is treated no differently.
>> It reminds me of a recent experience, in which people with employment
>> that
>> was connoted to be well paid were targeted as part of a fundraiser. If
>> we
>> are to introduce a fee to support development, that should be enforced
>> upon
>> all contributors, not just those from commercial origin. How do we
>> determine when someone is commercial etc; it seems to be to be rather
>> invasive.
>> I am fully in support of supporting the development fund; no matter the
>> cause, financial incentives are effective, but I'm not sure that I would
>> personally agree with using it in this manner. Indeed, apply points one,
>> two and three to all developers, but not necessarily number four.
>>
>> Regards,
>> Angus Hollands (agoose77)
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Re: [Bf-committers] Blender as a sound/music software

2013-10-08 Thread Patrick Shirkey

On Tue, October 8, 2013 10:16 pm, Crs Mrn wrote:
> So...firstly Blender low poly 3D modeller, an organic modeller, a game
> engine and a movie editor. I've got a cool concept of something to add:
> Sound editor. As an indie game developprr, you often use the same
> instances
> of sounds than hundreds or thousands used before, with no editing.
> Secondly, if in a game there are more sound sources that emmit the same
> sound, let's say the fountains in Oblivion, an unpleasant effect of
> filtering appears. So you need more instances of the same sound. So, for
> indies, a sound creation/facility would be useful. Are there free
> resources
> for the effects or generators? Yes...there are thousands of free VST
> plugins ready for use in any situation . Here is the interface I've tought
> of:
>
> There are two windows, one above the other. The lower one, smaller, is the
> mixer. It contains channels. Above each channel, there is a jack.
> The Upper window, bigger, is the canvas. Here each effect or generator is
> displayed as a loose box that shows an icon with that vst interface in
> case
> of effect vst, or a preview of notes, in the case of a generator vst.
> Clicking a box brings up the full vst interface. Clicking the notes button
> on the generator plugin box brings up the midi notes editor(if you simply
> click on box, the generator interface, let's say Kontakt 5, is
> displayed.).As I mentioned, each box can be moved around on the
> canvas.
> Each box has an output, respectively an imput for effects plugin. Each box
> can be connected with the other, as in the case of Blender Shaders. The
> final connection is from the last effect to one of the jacks on the
> mixer. So...here are the steps .
> 1. File >import> generator vst.
> A box appears with that vst interface.
> 2. Click the notes button on the box
> A midi table appears, allowing me to edit notes.
> 3. Close the notes window and click on the middle of the box, now with
> notes preview on it
>The Kontakt interface appears, allowing me to select instrument.
> 4. File-import-effect vst
> Another box appears.
> 3. Connect generator output to effect imput.
> 4. Connect effect output to one of the coresponding mixer channel jack and
> you're done.
>
>What do you think?
>

Do you know about JACK support in Blender? It will let you use any
software that supports JACK.

JACK runs on linux/osx/win.

JACK is an open source audio routing system for professional audio.

http://jackaudio.org





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Re: [Bf-committers] Blender as a sound/music software

2013-10-08 Thread Patrick Shirkey

On Wed, October 9, 2013 2:41 am, Crs Mrn wrote:
> Ok...Jack enables you to root sound from Blender to other app. It would be
> cool for Blender to incorporate itself a DAW component. It would be cool
> to
> make music or edit sounds as you do clips with Movie Editor function. Hope
> someone will integrate it sometime.

JACK allows full interapp sync so you can edit your audio in "kontakt" and
hear it played back in sync with Blender timeline when you press the play
button in Blender.




> În data de 08.10.2013 16:21, "Patrick Shirkey"
> 
> a scris:
>>
>>
>> On Tue, October 8, 2013 10:16 pm, Crs Mrn wrote:
>> > So...firstly Blender low poly 3D modeller, an organic modeller, a game
>> > engine and a movie editor. I've got a cool concept of something to
>> add:
>> > Sound editor. As an indie game developprr, you often use the same
>> > instances
>> > of sounds than hundreds or thousands used before, with no editing.
>> > Secondly, if in a game there are more sound sources that emmit the
>> same
>> > sound, let's say the fountains in Oblivion, an unpleasant effect of
>> > filtering appears. So you need more instances of the same sound. So,
>> for
>> > indies, a sound creation/facility would be useful. Are there free
>> > resources
>> > for the effects or generators? Yes...there are thousands of free VST
>> > plugins ready for use in any situation . Here is the interface I've
> tought
>> > of:
>> >
>> > There are two windows, one above the other. The lower one, smaller, is
> the
>> > mixer. It contains channels. Above each channel, there is a jack.
>> > The Upper window, bigger, is the canvas. Here each effect or generator
> is
>> > displayed as a loose box that shows an icon with that vst interface in
>> > case
>> > of effect vst, or a preview of notes, in the case of a generator vst.
>> > Clicking a box brings up the full vst interface. Clicking the notes
> button
>> > on the generator plugin box brings up the midi notes editor(if you
> simply
>> > click on box, the generator interface, let's say Kontakt 5, is
>> > displayed.).As I mentioned, each box can be moved around on the
>> > canvas.
>> > Each box has an output, respectively an imput for effects plugin. Each
> box
>> > can be connected with the other, as in the case of Blender Shaders.
>> The
>> > final connection is from the last effect to one of the jacks on the
>> > mixer. So...here are the steps .
>> > 1. File >import> generator vst.
>> > A box appears with that vst interface.
>> > 2. Click the notes button on the box
>> > A midi table appears, allowing me to edit notes.
>> > 3. Close the notes window and click on the middle of the box, now with
>> > notes preview on it
>> >The Kontakt interface appears, allowing me to select instrument.
>> > 4. File-import-effect vst
>> > Another box appears.
>> > 3. Connect generator output to effect imput.
>> > 4. Connect effect output to one of the coresponding mixer channel jack
> and
>> > you're done.
>> >
>> >What do you think?
>> >
>>
>> Do you know about JACK support in Blender? It will let you use any
>> software that supports JACK.
>>
>> JACK runs on linux/osx/win.
>>
>> JACK is an open source audio routing system for professional audio.
>>
>> http://jackaudio.org
>>
>>
>>
>>
>>
>> --
>> Patrick Shirkey
>> Boost Hardware Ltd
>> ___
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Re: [Bf-committers] Blender as a sound/music software

2013-10-08 Thread Patrick Shirkey

On Wed, October 9, 2013 4:01 am, Cezary Kopias wrote:
> Does anybody successfully set-up jack connection on windows?
>

I don't use windows but there are people who are running JACK on windows.
You need to install portaudio because no one from the Linux or mac
community wants to spend their time adding native audio API support to
JACK on windows.

However there is a project underway at the moment from some dedicated
windows user to add native support. You can check the jack mailing list
archive for details.


>
> 2013/10/8 Patrick Shirkey 
>
>>
>> On Wed, October 9, 2013 2:41 am, Crs Mrn wrote:
>> > Ok...Jack enables you to root sound from Blender to other app. It
>> would
>> be
>> > cool for Blender to incorporate itself a DAW component. It would be
>> cool
>> > to
>> > make music or edit sounds as you do clips with Movie Editor function.
>> Hope
>> > someone will integrate it sometime.
>>
>> JACK allows full interapp sync so you can edit your audio in "kontakt"
>> and
>> hear it played back in sync with Blender timeline when you press the
>> play
>> button in Blender.
>>
>>
>>
>>
>> > În data de 08.10.2013 16:21, "Patrick Shirkey"
>> > 
>> > a scris:
>> >>
>> >>
>> >> On Tue, October 8, 2013 10:16 pm, Crs Mrn wrote:
>> >> > So...firstly Blender low poly 3D modeller, an organic modeller, a
>> game
>> >> > engine and a movie editor. I've got a cool concept of something to
>> >> add:
>> >> > Sound editor. As an indie game developprr, you often use the same
>> >> > instances
>> >> > of sounds than hundreds or thousands used before, with no editing.
>> >> > Secondly, if in a game there are more sound sources that emmit the
>> >> same
>> >> > sound, let's say the fountains in Oblivion, an unpleasant effect of
>> >> > filtering appears. So you need more instances of the same sound.
>> So,
>> >> for
>> >> > indies, a sound creation/facility would be useful. Are there free
>> >> > resources
>> >> > for the effects or generators? Yes...there are thousands of free
>> VST
>> >> > plugins ready for use in any situation . Here is the interface I've
>> > tought
>> >> > of:
>> >> >
>> >> > There are two windows, one above the other. The lower one, smaller,
>> is
>> > the
>> >> > mixer. It contains channels. Above each channel, there is a jack.
>> >> > The Upper window, bigger, is the canvas. Here each effect or
>> generator
>> > is
>> >> > displayed as a loose box that shows an icon with that vst interface
>> in
>> >> > case
>> >> > of effect vst, or a preview of notes, in the case of a generator
>> vst.
>> >> > Clicking a box brings up the full vst interface. Clicking the notes
>> > button
>> >> > on the generator plugin box brings up the midi notes editor(if you
>> > simply
>> >> > click on box, the generator interface, let's say Kontakt 5, is
>> >> > displayed.).As I mentioned, each box can be moved around on the
>> >> > canvas.
>> >> > Each box has an output, respectively an imput for effects plugin.
>> Each
>> > box
>> >> > can be connected with the other, as in the case of Blender Shaders.
>> >> The
>> >> > final connection is from the last effect to one of the jacks on the
>> >> > mixer. So...here are the steps .
>> >> > 1. File >import> generator vst.
>> >> > A box appears with that vst interface.
>> >> > 2. Click the notes button on the box
>> >> > A midi table appears, allowing me to edit notes.
>> >> > 3. Close the notes window and click on the middle of the box, now
>> with
>> >> > notes preview on it
>> >> >The Kontakt interface appears, allowing me to select instrument.
>> >> > 4. File-import-effect vst
>> >> > Another box appears.
>> >> > 3. Connect generator output to effect imput.
>> >> > 4. Connect effect output to one of the coresponding mixer channel
>> jack
>> > and
>> >> > you're done.
>> >> >
>> >> >What do you think?
>> >> >
>> >>
>> >> Do yo

[Bf-committers] Physics Modelling Fukushima

2011-04-04 Thread Patrick Shirkey
Hi,

Just wondering if any of you guys are using your amazing aptitude for 
physics modelling and looking at the situation in Fukushima.

It would be real time(tm) to get concrete visualisations of the 
explosive potential of the reactor cores in their current states.

Would make for some very interesting footage in the currently raging debate.



Cheers.

-- 
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Re: [Bf-committers] Physics Modelling Fukushima

2011-04-05 Thread Patrick Shirkey
On 04/05/2011 05:19 PM, Sergey Kurdakov wrote:
> Hi Patric,
>
>
>> Just wondering if any of you guys are using your amazing aptitude for
>> physics modelling and looking at the situation in Fukushima.
>>  
> it looks like offtopic,
>
> because nuclear station modeling does not relate to Blender code
> itself, no to Bullet engine etc ( physics does not mean in
> Blender-physics code  thermodinamics and nuclear modeling for example
> - just mechanics ) ( though of cause there are some codes to make
> whole nuclear disasters
> modeling, usually they are made several years and might cost in spent
> time more than whole men-years spent on  Blender development - just as
> nuclear energy is a multibillion business and such expensive
> simulations are needed).
>
> In case you would like to visualize and popularize what went there -
> you might take
> http://energyfromthorium.com/pps/FukushimaDaiichiAREVA.pps Areva
> presentation on what went there so far
> and produce high quality visuals, but you might discuss this at
> blenderartists.org
>

In the forums? Why waste time when I can go direct to the source?

I'm thinking of a counter model to the "official" Nuclear industry 
sanctioned reports. People round here are doing some amazing work with 
fluid modelling and such like aso maybe they want to apply some of that 
to modelling the cloud formations and such like?

I was thinking of using Sauerbrauten to build a replication of the 
facility. But maybe it can be done better in Blender?


> Regards
> Sergey
>
> On Tue, Apr 5, 2011 at 5:04 AM, Patrick Shirkey
>   wrote:
>
>> Hi,
>>
>> Just wondering if any of you guys are using your amazing aptitude for
>> physics modelling and looking at the situation in Fukushima.
>>
>> It would be real time(tm) to get concrete visualisations of the
>> explosive potential of the reactor cores in their current states.
>>
>> Would make for some very interesting footage in the currently raging debate.
>>
>>
>>
>> Cheers.
>>
>> --
>>  
>
>>  
> ___
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Re: [Bf-committers] Physics Modelling Fukushima

2011-04-05 Thread Patrick Shirkey
On 04/05/2011 05:19 PM, Sergey Kurdakov wrote:
> Hi Patric,
>
>
>> Just wondering if any of you guys are using your amazing aptitude for
>> physics modelling and looking at the situation in Fukushima.
>>
> it looks like offtopic,
>
> because nuclear station modeling does not relate to Blender code
> itself, no to Bullet engine etc ( physics does not mean in
> Blender-physics code  thermodinamics and nuclear modeling for example
> - just mechanics )


You might be surprised at who is using your work and how widely these 
solutions can be applied ;-)

Maybe someone wants to create a model of a potential way to cap the 
facility. Something like a concrete/barium/reinforced steel dome inner 
shell with an outer layer of 2 or 3 phase solid/gaseous mixture and 
covered again with a reinforced concrete dome...

That might give people something to work with. They sure need all the 
help they can get at this stage...




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[Bf-committers] iqm exporter

2010-09-21 Thread Patrick Shirkey
Hi,

Apologies in advance if this is the wrong list for this question.

I am trying to get the iqm exporter http://lee.fov120.com/iqm/  to run in
the latest 2.54beta version. Linux, x86_64.

Previously I was able to get it to load in svn from about two months back.
However the latest version will not allow the script to load at all.

Instead I get this error message when running in debug mode:

fake_module iqm_export
/usr/local/src/blender/blender-2.54-beta-linux-glibc27-x86_64/2.54/scripts/addons/iqm_export.py

I have done a quick search and nothing popped up specific to that
"fake_module" message except the recent commit from the 8 August.

Any suggestions on how to go about fixing this would be appreciated.

I would like to try to get the Buck Bunny rig into Sauerbrauten ;-)


Cheers.


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Re: [Bf-committers] iqm exporter

2010-09-21 Thread Patrick Shirkey

On Tue, September 21, 2010 5:36 am, Campbell Barton wrote:
> On Tue, Sep 21, 2010 at 9:23 AM, Patrick Shirkey
>  wrote:
>> Hi,
>>
>> Apologies in advance if this is the wrong list for this question.
>>
>> I am trying to get the iqm exporter http://lee.fov120.com/iqm/  to run
>> in
>> the latest 2.54beta version. Linux, x86_64.
>>
>> Previously I was able to get it to load in svn from about two months
>> back.
>> However the latest version will not allow the script to load at all.
>>
>> Instead I get this error message when running in debug mode:
>>
>> fake_module iqm_export
>> /usr/local/src/blender/blender-2.54-beta-linux-glibc27-x86_64/2.54/scripts/addons/iqm_export.py
>>
>> I have done a quick search and nothing popped up specific to that
>> "fake_module" message except the recent commit from the 8 August.
>>
>> Any suggestions on how to go about fixing this would be appreciated.
>>
>> I would like to try to get the Buck Bunny rig into Sauerbrauten ;-)
>>
>>
>> Cheers.
>
> The addons system uses a function called fake_module() in
> scripts/ui/space_userpref.py
> The fake_module function reads only the addon_info dict from the
> module to avoid loading every addon just to display their info.
>
> This had a bug in 2.54 (fixed in svn), where the locale of the system
> was used for reading the files which gave errors with some locales,
> not its forced to utf-8.
> Without more info I cant tell if this is the problem.
>
> Could you test with a recent build to see if its fixed?,

Thanks for your interest.

I have built and tested with the latest svn. Same problem.


> Else you could give a link to a full error log.
>

Even with -d the "fake_module" message is the only message that is printed
relating to the script. It gets printed repeatedly every time I mouse over
the menu buttons on the left of the addons dialog and when the dialog is
opened.

In the past I have seen much more verbose messages when this script failed
due to python issues. With this version I am not seeing that. It simply
doesn't show up in the addons window.

IIUC the fake_module message is not an error?

I'm happy to trace it but my approach would be to add specific debugging
messages to the addons code. Is there an easier way?


Cheers.

-- 
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Re: [Bf-committers] iqm exporter

2010-09-21 Thread Patrick Shirkey

On Tue, September 21, 2010 8:00 pm, Campbell Barton wrote:
> On Tue, Sep 21, 2010 at 6:53 PM, Patrick Shirkey
>  wrote:
>>
>> On Tue, September 21, 2010 5:36 am, Campbell Barton wrote:
>>> On Tue, Sep 21, 2010 at 9:23 AM, Patrick Shirkey
>>>  wrote:
>>>> Hi,
>>>>
>>>> Apologies in advance if this is the wrong list for this question.
>>>>
>>>> I am trying to get the iqm exporter http://lee.fov120.com/iqm/  to run
>>>> in
>>>> the latest 2.54beta version. Linux, x86_64.
>>>>
>>>> Previously I was able to get it to load in svn from about two months
>>>> back.
>>>> However the latest version will not allow the script to load at all.
>>>>
>>>> Instead I get this error message when running in debug mode:
>>>>
>>>> fake_module iqm_export
>>>> /usr/local/src/blender/blender-2.54-beta-linux-glibc27-x86_64/2.54/scripts/addons/iqm_export.py
>>>>
>>>> I have done a quick search and nothing popped up specific to that
>>>> "fake_module" message except the recent commit from the 8 August.
>>>>
>>>> Any suggestions on how to go about fixing this would be appreciated.
>>>>
>>>> I would like to try to get the Buck Bunny rig into Sauerbrauten ;-)
>>>>
>>>>
>>>> Cheers.
>>>
>>> The addons system uses a function called fake_module() in
>>> scripts/ui/space_userpref.py
>>> The fake_module function reads only the addon_info dict from the
>>> module to avoid loading every addon just to display their info.
>>>
>>> This had a bug in 2.54 (fixed in svn), where the locale of the system
>>> was used for reading the files which gave errors with some locales,
>>> not its forced to utf-8.
>>> Without more info I cant tell if this is the problem.
>>>
>>> Could you test with a recent build to see if its fixed?,
>>
>> Thanks for your interest.
>>
>> I have built and tested with the latest svn. Same problem.
>>
>>
>>> Else you could give a link to a full error log.
>>>
>>
>> Even with -d the "fake_module" message is the only message that is
>> printed
>> relating to the script. It gets printed repeatedly every time I mouse
>> over
>> the menu buttons on the left of the addons dialog and when the dialog is
>> opened.
>>
>> In the past I have seen much more verbose messages when this script
>> failed
>> due to python issues. With this version I am not seeing that. It simply
>> doesn't show up in the addons window.
>>
>> IIUC the fake_module message is not an error?
>>
>> I'm happy to trace it but my approach would be to add specific debugging
>> messages to the addons code. Is there an easier way?
>>
>>
>> Cheers.
>>
>> --
>> Patrick Shirkey
>> Boost Hardware Ltd.
>
> fake module isnt an error message,
> see: space_userpref.py
> ---
> # fake module importing
> def fake_module(mod_name, mod_path, speedy=True):
> if bpy.app.debug:
> print("fake_module", mod_name, mod_path)
> ---
>
> Could you report this in the bug tracker and include the addon?
>

I realised the issue was due to missing the define for bl_addon_info in
the script. Adding that gets it to load in the addons window. Now I can
debug it.



bl_addon_info = {
"name": "Inter Quake Module Exporter (.iqm/.iqe)",
"author": "Lee Salzman",
"version": (1,1),
"blender": (2, 5, 3),
"api": 31849,
"location": "File > Export > IQM ",
"description": "Export iqm format for use in game engines",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"category": "Import/Export"}

"""
Usage:

Launch from "" or from "File -> Export -> IQM"


Additional links:
Author Site: http://lee.fov120.com/iqm/
e-mail: lsalz...@gmail.com
"""



Cheers.

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Re: [Bf-committers] Goodbye & thanks for the scripts

2010-11-29 Thread Patrick Shirkey

On Mon, November 29, 2010 4:28 pm, Brendon Murphy wrote:
> Hi, after a long time promoting, helping & guiding people with Blender
> pythion scripts, I am leaving.
>
> I feel I can no longer do what I have done for years, without constant
> interference & the blocking of my work.
> This has caused much distress to me & to others whom I will no longer be
> helping.
> Sorry, but for over a year now I have been slowly pushed out.
> Everything I do questioned & harrassed at every point.
> As a voulenteer, I don't need to be treated poorly.
> Congrat's to mindrones, you finally wore me down now I am gone.
>

If he is a shill working for Avid or Microsoft then this could actually be
his intention... If you feel that you are under attack by everyone then
the best thing to do with Linux guys is discuss it directly and bluntly.

Letting them get to you in this way is only giving in to the mindset they
are perpetuating.


> If someone would like to send me the postal address of the Blender
> Institute
> I will send via dvd the history of Blender scripts up to now. (8 years
> worth
> of collected scripts)
>
> Sorry to my friends.
> I tried.
>
> Brendon Murphy.
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-- 
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"This is the basis of the Bohm interpretation of quantum mechanics, which
requires that all particles in the universe be able to instantaneously
exchange information with all others."

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