[Bf-committers] massive cuda speed improvements with Cuda 5.0/5.5
Hi all, As long as MinGW OpenMP isn't fixed it is fixed in http://tdm-gcc.tdragon.net/download ( see openmp download ) and patch to any other MinGW version for gomp library can be found here http://netcologne.dl.sourceforge.net/project/tdm-gcc/Sources/TDM%20Sources/gcc-4.7.1-tdmsrc-1.zip not sure how useful it is, but still - there is a patch which can be applied. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender online
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 ), Regards Sergey On Fri, Apr 26, 2013 at 7:16 PM, Moisés Bonilla neodiv...@gmail.com 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 ;-) 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. 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!. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Migrating Blender builds to Visual Studio 2010
Hi Jürgen, Did you try http://www.microsoft.com/en-us/download/details.aspx?id=38188 over vanilla vs2012? see http://support.microsoft.com/kb/2797912 C++ part Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Looking for a bachelor thesis
Hi, what about advanced NURBS support? quite a while ago ( when I started to dig into Blender code ) I gathered links ( not all relevant, but anyway ) http://www.blender.org/forum/viewtopic.php?t=18026 for current situation with code see https://svn.blender.org/svnroot/bf-blender/branches/nurbs-merge/ branch ( this is a work to add nurbana library to Blender ) so here are two things a) finish nurbana integration b) extend it with all new opportunities NURBS support could provide if you are intrested - that could be a great addition to Blender. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender developer meeting notes, 24 February 2013
Hi All, Alternative is to do brute-force raycast tests. Might even work surprisingly fast. just for reference for anyone interested - how raycast picking was done in dx ( so this is algorithm for ref, links also have some gotchas (second link) ) . http://www.mvps.org/directx/articles/rayproj.htm http://www.mvps.org/directx/articles/improved_ray_picking.htm Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] help
Hi Jagrut where should *I start. here it goes http://blenderartists.org/forum/forumdisplay.php?50-Beginning-Blender-Code-and-Development- a forum where you may find information how to start coding. maybe http://blenderartists.org/forum/showthread.php?218683-Getting-Started-with-Blender-Codingis a first thing you might read. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] AAC and ACC3 support
Hi Sergey As as I know there are no ways to have aac sound in ffmpeg in GPL compatible way --enable-libfdk-aac is also incompatible with GPL. as to what to make with such situation - it is up to developers. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Thinking about a community edit mode for blender
Hi, one approach which can be used - is similar to multiple VNC ( remote desktop ) connection. So, there is one 'server' Blender and many viewer screens, which can send commands and updates to 'host' computer ( in our case - host Blender ). as ffmpeg is already used to save video, and ffmpeg has capabilities to send video over network ( http://ffmpeg.org/trac/ffmpeg/wiki/StreamingGuide) the initial prototype could be coded relatively easily - there is just need to encode user activities and send them over the net and translate into 'host' computer clicks. as with other vnc solutions there will be a somewhat noticeable lag, but still might be useful to discuss some issues or demonstrate particular points to the team. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Geospatial Blender
Hi Brylie, Blender is not intended to be analysis tool for all possible graphics related tasks, that said you should understand, that it is not Blender major point to move in a direction you describe. While, on the other hand, you may load geospatial data and edit it in Blender, and perform some simulations and it is very much welcome. but overall, there are more appropriate ways to perform geospatial analysis and visualisation, than to use Blender ( see http://en.wikipedia.org/wiki/GIS_Live_DVD OSGeo-Live DVD to get idea of existing opensource geospatial visualisation softwarehttp://osgearth.org/ ) Regards Sergey On Sat, Mar 17, 2012 at 2:08 PM, Brylie Oxley bry...@gnumedia.org wrote: Hi All, I am currently studying libre geospatial tools such as QGIS and GRASS, at community college in Nevada City, CA. http://qgis.org http://grass.fbk.eu/ I would like to figure out how to use Blender3D for geospatial analysis and visualization. For instance, there is a nation wide survey of elevation data, in the United States, called the National Elevation Dataset (NED). I would like to take some known terrain data (from NED, LIDAR scans, etc.) and distort a Blender3D primitive (such as a grid) to simulate the terrain. This would open up many doors such as watershed simulation, fire simulation, city planning, game development, etc.. There are several file formats involved in geospatial systems, most of which are already handled by Python GDAL/OGR. I think that my proposal is to integrate these tools into Blender3D via the compositor, game engine, or some other means. The compositor seems like a strong candidate for geospatial process modeling. http://webhelp.esri.com/arcgisdesktop/9.2/index.cfm?TopicName=An_overview_of_ModelBuilder I appreciate any feedback and/or mentorship that members of this community can provide. Would this be a worthwhile GSoC project? Thank you for your time and consideration. --Brylie Oxley ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Geospatial Blender
Hi Brylie, take a look at there tools http://vterrain.org/Doc/Enviro/overview.html http://vterrain.org/Doc/VTBuilder/overview.html from http://code.google.com/p/vtp/ and http://osgearth.org/ and use Blender to develop buildings, terrain feature elements etc, which you can load in mentioned tools. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Collada Patches in Tracker.
Hi BTW https://collada.org/mediawiki/index.php/Open_Letter_March_2012 finally they started to approach the problems Blender devs discussed for quite a time. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] libredcode
Hi I've seen r3d support in ffmpeg ( not tested though ), which in turn is used in Blender Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] libredcode
Hi also http://www.libraw.org supports r3d files. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Help with the source code of Blender
Hi Peter, I downloaded the 100MB, (Explorere Vista) it opens and shows at the left part a nice tree of ... but at the right it complains about a link has been deleted, so the content of ... is not availlable open file properties (right click) in Vista and uncheck blocked (because since Vista windows will block downloaded chm files by default ) Regards Sergey On Thu, Jan 19, 2012 at 11:50 AM, Peter K.H. Gragert pkhgrag...@gmail.comwrote: I downloaded the 100MB, (Explorere Vista) it opens and shows at the left part a nice tree of ... but at the right it complains about a link has been deleted, so the content of ... is not availlable. (Is it possible that the 'delete' is a consequence of my 'virusscanner'?) Peter ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Help with the source code of Blender
Hi Fabio, I think that best way is to debug code, starting from some interesting places. as for how there was a thread http://www.mail-archive.com/bf-committers@blender.org/msg09111.html Blender code is huge, so did not expect to catch fast. Still with time, the overall structure becomes clear ( at least those at SoC do a nice job in few months ) also check http://blenderartists.org/forum/forumdisplay.php?50-Beginning-Blender-Code-and-Development ( especially sticky post ), there are no direct answers there, but many related and helpful tips Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Collada importer/exporter kickout
Hi All, just noticed commit http://code.google.com/p/opencollada/source/detail?r=867 to OpenCOLLADA rep which resolves the mentioned problem with OpenCOLLADA, that library to generate code from XSD schema is absent. the issue, at least, starts to be adressed. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Please help me debugging
Hi Nicholas the question appears from time to time. Might your answer be added to wiki together with https://plus.google.com/u/0/111762908659720536446/posts/hwZtVDf7yft ? Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] In need for documentation for iTaSC
Hi I might be too plain but http://wiki.blender.org/index.php/Dev:Source/GameEngine/RobotIKSolver so http://www.orocos.org/kdl for kinematics and then the author of above page Benoit Bolsee ( who is frequent poster on the list ), so instead of guessing - best to ask him Regards Sergey * * ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Open Invention Network
Hi wikipedia has a good summary http://en.wikipedia.org/wiki/Open_Invention_Network Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] osg exporter
Hi there is OpenSceneGraph exporter https://github.com/cedricpinson/osgexport/ not sure, if it fits into 'export' option into Blender, still OpenSceneGraph is widely used scenegraph and export option to it will be welcomed by graphics developers. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Arabic support in text editing
Hi, I noticed pango being mentioned here is one possible implementation for graphics http://code.google.com/p/osgpango/ ( just for reference ) it requires though quite a lot dlls (cairo, pango, many gtk+ dlls ) to be included, so the size of Blender will keep growing Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] possible future BGE multi threading
Hi Dalai Namely file/scene conversion (i.e. game actuator, scene actuator, libload even). thanks for the offer. actually I'm full of different responsibilities ( including some ideas for free software which is not sophisticated, but still useful: such a stack of software to develop Khan academy like courses: there are many capture programs - but they are either commercial or not very suitable for course creation, capture hangouts in G+ to make 'discussion tables' and then share them to others ( to facilitate social activity) etc ) so I'm sorry - I just share some of my ideas. No more. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] BMesh: preparing for merge (proposal)
Hi a minor note on boolean modifier. as anyway there is a new branch https://svn.blender.org/svnroot/bf-blender/branches/carve_booleans/ and because in the past carve was already tried with BMesh (back in 2010) it might be that some time can be saved not to fix old booleans. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Need some help in building the soc-2011-garlic branch
Hi MSVC 2010 Express)+cmake: compile well, but can only run in release mode, badly. it is due to Python debug is compiled with vc 2008 ( so vc 2008 express should be installed too - fortunately it is still on the web ) - or I tried to compile python debug dll myself ( from code repository ) - it worked, but still might take about a day to compile all the necessary libs for python. Maybe it was compiled by other devs and they can share the debug python dlls for vc 2010 ( I do not have them now ) Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] crash bugs hunting
Hi All, the breakpad project http://code.google.com/p/google-breakpad/ was already mentioned on a list and there is a win patch http://projects.blender.org/tracker/index.php?func=detail;http://projects.blender.org/tracker/index.php?func=detailaid=27639group_id=9atid=127 aid=27639group_id=9atid=127http://projects.blender.org/tracker/index.php?func=detailaid=27639group_id=9atid=127 currently breakpad works on linux and mac too http://code.google.com/p/google-breakpad/wiki/LinuxStarterGuide#How_To_Add_Breakpad_To_Your_Linux_Application http://code.google.com/p/google-breakpad/wiki/MacBreakpadStarterGuide it looks like making a report system using breakpad might facilitate bug hunting. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Help needed! Animation problems for 3D Audio GSoC
Hi, just general consideration taking into account your problems, it looks like making another pass (maybe even few steps ) for animation system with step ahead would resolve the problem. so the animation system will work as is, just there will be another animation system pass with new ( ahead ) time (as if it is a new frame,or maybe even several frames, and all ahead in time ) which will not change anything - just make step forward and save it as a data which can be pushed to audio subsystem (which, can, then, at given current time just interpolate several future and previous points - linear interpolation for positions and quaternion interpolation for rotations between future and past frame ). as for implementation details - it really require someone who knows how animation system works to add there flag to step into future and also output this data. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Node system for game logic
Hi Sjoerd, so if you want games based on hive system to be GPL - then there is no problem with your GPL position. It is just - there are far too fewer games with GPL license ( maybe three orders of magnitude), than all games, and those successful GPL games do live OK without hive. so, unlike Blender - which could be used to create models, your system will have quite narrow use. And of cause, it is your choice. But then, even with Blender gamedev ecosystem - you could not expect much interest. GPL games are developed for fun and not because there is a good system to use, commercial or quasi commercial developers ( free or demo games etc ) - do search for efficient solutions. as for LGPL/BSD discussion then even GameKit depens on LGPL Orgre3D and other LGPL libs, so any additional LGPL lib will not change much ( even if GameKit is licensed BSD - it already has LGPL libs being included ) Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Node system for game logic
Hi Erwin Ogre uses the MIT license. unfortunately someone misinformed you http://www.ogre3d.org/licensing Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Node system for game logic
Hi All, some info to put together from initial idea to have nodal logic http://wiki.blender.org/index.php/Dev:Source/GameEngine/NodalLogic Python access to game engine features is incomplete; you cannot get away from using some logic bricks, possibly inefficiently, if you want to create a 'only python' application. http://blenderartists.org/forum/showthread.php?216269-Dev-BGE-Components-Branch-Created resolves it. then on Logic brick access to game engine features is incomplete; you cannot get away from using some Python code if you want to implement a complex logic. the problem is that is hardly resolvable in general, though there are different attempts. http://webdocs.cs.ualberta.ca/~script/ ( no code but there is AI editor which generates ingame code btw this is a way to go - the generated code from any stand alone node system will be free from any restrictions ( because it is produced result ) ) http://msdl.cs.mcgill.ca/projects/projects/AToM3/ just as initial proposal - starts from modeling general systems ( similar systems usually save their results in high level language such as Modelica ( which in turn can be translated to python or c/c++). so - first objection (from NodalLogic proposal ) which was risen ** - that game system of Blender cannot live without blocks - is resolvable, the general solution to program games in graphics - has many attempts - but no satisfactory solution - still it is always possible to translate anything which was developed with blocks to code, which then, can be integrated into any game. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Node system for game logic
Hi Erwin. my bad. yes all components of GameKit are non lgpl or gpl. and Orgre from ver 1.7 is also MIT but still if it is possible to render game logic in blocks - it is possible to write code exporter. so if the system is actually that good - to overcome it's GPl nature is not difficult Regards Sergey On Sat, May 28, 2011 at 4:58 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote: Hi Erwin Ogre uses the MIT license. unfortunately someone misinformed you http://www.ogre3d.org/licensing Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Node system for game logic
Hi, it looks like design questions of GameKit should somehow be considered separately. currently, as it is mentioned with some basic Lua bindings. GameKit has no python system, but lua one. also while hive system has some merits - it is not the only approach, I like this one http://sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntityfor example ( based on series of articles http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/ so this system is really designed with games in mind - not just connect objects - maybe I missed something - but hive system is just overuse of python capabilities to bring objects together but if it can streamline game creation still to be seen ) so which system to use and how still is a question to be discussed. But the narrow part of the story is interface to program games ( there are tools out there such as GameMaker - but it adds nothing special over current Blender capabilities ). If there is working system on interface front to program games without coding - and this main question is resolved - then other questions can be resolved. now the point is if without interface hive system fits into Blender Game engine and if it has potential to fulfill NodeLogic proposal or NodeLogic can be coded with the use of Moguri system + some ideas from http://sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntity). as we seen - Ogre was re licensed - but before it proved to be viable system in a first place Regards Sergey On Sat, May 28, 2011 at 6:32 PM, Xavier Thomas xavier.thomas.1...@gmail.com wrote: Hi, Speeking of gamekit, it has a node logic system MIT lisenced. You can take a look at that if you want, it is C++ with some basic Lua bindings. Having a code generator that generates code from node tree is definitely possible but more complicated than simply evaluating a tree. There is code that does that (GPL unfortunately) to compile the material node tree to GLSL code for viewport and game engine. Xavier ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Node system for game logic
Hi, just to complete series of links for components idea: https://github.com/caseman/grease is a python component system tutorials are here: https://github.com/caseman/grease/tree/master/doc/tutorial while targeting quite different aspects of design - still initial intention from http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/ No programmer required for designers to modify game logic are possible to implement more attempts to implement the same pattern: http://www.gamadu.com/artemis/ https://github.com/tdavies/Ember http://flohofwoe.blogspot.com/2007/11/nebula3s-application-layer-provides.html and code http://code.google.com/p/nebula3/ Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Node system for game logic
Hi Sjoerd A compilation of a covered work with other separate and independent works it applies only if it is separate products are put together - such that engine uses only data, produced by you hive-system and not any code. if it is 'linked' - such that there is a code connection (python or not) - GPL does not allow to run together. So exactly Adding GameKit bindings is prohibited by GPL for non GPL code if only these binding are not using network interface or pipes ( but still even in this case GPL might apply - if it can be proved that the game cannot run without GPL component - so that it cannot be replaced with something else). LGPL, though, might be OK in this case. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Unlimited clay patch review
Hi Raul, some info I thougth someone has being able to compile it and post a build online ... didn't knew community don't have a build to test with. a build was posted here http://www.zoo-logique.org/3D.Blender/index.php3?zoo=com exactly: http://www.zoo-logique.org/3D.Blender/php/compteur.php?url=win32_unlim_clay-110428 this was downloaded 336 times people played with it, but not much. somehow this build is not stable compared to current Blender builds - so people notice that when they looked at the patch. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] New Developer - where do I start.
Hi Lalit, it depends on language which you would like to chose. C++ or python. overall as it was suggested already forum http://blenderartists.org/forum/forumdisplay.php?50-Beginning-Blender-Code-and-Development ( including sticky post ) is a good starting point. As for me, I would suggest you to look at deeper internationalization. Blender is almost there, but there are non finished parts. Say - how to add 3D text on another language? function static int insert_into_textbuf(Object *obedit, uintptr_t c) puts incoming symbols to visualize as ef-textbuf[cu-pos]= c; but this can be improved say this way _locale_t locale; locale = _create_locale(LC_ALL, NameOfYourLocale); _mbstowcs_l( ef-textbuf[cu-pos],c,1,locale); this immediately adds capability to add other languages 3D text ( you should just select non default font http://blenderartists.org/forum/archive/index.php/t-200232.html ) another step to improve internationalization is to fix void blf_font_draw(FontBLF *font, const char *str, unsigned int len) line c= blf_utf8_next((unsigned char *)str, i); could be rewritten with the same approach in mind using returned from _mbstowcs_l symbol in place of str that will immediately add ability to print in text editor in different languages. this is not the end of internationalization - you will notice different bugs along the way - but investigating and making small fixes you could make Blender to be really internationally friendly you would also learn internals of Blender along the way. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] need help on vgroup/mdisp allocation
Hi jemalloc looks like a good solution, still, to compare - few other links which deal with memory allocators with variable size allocations. http://wkaras.webs.com/heapmm/heapmm.html http://g.oswego.edu/dl/html/malloc.html http://shm-arena.sourceforge.net/ http://www.sqlite.org/malloc.html http://www.boost.org/doc/libs/1_46_1/doc/html/interprocess/memory_algorithms.html#interprocess.memory_algorithms.rbtree_best_fit Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] BGE IRC Developer Meeting: May 1, 2011
Hi, regarding separate render thread to make use of swap buffer wait time, etc it seems, that better than to say tough - to offer possible ways to implement or provide examples. I cannot say - where ideas - how to implement can be put so that they are not lost (wiki ?) - but few spare thoughts on possible implementations. in simplest case ( three times memory overhead plus copy state overhead) - there could be three containers (lists or maps etc ) for simulated objects. physics and logic thread updates thirst container, then after update - it is swapped with second container ( though current state is copied if object state is changed so that, ex position is continuously updated with relevant current state in physics code), render takes info from third container - just before rendering it swaps third and second container ( not sure for copy - but some check so that old data from second container does not go to third might be needed ). it might be done better using messages: see example here http://software.intel.com/en-us/articles/smoke-game-technology-demo/ ( there were docs and video presentations on architecture ( they could be found if searched in google ). it really will take time to get to idea, but overall the system is fairly comprehensible and could be used for BGE. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] ffmpeg library update
Hi also there's no libav build for win64 yet just to make it more correct http://win32.libav.org/win64/ Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] ffmpeg library update
Hi Sergey. I'm not very knowledgeable person in all details, but as I do some video stuff ( and ffmpeg based development ) few points I can share: it is not clear to this point who will win ( though libav team seems has more ffmpeg core devs, while ffmpeg site team has less - but keeps the name so potentially can regain the position ). but still - if to build from stable releases http://libav.org/download.html#release_0.6 it is all the same as latest stable release http://www.ffmpeg.org/download.html#release_0.6 with few fixes. that is - for now - it looks like http://libav.org/download.html#release_0.6 0.6.2 release is a best bet for inclusion. in dev branches to this date in the encoding side - the difference is minor. ffmpeg site pushes for multi threading - but only for decoders. so ffmpeg branch won't have any advantages for Blender compared with libav though has some more 'new features'. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] ask for beginner suggestion
Hi Jianming, visit http://blenderartists.org/forum/showthread.php?200013-develop-and-improve-the-source-code-of-blender then http://blenderartists.org/forum/forumdisplay.php?11-Python-amp-Plugins with python you would be able to create quite a lot of useful things. take a look at http://blenderartists.org/forum/showthread.php?193908-Code-snippets.-Introduction-to-Python-scripting-in-Blender-2.5x if you think it is too simple for you, then you may dig into blender composing code with debugger - to get idea how it works. When you know how current things are organized, then it is easier to add things. then you can post patches and see other people feedback. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Windows Debug Build (possible with free tools?)
Hi All. concerning vs2010 support, python team might not support it, but it is possible to compile python with vs2010 with http://svn.python.org/view/python/trunk/PCbuild/ and distribute it as a lib Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Windows Debug Build (possible with free tools?)
Hi @Sergey, good to see they added support but we need to use release builds. From looking in the source I could only find msvc2008 project files. actually svn for 3.2 is here http://svn.python.org/projects/python/branches/release32-maint and while there are only msvc2008 projects files they are upgradable to newest version of vc and compile with vc2010 without errors ( as far as I did a quick check ). so custom compiled python dll could be placed in lib dir and used for vc2010 development Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] [GSoC2011] Mesh Retopology Tool Enhancements Including Step-Building, Extending, Slicing, Enhanced Pen and Paint Tools
Hi Dan, it will take some time ( so it will happen after submission deadline ). But I will rebuild last year quad based automatic remeshing code by Rohith with most fresh Blender code ( or even with Bmesh ) - so it will be seen if that code could be used as aid tool for you. Possibly will build with optimized libraries ( to reduce lags ) - there are some libs with stated speed up 10-100 times than that which is used in Rohith submission - the problem is - there are quite a lot of libraries ( including blas, lapack etc which are normally fortran code so have to manage fortran compilers, though there are C implementations of the same libs) and current Blender differs quite a bit from a time Ronith submitted code so the build cannot be done quickly and requires some free time which I currently lack, but will have some day. The nice feature of that code - that after you have feature lines ( with your proposed tools ) are rendered - then automatically generated mesh will keep those feature lines intact ( and also will preserve borders ) - so new retopo mesh will easily fit into bigger mesh and retopo of large pieces of mesh ( not only retopo with 4 or so quads per selected 'section') will be also easy and intuitive with your tool. Bmesh, of cause ( with more flexible structures ) , will be of help here too. So if your proposal is accepted, I will make you aware of new builds and you would be able to access if that code could fit into your proposal as underlying 'quad-generation' code over selected feature lines ( taking into account the mesh, of cause ). Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Physics Modelling Fukushima
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 Regards Sergey On Tue, Apr 5, 2011 at 5:04 AM, Patrick Shirkey pshir...@boosthardware.com 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. -- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] GSoC 2011: Improving Retopology Tools
Hi Alice, - *Pen tool* to quickly draw polygons without the need to fill faces manually - *Paint Stroke tool* for adding faces based on intersecting strokes from your description a recent addition to Blender might be of some help see http://www.blendernation.com/2011/03/23/quad-dominant-remeshing-development/ (also http://vimeo.com/21096739 ) it has a video and code ( patch ). also you might be interested to look at previous year submission https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-rohith291991 -code http://wiki.blender.org/index.php/User:Rohith291991/Gsoc2010/Proposal - proposal patch http://code.google.com/p/google-summer-of-code-2010-blender/downloads/detail?name=Rohith_BV.tar.gz ( it effectively gives https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-rohith291991 - but might give idea what was changed ) it also can be used ( and updated ) and fitted with your interface part. also, I can think to use for such purpose http://tetgen.berlios.de/ code ( the code can be used with Blender and even accordingly re licensed ). but be aware - that my recommendations are educated guess - and you still need to evaluate if these tools will help you to make your task completed. hope you would be ok with it before final submission date ( April 8, friday ) Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] GSoC 2011: Improving Retopology Tools
Hi Tim those papers have nothing to do with the current proposal. could you please elaborate? the workflow of pen is following - a shape is drawn and is filled with triangles. there could be two cases 1) just plain surface, 2) a surface in 3D in case of plain surface - it seems not of much use. in case of 3D surface one needs to 'construct' imaginary 3D object and then fill it with triangles. For these purposes there are several approaches - including tetrahedrization (tetgen) or reconstruction surface with marching cubes or similar algos ( the same goes for quad remeshing - after a 'surface' is somehow given - it can be effectivly covered with quads - dual contouring is just to fill some surface - how it is given - by sketch or mesh is a second question her ). so it might not be 3D sketching, but then - OK, still the algorithm for the proposal should be provided and be just a 'pen' proposal. Regards Sergey On Mon, Apr 4, 2011 at 12:13 AM, Tom M letter...@gmail.com wrote: Sergey, those papers have nothing to do with the current proposal. LetterRip On Sun, Apr 3, 2011 at 12:10 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi Alice ___ 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
[Bf-committers] GSoC 2011: Improving Retopology Tools
Hi Tom These are 'retopology tools' the flow of the underlying surface is known and can be sampled. so concerning quad rmeshing - your first objection I don't think the quad dominant remeshing is likely to provide much similar tools or code at all. it is what ronih did not finish but intended to do - to sketch above mesh then to quad dominant remesh it. the approach he used - allows such features. the same goes for dual contouring - it might work not on whole mesh but will reconstruct surface on given border and given mesh. No inferences about the 3d location of the mesh needs to be made, also the first paper you linked was about constructing 3d from 2d from a single view. The second paper was about infering 3d form from multiple orthographic drawings. Neither of which are anything at all related to retopology tools. the papers are long they end up with filling the reconstructed 3D with triangles - and there is need to have algo for that in addition to quad dominant remeshing tetgen goes here. Besides it gives additional angle to view the problem Also farstharys code in unlimited clay again has nothing to do with the current proposal, the methods that the faces are constructed will be an entirely different algorithm. maybe farshary will reply ;) Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] GSoC 2011: Improving Retopology Tools
Hi Tom No, quad dominant remeshish is much more specialized and uses algorithms wholly inappropriate for what this student is working on. so rohith was intended to use pen to outline simplified area, after he finished integration into blender, and it is inappropriate - how do you know? because your first reaction was it is wrong and you will 'press ahead' the point here - to use algorithm - and it is already integrated with Blender and can be further used ( or not ). why to use? because the algorithm is much more powerfull and can retopo quite difficult areas unlike script you promote. of cause - the trade of - how difficult is to use, but your point that it is inappriate is overstretched - the algo can be used to remesh with given quality sketched mesh.. Dual contouring is what nick bishop (not farsthary is working on, and again completely irrelevant to the task at hand. the story is - the algo is donated to Blender foundation for use, and Nick integrated the code. and sorry, I would say that I never mentioned Farshary as a author or this code, I mentioned him in relation to Unlimited Clay - ability to fill surfaces, remesh them adaptivly etc. his skills could be of some use in the regards The type of filling by these algorithms is totally inappropriate for the task at hand. I'm sorry Tom, but the algo is used just for this purpose browse at this page http://tetgen.berlios.de/features.html to Refine surface meshes Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] GSoC 2011: Improving Retopology Tools
Hi Tom. I managed last years Google Summer of Code for blender, helped design many of the students proposals (including helped rohith), etc. so you kind of big boss? Rohiths code can only work on extremely simple meshes because the math library he needed for accelerating the process was not integrated yet this is incorrect he used library http://openmesh.org/index.php?id=271#c2029 which is described in http://www.graphics.rwth-aachen.de/uploads/media/spm08_01.pdf the library is present in rohith patches ( and I compiled his code ) so it is integrated and has simple interface - somehow you missed it big boss, now as to 'usefulness' - it remeshes arbitrary mesh preserving features - so what is needed in the case of retopology is totally inappropriate for the simple nature of the retopology tools that are for GSoC. so to use ready code - is difficult. Or Tom - maybe you can allow a bit of creativity? that will easily pay off. maybe rohith did not finish intended feature because he tired of you? just think for a while - maybe sometimes to be more flexible pays off. None of your suggested references provide algorithms for generating the mesh in an appropriate manner. They are either drastically too complicated (involving things like taking derivatives of curvature and other fun math) or way to simple (doing scan fills that result in tris or quads that will give ugly topology). I see that you are in charge - but all mentioned approaches was like these: take arbitrary mesh and make it better. it is developed with simple interface with mesh in - mesh out. in case you can suggest any better algos - and I provided best in class of retopo algos you are welcome. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] GSoC 2011: Improving Retopology Tools
Hi Matt, Having extra funky automatic tools can be great too, but it's a different thing. You still also need tools with manual control, even if only just to clean up problems after an automatic topology generation algorithm. So these manual tools are probably not mathematically intense, but implementing them will require good UI and workflow design, and working with artists to make them useful and efficient. the point is for use cases - if somehow user selects more that very simple area then 'general' algos would be OK. but if knowledgeable members know some approaches to handle relativly different cases with said script - and it will be useable - then OK. the problem is that - though things look simple - they anyway require quite powerful tools. and of cause - it is up to applicant and SoC leader to select approach. My series of mails were just give more outlook. even if the talk was 'hot' it might be useful after all. and no need to think that if I behave like 'young' I'm young - I have more than 10 years of graphics programming experience and lead 15 people team, it is for this reason - I'm so informal - because I try to give different outlook, and it is not I'm who will decide after all. Regards Sergey On Mon, Apr 4, 2011 at 2:36 AM, Matt Ebb m...@mke3.net wrote: On Mon, Apr 4, 2011 at 8:03 AM, Sergey Kurdakov sergey.fo...@gmail.com wrote: all mentioned approaches was like these: take arbitrary mesh and make it better. it is developed with simple interface with mesh in - mesh out. in case you can suggest any better algos - and I provided best in class of retopo algos Hi Sergey, i think there's a bit of confusion - the point for these tools is to have something manual and hands-on, so users can lay down polys exactly where they want them to be. Just like normal mesh modelling but as part of a retopo workflow. Having extra funky automatic tools can be great too, but it's a different thing. You still also need tools with manual control, even if only just to clean up problems after an automatic topology generation algorithm. So these manual tools are probably not mathematically intense, but implementing them will require good UI and workflow design, and working with artists to make them useful and efficient. So that's the purpose behind this wishlist item, to improve the manual editing tools for drawing/tweaking mesh topology manually on an existing reference surface, not to implement a fancy algorithm that guesses and generates geometry for you. Matt ___ 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
[Bf-committers] GSoC 2011: Improving Retopology Tools
Hi Tom, A common method for retopology is over sculpted meshes. You might want to retopologize creating only a small number of polys over an area with thousands, tens of thousands or more polys (Right now you can do over 40 million polys in a single mutires mesh). (with a poly budget of 150 for a simple object - 40 million/150 is about 250,000 polys per quad of your retopo mesh) somehow there should be decision - either your script could provide that functionality or not cleary it could not - it will create relatively small patches. now Matt told that re topology will be to simplify some areas - not all the case you mention. in this case rohith approach will suffice and provide good result. now big meshes - Nick applied a patch which effectively and quickly makes remeshing over huge meshes. Wasn't claiming to :) you was claiming that what I say is completely unappropriate and this is cleary not a case. we revealed a problem with rohith approach - only limited areas, but due to Matt note and common sence it will suffice. it could start from retopo of areas, then if good sparse matrix lib is found ( and there are such libs ) it could be extended. so the question is here - to select what is best on number of criteria. obviously you script won't handle large areas to retopo and on small meshes rohith approach has a hand - it preserves topology of mesh. While it is true that there might be some use in extending the retopo tools beyond the scope that was suggested for GSoC, the original inquiry was more narrow in nature. the applicant must win an application so it should be interesting and not trivial. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] GSoC 2011: Improving Retopology Tools
Hi Matt, So students, if your proposal is mathematically or algorithmically complicated that's great, but you shouldn't feel discourages if it's not, as either can be challenging in their own way and can both make acceptable GSOC projects. there is nothing difficult to implement - there is already working code. the implementation will just interface with ready parts. Might be best to move the discussion to private mail, and let the bf-committers thread go back on topic. maybe but one question - let us select a huge part of mesh 'cut' it and feed to algo you implemented will it handle it? I think so, maybe a 'hole' will be filled - but again - Blender has a code to bring two meshes together ( more there are hints what to bring together ). the same goes for rohith approach - but here is even better - the cut area will be prevented, so to merge simplified mesh will be even easier in final there is what is pen is about. To outline area and to simplify it. And it is all within reach of SoC application. and of cause - there is no intentional heat other than - it would be better within give range of possibilities to have better outcomes. And if it discourages students - is a question. Really. They are not made of paper. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] GSoC 2011: Improving Retopology Tools
Hi Matt, I apologize, the last part of my previous message was a reply to personal message by Nick, it is very late here - so mistakes but nonetheless few hints http://blenderartists.org/forum/showthread.php?213772-One-intresting-bug-in-current-game-engine-hope-somehow-it-gets-resolved Bart Crouch bridge script to stitch meshes ( it might be needed in code used by Nick and not so with rohith approach - as the one will preserve the out vertices and they could still be merged relatively easily) Blender is capable to cut on vertexes ( cut tools ) ,and also merge meshes ( hints to make merging better in this special situation is possible but not necessary ) so cutting on vertices - the simplified submesh - submit it to mentioned ( ready ) code and then bring it back - is possible. There could be problems - but it is SoC is all about - to solve problems. the result will be really what artists want from pencil tool. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Revised GSoC proposal: Realtime motion capture input and motion recording
Hi Shuvro, This will work for any device that can capture motion data in a standard format. In order to demonstrate it's activity I proposed to interface the module with Kinect, which is just as a part of the whole project. just to make few points clear for the person who asked you and those who just read list and are not motion capture experts and for myself ;) there are many standards to describe motion capture data see http://en.wikipedia.org/wiki/List_of_motion_and_gesture_file_formats, and nite motion data from kinect is a variant of processed motion capture data - it is what is used in Kinect related software, but it has hardly anything to do with any of mentioned standards ( so to turn it into bhv format requires additional processing step but in the end kinect data cant be turned to standard bvh file, as we know from several ready examples) . so nite joints and skeleton could to a degree be portable with other software - as at the end it is all about joints and skeletons , but not necessary it will happen automatically (skeleton can be coded in number of ways - which I oberved in several free bhv viewers - there are few on the net and each uses their own approach to represent skeleton ), thus if the code is done with the idea in mind that it could be portable - it is great. as really - if one captures joints and skeleton - it is what any motion capture software should output in the end and thus to degree could be compatible with software you are about to develop. to test how it goes in sense of portability, I already mentioned one project http://code.google.com/p/openmocap/ see description of whole idea behind the project (in Portuguese) ( yes I do not know Portuguese, no I expect many on a list do, but I managed to read the doc with the help of google translate as the text is selectable and actually understood it...) http://www.bibliotecadigital.ufmg.br/dspace/bitstream/1843/SLSS-7WMJG9/1/davidlunardiflam.pdf ( brief description in english is here http://www.sbgames.org/papers/sbgames09/computing/full/cp20_09.pdf , and one more doc can be useful too http://www.riyazassrafally.com/personal/cd/dissertation.pdf ) so if at some step you could try how the software could be combined ( in a hackish way ( not ready for artist use, but as proof of concept ) that should not be too hard ) that will be great. Regards Sergey hi shurvo will your system work with any camera type or is it just for kinek, as it is a patent for MS, even though the some of the code is released? This will work for any device that can capture motion data in a standard format. In order to demonstrate it's activity I proposed to interface the module with Kinect, which is just as a part of the whole project. Thanks. Shuvro ___ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] GSOC 2011 Proposal - Improving Motion Capture Import Workflow
Hi Benjy, Hello everyone,I have uploaded my GSOC proposal to my user page on the blender wiki.http://wiki.blender.org/index.php/User:BenjycookI have the link somehow got broken it is http://wiki.blender.org/index.php/User:Benjycook ( the following 'I' stuck to link ) Regards Sergey On Sat, Apr 2, 2011 at 9:46 PM, Benjy Cook benjyc...@hotmail.com wrote: Hello everyone,I have uploaded my GSOC proposal to my user page on the blender wiki.http://wiki.blender.org/index.php/User:BenjycookI have yet to send it to Google, as I hope the participants of this list can provide me with some valuable advice before finally sending it.I appreciate any and all input, good or bad. Thank you for your time,Benjy Cook P.S. There is a link to a pdf version on the top of the page, if that is preferred. ___ 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
[Bf-committers] GSoC proposal
Hi Yousef it be better to go for an anonymous device type for capturing rather than kinect. you might consider to look and try http://code.google.com/p/openmocap http://www.motioncapturedata.com/2009/06/cheap-motion-capture-with-free-software.html it might be a good addition to Blender too if it works well and maybe this path will be selected as GSoC Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Towards RC - blenderplayer problem
Hi Brecht, I tracked my problem to inverted normals ( so everything ok now - though again - should it work the same in preview and game itself?) sometimes adding subdivision modifier affects apperance of meshes - they disappera ) but here is a crash report : \source\blender\editors\space_view3d\view3d_buttons.c if(block) {// buttons uiBut *but; memcpy(tfp-ve_median, median, sizeof(tfp-ve_median)); tfp is not init. how to get it; new sceen - cube - edit mode try to right click several times on + sign in apper right corner ( a sign which opens panel ) - crash. Regars Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Towards RC - blenderplayer problem
Hi all, but here is a crash report : \source\blender\editors\space_ view3d\view3d_buttons.c if(block) { // buttons uiBut *but; memcpy(tfp-ve_median, median, sizeof(tfp-ve_median)); tfp is not init. crash issue closed as of 35845 thanks Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] GSoC proposal
Hi Shuvro, I have one thought to share on subject of motion capture that while there are a lot of samples now when kinect allows to get motion capture data ex http://www.brekel.com/ - one kinect is very hard to make to produce good animation data. so, while there are quite a bit examples to use Kinect to make motion capture - it exibits weakness here and there - captures mostly standing persons, feet sleeps, etc. There is another approach though. To use two kinects. You might look at Oliver Kreylos http://idav.ucdavis.edu/~okreylos/ResDev/Kinect/ page and also http://www.cs.ubc.ca/labs/imager/tr/2009/eltopo/eltopo.html software - then, I expect, it is possible to reconstruct skeleton at each time frame. To estimate mesh from Oliver Kreylos data you might use recently implemented double contouring algorithm see http://vimeo.com/21096739 ( diff here http://www.pasteall.org/20117/diff ) this way - it would be possible to capture professional quality motion capture data and not something with sleeping feet. as a side note you may look at paper http://openmesh.org/uploads/media/Hornung_TR10.pdf while not directly related - it might be of some help in implementing above mentioned approach. Regards Sergey On Sun, Mar 27, 2011 at 11:01 AM, shuvro sarker shuvr...@gmail.com wrote: This is the link of my GSoC proposal. There are two links in the following page - http://wiki.blender.org/index.php/User:Shuvro ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] GSoC proposal
Hi Shuvro, I believe, that there are could actually many directions in implementing what I mentioned in previous message. 1)st auto calibrate kinect(s) see available software http://graphics.cs.msu.ru/en/science/research/calibration/cpp 2)a reconstruct scene from kinect using http://vimeo.com/21096739 ( diff here http://www.pasteall.org/20117/diff ) using either Kreilos approach or maybe http://www.ros.org/wiki/openni/Contests/ROS%203D/RGBD-6D-SLAM approach http://graphics.cs.msu.ru/en/science/research/calibration/cpp2) b fit generic figures to captured data ( generic figures could be taken from MakeHuman, I think ) 3) estimate motion. see additionally link http://www.ros.org/wiki/openni/Contests/ROS%203D/Skeleton%20Tracker%20Teleoperation%20Package%20for%20Mobile%20Robot http://www.ros.org/wiki/openni/Contests/ROS%203D/Skeleton%20Tracker%20Teleoperation%20Package%20for%20Mobile%20Robotso pretty much to do. but unlike your proposal - it does not rely on patented pending approach implemented in Nite based code (Extraction of skeletons from 3D maps United States Patent Application 20110052006 ) and potentially provides much more reliable motion data capture. as for Blender and Nite you may see here http://www.youtube.com/watch?v=UxIcwuo5Rts it is already tested with http://www.brekel.com/ tool - which is basically a wrapper around Nite. I just add some info to think on if the way you describe is really worth pursuite Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] GSoC proposal
Hi Shuvro see also http://nicolas.burrus.name/index.php/Research/KinectRgbDemoV5?from=Research.KinectRgbDemoV4 Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender developer IRC minutes, 27 March 2011
Hi all, concerning RC there is currently a problem ( which I investigate ) - that blenderplayer and blender do show different results. So far I found one place - source\gameengine\BlenderRoutines\BL_KetsjiEmbedStart.cpp ketsjiengine-SetDrawType(v3d-drawtype); ketsjiengine-SetCameraZoom(camzoom); drawtype of v3d is not set to blenderplayer and this results in different output. but there are more differences (BlenderPlayer doesn't show parts (maybe due to they are marked with 'transparency' check box ) while blender game mode do show. So I investigate this and would report as soon as I know. But the question is - is this a problem to be resolved or is it OK that blenderplayer and blender in game mode show different results? I can provide example models ( after I consult with designers ) to show problems in case of any interest to resolve this. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Towards RC - blenderplayer problem
Hi all, I understand it is better to submit a bug report, but as RC nears here is description of the problem, I think - which should not be in release Model in Blender (game mode ) and Blenderplayer are shown differently. Maybe model is 'strange' with strange modifiers, still it might shed light on possible problems in other cases. so here is a model http://www.sim-ai.org/S01a.blend So far I found one place of difference source\gameengine\BlenderRoutines\BL_KetsjiEmbedStart.cpp ketsjiengine-SetDrawType(v3d-drawtype); ketsjiengine-SetCameraZoom(camzoom); drawtype of v3d is not set to blenderplayer and this results in different render output, but there are more problems. I look for more - but now you can trace the problem too Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Towards RC - blenderplayer problem
Hi Brecht. Unless it's a really serious bug that e.g. causes data loss, OK I will report later found bugs and their causes, when I track them (transparent figure in gameplayer and not in Blender Game mode ) in bug tracker. somehow it is not visible ( though I'm almost half a year looking at Blender code ). But search will return me where to report bugs, thanks for pointer. Regards Sergey On Sun, Mar 27, 2011 at 10:15 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi Sergey, The game player will always draw in texture draw mode, that's intentional, the other draw modes are intended for testing while working on the game. There is also no 3d view editor in the game player. Unless it's a really serious bug that e.g. causes data loss, this kind of thing can just be reported in the bug tracker, it's easier to keep track of it and assign to the right developer that way. Thanks, Brecht. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blenderplayer memory issue.
Hi devs. Blenderplayer reports memory corruption while exiting here: GHOST_EventManager::~GHOST_EventManager() { disposeEvents(); TConsumerVector::iterator iter= m_consumers.begin(); while (iter != m_consumers.end()) { GHOST_IEventConsumer* consumer = *iter; delete consumer; m_consumers.erase(iter); iter = m_consumers.begin(); } } on delete consumer; line I think, that running Valgrind on linux could reveal the source of the problem, I'm on windows and not equipped with memory profilers. I did not try to track the reason. But seems with Valgrind this should be easy. So if someone has a minute to look at this minor issue, that will be great. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Participating GSoC and the 'straighten' tool
Hi LetterRip, thanks for clarifications, I would give a link now to talk at blendernation http://blenderartists.org/forum/showthread.php?212444-GSoC-UV-ideas designers already noted lack of my knowledge of new UV tools ;) but already few things surfaced -cut seams etc in the UV window. -operate on multiple object UVs simultaneously. This one is definitely a must. at least a list of what should be done - grows, so that shuvro might have a good piece of work. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Participating GSoC and the 'straighten' tool
Hi, sorry for quite little feedback, but there is tool http://www.pullin-shapes.co.uk/page8.htm based on Blender code, somehow I seen response that it is easier to use than Blender UV tools ( I'm not designer - so while I might know something for Blender code, but not UV, so cannot provide details ). Still - having both RpadKill and it's code and also Blender - you might extract useful features for your application... Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Participating GSoC and the 'straighten' tool
Hi, few more ideas see thread http://blenderartists.org/forum/showthread.php?197804-Constraint-Based-UV-Unwrapping-possible-in-Blender you might request UV features at http://blenderartists.org/forum/http://blenderartists.org/forum/showthread.php?197804-Constraint-Based-UV-Unwrapping-possible-in-Blender and you will great response. also you might take a look at http://www.uvmapper.com/ http://www.uvlayout.com/ Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Participating GSoC and the 'straighten' tool
Hi Tom, Roadkill is a plugin for Maya, not only - but also stand alone tool, so it is easy to debug. From the manual it doesn't appear to have any other additional features. actually it is pretty easy to find what was different http://geheim.blender.org/forum/viewtopic.php?t=11088sid=1d1f8b22ca620c71602bee76970152d6 In Blender Artists Forum we agreed that most welcomed features for UV work in Blender that Roadkill may offer are: - stretch visualisation: this was once in tuhopuu, the code can be ported to the current version; - auto unwrap when changing seams; - edge/loop selection and seam editing in the UV editor: may be added once bmesh is there; - intelligent stitching (big UV peaces do not move, smaller are connected); - possibility to see (output) UV maps of more objects not jstu one in UV editor without joining them into one mesh. there were other features mentioned along with mentioning RoadKill and Blender ( on the net ) And that is what I can't find in Blender so far to help me do this: - Highlighting in the uv editor islands that share borders with the current selection - Non-uniform scale in the uv editor - Weld selected vertices if the distance between them lies within a certain threshold - For pack charts be able to choose an island margin as well Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Particle surfacing question
Hi Raul, I did not test speed but few polygonizers ( mesh from point clouds ) http://tetgen.berlios.de/features.html tetgen http://www.cs.jhu.edu/~misha/Code/PoissonRecon/ - code (osg Based ) and paper http://www.cgal.org/Manual/latest/doc_html/cgal_manual/Surface_reconstruction_points_3/Chapter_main.html ( http://www.cgal.org/Manual/latest/doc_html/cgal_manual/Point_set_processing_3/Chapter_main.html#Section_56.7 http://www.cgal.org/Manual/latest/doc_html/cgal_manual/packages.html#Pkg:Triangulation3 http://www.cgal.org/Manual/latest/doc_html/cgal_manual/packages.html#Pkg:Triangulation3 http://www.cgal.org/Manual/3.3/doc_html/cgal_manual/Surface_mesher/Chapter_main.html ) papers http://www.geometry.caltech.edu/pubs/MDDCA10.pdf http://www.cs.jhu.edu/~bolitho/Research/PoissonSurfaceReconstruction/PoissonRecon.pdf the parallel variant http://www.cs.jhu.edu/~misha/MyPapers/ISVC09.pdf http://www.cs.jhu.edu/~misha/Fall05/Papers/ohtake03B.pdf http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.25.2726rep=rep1type=pdf additionaly • *GTSLibrary –* The GNU Triangulated Surface Library. http://gts.sourceforge.net/index.html • *VTK:* http://www.vtk.org/. • *Volume and Surface Meshing –* http://www.cse.ohio-state.edu/~tamaldey/mesh.htm. • *Poly2Tri:* An open source CDT library http://code.google.com/p/poly2tri/. • *Jonathan Shewchuk* - http://www.cs.berkeley.edu/~jrs/ http://www.cs.cmu.edu/~quake/robust.html Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] CMake question - adding a library in Blender CMakeLists.txt
Hi developers, while of cause it is possible to become master of general CMake, still existing CMakeLists.txt s are done specifically for building Blender. Now my task: I'd like to link Blender with external lib ( I do it on windows (win64) if it is important). I see an example for jpeg library: set(JPEG_LIBRARIES libjpeg) if I comment the line - jpeg won't appear, OK but if I rename a line to set(JJPEG_LIBRARIES libjpeg) I again won't get a library in project. still there are no any JPEG_LIBRARIES being used anywhere in other txt files. so question is - how lib is actually added after being set a value? if to extend question to libpaths then - where LIBPATH s are added such as set(ZLIB_LIBPATH ${ZLIB}/lib) as there is the same problem - while nowhere else ZLIB_LIBPATH is mentioned - but it works, now making set(ZZLIB_LIBPATH ${ZLIB}/lib) would make nothing. so where these definitions are enacted, so that libraries and library paths are added? as link_directories CMake directive is not used and these libraries seems are not added to BLENDER_SORTED_LIBS which go to target_link_libraries(blender ${BLENDER_SORTED_LIBS} ) ? Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] CMake question - adding a library in Blender CMakeLists.txt
Hi, Now my task: I'd like to link Blender with external lib ( I do it on windows (win64) if it is important). OK got it - it is in macros.cmake Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] GPL v2/v3 problem.
Hi, Eugen: http://eigen.tuxfamily.org/index.php?title=Main_Page#License http://eigen.tuxfamily.org/index.php?title=Main_Page#Licenseis OK for GPL2 Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] SOC ideas
Hi All, I noticed that many previous SOC ideas were great and brought a lot to Blender, it could be a little bit selfish, but still, I would like to share few ideas for possible SOC applications. idea 1. triangle mesh - quads - nurbs workflow see docs and code http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.8.6839rep=rep1type=pdf http://www.netlib.no/netlib/a/pcp2nurb.tar.gz http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.23.1240rep=rep1type=pdf ( see more links here http://www.blender.org/forum/viewtopic.php?t=18026 ) adaptive quads are already here in https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-rohith291991 based on proposal http://wiki.blender.org/index.php/User:Rohith291991/Gsoc2010/Proposal so workflow at least partially implemented ( to some degree subsurfs also already exists ). So all this might be enhanced in Blender to make direct workflow mesh-nurbs-mesh possible. and that is great as nurbs could allow drilling and other fancy features ... idea 2 while kinect is a new toy - it can greatly enhance motion capture experience. available opensource drivers allow capture of rough skeleton https://github.com/OpenNI/OpenNI/tree/master/Samples/NiUserTracker (see demo at youtube http://www.youtube.com/watch?v=vI7iLmLDdoA ), but does not allow detailed motion capture, now what comes to mind in respect to Blender? There is an approach to fit mesh to video (other works are inside pdf ): http://openmesh.org/uploads/media/Hornung_TR10.pdf there is already makehuman with tools to generate desired skeletons and also makehuman rig ( and autorig too ), so coupling ready skeleton with fitting depth info to skeleton mesh - it is possible to accurately capture human pose with kinect. this approach, possibly, might make development of human motions with Blender to be exeptionally popular. So definetely should be tried - as almost all components are here for such a great task. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Scons can't define strings with spaces
Hi Lars, env['RCFLAGS'].append(-DTEST=\a space\) env['RCFLAGS'].append(-DTEST=\nospace\) Gives: windres -DTEST=a space -DTEST=nospace among scons docs there is a phrase: string surrounded by double quotation marks is interpreted as a single argument, regardless of white space contained within so env['RCFLAGS'].append(-DTEST=\a space\) might be what you are looking for ( not tested though ) Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Scons can't define strings with spaces
Hi Tom, and escape sequence with \oooCharacter with octal value ooo \xhhCharacter with hex value hh where space is Octal 40or Hex 20 does not help too? Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Scons can't define strings with spaces
Hi Tom then, though it looks not nice - but instead of space to use a special ( maybe unicode ) character, then replace this character with space as a last step of appending vars to env['RCFLAGS']? Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] quick question about Python scripting and the Game Engine
Hi Karl, it looks like you should use alternatives - such as http://blenderartists.org/forum/showthread.php?t=205808page=1 see also read answers http://stackoverflow.com/questions/3244431/how-to-create-logic-bricks-programmatically-in-blender http://stackoverflow.com/questions/3244431/how-to-create-logic-bricks-programmatically-in-blender and http://blenderartists.org/forum/showthread.php?t=187255page=1 http://blenderartists.org/forum/showthread.php?t=187255page=1the whole point is that it is better to develop your own logic bricks in python or create empty bricks and then change them accordingly, and if you want it completely independent from logic blocks see first link Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] GSOC 2011 is announced
Hi all, Google has just announced GSoC2011. http://google-opensource.blogspot.com/2011/01/google-summer-of-code-announced-at-lca.html The timeline is here: http://www.google-melange.com/document/show/gsoc_program/google/gsoc2011/timeline Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Removing auto registration
Hi, I'm sorry, as actually I would need to dig into details to understand all the subtleties, but few sparse thoughts order: is it possible to have a two step registration? such that first - there map is created ( or graph http://www.boost.org/doc/libs/1_45_0/libs/graph/doc/index.html ) like it is done in boost.python (starting files to look at are \boost\python\converter\registry.hpp | boost\python\converter\registrations.hpp ) of types , where all requested types are registered upon class creation and then then the whole system is glued together ( registered ) looking for unavailable parts and the next step? will it solve Matt Ebb and Nathan Vegdahl have complained about auto-registration in its current state fir renderman support which does dynamic generated classes from shaders, and rigify for rig types. if yes. then why two step registration is not an option ( or will it add too much complexity)? Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] bd_dna problem
Hi, just to let to know I did not update code for a while and today fresh svn gives the following output 1-- Build started: Project: bf_dna, Configuration: Debug Win32 -- 1 Generating dna.c 1 Running makesdna at debug level 0 1 Program version: $Id: makesdna.c 33448 2010-12-03 17:05:21Z campbellbarton $ 1CUSTOMBUILD : error : still 1 structs unknown 1 *** Unknown structs : 1PreviewImage on both 32 bit and 64 bit under windows. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Decimation / Surface Simplifier...
Hi Pete, cannot resist, but if there are several algorithms, then simplification can and should be combined with quad remeshing - as it is in the same domain see https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-rohith291991/ - the author promised add something more (he estimated two weeks more time to be spent), but did not, but still code should be fairly usable, then take a look at paper http://openflipper.org/uploads/media/bommes_zimmer_2009_siggraph_01.pdf and also code used to perform things http://openflipper.org/index.php?id=271#c2029 in case you can pick this together with Jaevixa's simplifier that will be great. as for OpenCL - seems both Nvidia http://developer.nvidia.com/object/cuda_3_2_downloads.html and AMD ( announced but never seen ) moves in a direction so you can use plain C at GPU. Overall - rule of thumbs - features first, optimization next. While asm/OpenCL might be beneficial - that can be added when the whole concept is tested and integrated into designers workflow. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Decimation / Surface Simplifier...
Hi Pete, for multiplatform asm also consider http://x264dev.multimedia.cx/archives/191 , together with yasm it makes multiplatform asm programming to be feasible. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Decimation / Surface Simplifier...
Hi If asm is not 'build in' c code or can be modularized into separate files then maybe http://www.tortall.net/projects/yasm/ can be used - it is fairly portable across platforms. it is still should be decided if asm at all is acceptable, but at least - this way - it will be one code for all platforms. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Fwd: Copyright violation distributing faac binaries together with GPL software
Hi Ton, I checked ffmpeg code (0.6.1 - it should be there for some time though since version 0.5 I think)- if it is possible to link against ffmpeg 6.1 why not to use it?) and it contains native ( for ffmpeg) aac encoder it is there as a replacement for libfaac. It is of lower quality thought. as an alternative VP8/WebM+ Vorbis is preferred now - it is of comparable quality ( video ) and good sound quality. But then again - ffmpeg contains acc encoder even without libfaac, just not of high quality Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Projection matrix export to Python
Hi migius It could be very useful for technical renderings (engineering, architecture). I need to find where to apply projection in renderer. If I do, I will send patch, otherwise - it is just idea so far Regards Sergey Hi Sergey, great idea! thank you for sharing. I was missing this functionality in Blender. It could be very useful for technical renderings (engineering, architecture). I would appreciate if you do this patch. thanks, migius -- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Projection matrix export to Python
Hi, recently, while investigating possibility to solve one of our internal rendering problem I got a look at dimetric and trimetric projections ( see set of links ) http://www.significant-bits.com/a-laymans-guide-to-projection-in-videogames http://www.gamedev.net/reference/articles/article1269.asphttp://www.gamedev.net/reference/articles/article1269.asp#NEN2536 http://www.compuphase.com/axometr.htm http://www.ul.ie/~rynnet/keanea/dimetric.htm I did not find a way to change projection matrix from python, and because I'm relatively new to code, I just changed added to wmOrtho my custom function ( which was used in place of wmOrtho in couple of places) like void wmOrthoCustom(float x1, float x2, float y1, float y2, float n, float f,float scalex,float scaley,float scalez) { float l=x1/*x1*/, r=x2, b=y1, t=y2/*y1*/ , f_=f/*f*/ , n_=n/*n*/; //n - ear f - far r - right glMatrixMode(GL_PROJECTION); glLoadIdentity(); orig_projmat[0]=scalex*(2./(r-l)); orig_projmat[4]=0; orig_projmat[8] =0; orig_projmat[12]=-(r+l)/(r-l); orig_projmat[1]=0; orig_projmat[5]=scaley*2/(t-b); orig_projmat[9] =0; orig_projmat[13]=-(t+b)/(t-b); orig_projmat[2]=0; orig_projmat[6]=0; orig_projmat[10]=scalez*(-2/(f-n)); orig_projmat[14]=-(f+n)/(f-n); orig_projmat[3]=0; orig_projmat[7]=0; orig_projmat[11]=0; orig_projmat[15]=1; glLoadMatrixf(orig_projmat); glMatrixMode(GL_MODELVIEW); } where scales vars I added as members of Camera and exported to python, which allowed me to change relations between axes in object view window. Now - if Projection matrix could be exported python ( and also used in rendering pipeline, not only preview ), this might be a good feature at least at blendernation someone got interested while I was asking question. It is not just very difficult - just instead of glOrtho or glPerspective to use glLoadMatrix ( and respective function in render pipeline), but adds some flexibility. Now I do not need a feature, so have less motivation to make a complete a patch, but still decided to share idea. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Introducing Multi-touch Blender3D
Hi you might be intrested to take a look at http://forge.lifl.fr/PIRVI/wiki/MTUtils/blenderTUIO Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Node-able render pipeline
Hello, Basically allowing a user to do what people can do with programmable GPUs now, but with a node driven interface. just as a matter of proposing ideas to consider few shots take a look at OpenSG structure desc: http://www.opensg.org/wiki/OpenSG2Vision ( shader composition stuff ) ( code is in trunk ) and then OpenSceneGraph ( trunk ) see discussions http://forum.openscenegraph.org/viewtopic.php?t=5441 http://forum.openscenegraph.org/viewtopic.php?t=6072start=0 http://www.opensg.org/wiki/OpenSG2Vision http://forum.openscenegraph.org/viewtopic.php?t=5441start=15 ( you might search for more entries from Roland, PCJohn etc ) http://forum.openscenegraph.org/viewtopic.php?t=5441start=15so it is work in progress, but offers composition of shaders from nodes. hope the ideas from that code could be of some help for what you are looking for. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Bmesh question
Hi Farshary, cannot say for internals of BMesh itself for collision people try to bring BMesh and https://code.google.com/p/carve/ see http://www.mail-archive.com/bf-committers@blender.org/msg01356.htmlwhich uses octree for it's purposes to determine local mesh ( returns nodes with pointers to mesh stuctures ). also see http://code.google.com/p/opencamlib/ which uses adaptive octree for mesh representation so looks like BMesh is capable to have nodeable mesh - but you would need to use additional data structures. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Unlimited Clay report and question
Hi Farsthary, I put latest code from his branch at my site http://www.sim-ai.org/ptex_nicholas.7z ( it is compressed with free 7z ) in case of problems, I think, it is possible to mail things to you by parts. btw do you use Vidalia https://www.torproject.org/projects/vidalia ( for windows installer is https://www.torproject.org/dist/vidalia/vidalia-0.2.10.msi )? also for blocked sites try sending message to s...@webtomail.co.cc with desired url, at least you would have partial access. hope that it somehow gets resolved in time. Best regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Unlimited Clay report and question
Hi Farshary, I sent attachment to your mail, in case it did not come, just contact me. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Unlimited Clay report and question
Hi Farsthary, nice to hear on progress, as for Number 2 is currently the showstopper, I will really need the help of the designers of the PBVH data structure any advice/help? not being developer of blender code, I could notice that pbvh_update() was most frequently touched by Nicolas Bishop in his code ( and he was recently active in his soc truck tree ). also http://wiki.blender.org/index.php/Dev:2.5/Source/Modeling/PBVH here he mentions himself the one, whom to adress to in case of questions nicholasbishop(AT)gmail.com so looks like he is right person to ask questions. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] About programming Blender device control interface
Hi Anthony, on creating a new interface that can translate the real-life actions into 3D coordinates. You could be interested in this project - http://forge.lifl.fr/PIRVI/wiki/MTUtils/blenderTUIO it adds 3D input from screen, the code is on the site - so you might look at what they changed. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Build problem for X64
Hi Damir just a guess, quite a time ago I had a problem that 32 bit libs were used in place of 64 bit libs, so maybe to look to this side Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] BLF_draw_default not working
Hi Andrew, Here is the result http://www.youtube.com/watch?v=cgRCqUIjnXc which screencaster do you use? BTW the feature was requested http://www.blender.org/forum/viewtopic.php?t=18053 , I suppose that glReadPixels ( and renaming RGB colors in code ) in the same place you render a triangle for cursor then sending it to ffmpeg - will make an internal screencaster. Faster reading will be achieved by the use of OpenGL PBO like in nvidia example http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/OpenGL/TexturePerformancePBO.zip from http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html http://developer.download.nvidia.com/SDK/9.5/Samples/samples.htmlso in case you figure out this all - then it might be a great patch. The correct structure will then be applied by core team. Best regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] BLF_draw_default not working
Hi Andrew, got it Alt+f3 is a way to make screencast from Blender. sorry for my question then but still - nice video from you. Regards Sergey On Fri, Sep 10, 2010 at 4:47 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote: Hi Andrew, Here is the result http://www.youtube.com/watch?v=cgRCqUIjnXc which screencaster do you use? BTW the feature was requested http://www.blender.org/forum/viewtopic.php?t=18053 , I suppose that glReadPixels ( and renaming RGB colors in code ) in the same place you render a triangle for cursor then sending it to ffmpeg - will make an internal screencaster. Faster reading will be achieved by the use of OpenGL PBO like in nvidia example http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/OpenGL/TexturePerformancePBO.zip from http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html http://developer.download.nvidia.com/SDK/9.5/Samples/samples.htmlso in case you figure out this all - then it might be a great patch. The correct structure will then be applied by core team. Best regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] BLF_draw_default not working
Hi Andrew, and the last news is that there is a script to activate what you deed in code ( except for mouse ) http://blenderartists.org/forum/showthread.php?t=181703 http://blenderartists.org/forum/showthread.php?t=181703Best regards Sergey On Fri, Sep 10, 2010 at 5:04 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote: Hi Andrew, got it Alt+f3 is a way to make screencast from Blender. sorry for my question then but still - nice video from you. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] a question on possible future nurbs-bmesh convergence plans
Hello all, while I attempted to start discussion on forum, it brought no response. Still, starting to look at Blender features, and being impressed by new opportunities which both bmesh and nurbs branch present I started to look further. I might be wrong at places, because I just starting to familarize myself with Blender and it's codebase, still if I'm completely off, it is easy to point. But back to my thoughts, I asked myself is it possible to bring them together? Looks like yes, and much details are in this ( 91 Mb ) course http://alice.loria.fr/publications/papers/2007/SigCourseGeoProc/modeling-course.pdf there are even two libraries which might be of use cgal ( might be download here https://gforge.inria.fr/frs/?group_id=52 , official site www.cgal.org - some code is LGPL but some QPL, but still can be looked at ) and openmesh http://www.openmesh.org which is completely LGPL I would like to mention few sources which nurbs team addressed http://www.cl.cam.ac.uk/research/rainbow/projects/subdnurbs/nurbswep.html - source code, paper and demo video (more docs of the same author are here http://www.people.usi.ch/cashmant/ ) and which I personally found http://www.levien.com/phd/thesis.pdf approach to fit curves to points better http://hss.ulb.uni-bonn.de:90/2008/1614/1614a.pdf approach to tessellate trimmed surfaces without visual errors ( code is in OpenSG scene graph and can be used besides OpenSG whole code) http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.87.4855rep=rep1type=pdfconverting Catmull-Clark Subdivision Surfaces with Bicubic Patches by Loop C. and Schaefer S. - can be used to combine both ease of use of subsurfaces for artists with power of bi-cubic patches. something here too http://faculty.cs.tamu.edu/schaefer/research/ ( sorry for lot of links it is just I did not seen that there is something like wiki page or like in this direction, so maybe too much noise, but still I have just one idea in mind - if the roadmap would be laid out in this direction ). http://faculty.cs.tamu.edu/schaefer/research/ looks like a lot of work, still freely blend nurbs and meshes, deform, simplify these combined models will be quite a great feature for artists. looks like Blender is almost there, but will there be a roadmap to bring it all to final desired feature set and what could/should be used , made as steps to achieve that ( considering available codebase )? Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Would anybody have any time to look over these local changes I made to Blender?
Hi Anthony, my two cents as you provide compiled binaries, you may try to get artists feedback say here http://blenderartists.org/forum/forumdisplay.php?f=9 it looks cool, but I think it's better to test on end users than on devs Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers