Re: [Bf-committers] Adding Separate Wireframe Color for Edit Mode

2013-06-07 Thread kk
It would be  great if we could control the wireframe thickness as well.

k

On 06/07/2013 04:52 PM, Jonathan Williamson wrote:
 Hi everyone, and specifically Ton :)

 I spoke with Campbell on IRC about this, and he just said I need to
 convince you, Ton.

 I would like to push for adding a new theme option for mesh wireframes in
 Edit Mode. The reason for this is during retopology, when working on dense
 meshes (such as a dynamic topology sculpt) distinguishing between the
 original form and the retopo form becomes quite difficult.

 For example, take a look at this screenshot: http://cl.ly/PWyr

 It's easy to the see the vertices, the edges are quite difficult to see,
 particularly while rotating around the model.

 Ideally, it'd be great to have full control over wireframe colors, on a per
 object basis. However, Campbell mentioned that is a much larger
 undertaking, and so for now having the theme option would be a good
 compromise.

 Thoughts?

 Jonathan Williamson
 http://cgcookie.com
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Re: [Bf-committers] Edit mode tools.

2013-05-12 Thread kk
Do you mean Cad tools?

http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/Edge_Slice

kursad


On 05/12/2013 12:22 PM, Knapp wrote:
 intersected a plane etc.  I can't find info about this anywhere. Does

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[Bf-committers] Simple proposal for selecting linked vertices in Edit Mode defaults

2013-05-08 Thread kk
Hi

I have been using this simple change below in my setup and it seems to 
work well for me. I think that double clicking to select connected 
vertices can improve general modeling workflow. Similar setups are also 
available many other 3d apps like Modo when editing meshes.

These are nortmally assigned to  L and shift L

kmi = km.keymap_items.new('mesh.select_linked', 'LEFTMOUSE', 
'DOUBLE_CLICK', shift=True)
kmi = km.keymap_items.new('mesh.select_linked_pick', 'LEFTMOUSE', 
'DOUBLE_CLICK')

thanks


kursad


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Re: [Bf-committers] making blender with eclipseMingW ...

2013-03-20 Thread kk
Hi

I have it working in Eclipse. It works fine except that Eclipse likes to 
use a lot of memory.

Make sure that

- You choose the right Eclipse version when building the Eclipse project 
wtih Cmake

- Use the Make Target pane for building not the Project Build all

kursad

On 03/20/2013 04:59 AM, Gaia wrote:
 Hello;

 After talking about alternatives for the Visual express 2008
 build environment for making blender, i browsed a bit and
 after some digging i found a tutorial for setting up eclipse
 and MingW. So i decided to give that a try and actually it
 was very easy to get this working with a simple hello world
 example.

 So, now i want to add Blender into that system. But that
 is no longer easy going ;-( However maybe i just need a
 few bitsto get it to work. Here is what i did so far:

 I used CMake  to create the build directories using

  Eclipse CDT4 - MingW makefiles

 Then i imported that generated folder to eclipse as

  existing code as makefile project

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Re: [Bf-committers] Looking for a bachelor thesis

2013-03-11 Thread kk
Hi

Here are 2 thing areas to consider.

- One area that can be improved is  a better remesher.

- We also need a point cloud meshing modifier.

- Multi range uv support and baking. Currently most uv things happen in 
standard uv space in Blender. We need uv support for 
textures/baking/painting beyond 0-1. So one should be able to use uv 
islands that sit outside of 0-1 range in Blender.



k

On 03/11/2013 05:25 AM, Michele Fenu wrote:
 Hi blender developers,
 I'm looking for a bachelor thesis for my Computer Science degree at
 University of Turin.

 This may be my first time with open source development and I don't know how
 I can contribute to this community, but I have about 200 hours to spend on
 the project and I'd really like to receive any suggestions on which field i
 can contribute to.

 At the beginning I was thinking to develop a plug-in, but almost all ideas
 I've had were already developed by someone else (e.g. sapling, or camera
 calibration), so I decided to write this email.

 Any help will be appreciated ;)

 Thank you in advance,
 Michele
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Re: [Bf-committers] Suggestion: Drop zip archives (Windows releases)

2013-03-09 Thread kk
On 03/09/2013 09:05 AM, Thomas Dinges wrote:
 Hi everybody,
 I'd like to drop .zip archives for our windows releases.

 At the moment we provide .exe (Installer version) and .zip and .7z
 (Extract  Run version).

 Pros:
 * .7z archive is much smaller than .zip, saving traffic and also faster
 for people to download.
 * .7z format is open and supported by different programs: 7-Zip, WinZip,
 WinRar.

 Cons:
 * Windows does not support .7z out of the box, needs third party app
 like 7-zip.

 I understand that the one con is a problem in theory, but in practise
 most people have a third party app installed, whether it's 7-Zip, WinZip
 etc.
 Windows only supports .zip archives, so without a third party app,
 people can not uncompress/compress .rar, 7-zip, .tar etc...
 Asking people to install 7-Zip shouldn't be a problem, 7-Zip is free
 software (LGPL) and only 1 megabyte large. http://7-zip.org/

 Anyway, I don't think we should keep 3x different types of binaries (*2
 for the architecture) for Windows, as for Mac and Linux we also only
 provide one for each bitness.

 Best regards,
 Thomas


Hi
I am one of those Win users who prefer an archive over installer. In 
that respect I think that a self containted .exe is perfectly 
one(indicated clearly). One can also use 7zip itself to open the self 
contained exe as a compressed file.

The only thing that can get in way is the permissions/virus app issues 
with .exe files. So providing a .7z along with the exe is a viable 
solution in my view.

k

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Re: [Bf-committers] broken win32 build, sculpt_paint related [SOLVED]

2013-03-09 Thread kk
Just to follow up on this issue.  It seems like there was file 
corruptions that led to this problem. After Antony advised  me to delete 
the files locally and redownload the relevant files form the svn I am 
able to build properly.


k


On 03/08/2013 05:34 PM, Antony Riakiotakis wrote:
 Strange, it works here...what compiler are you using? We support 4.6.3
 from MinGW.org
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[Bf-committers] broken win32 build, sculpt_paint related

2013-03-08 Thread kk

Win64 / Mingw32

[  4%] Built target bf_editor_metaball
[  4%] Built target bf_editor_object
[  5%] Built target bf_editor_physics
[  5%] Built target bf_editor_render
[  5%] Built target bf_editor_screen
[  5%] Building C object 
source/blender/editors/sculpt_paint/CMakeFiles/bf_editor_sculpt_paint.dir/paint_image_proj.c.obj
D:\_BLENDER_BUILDS\SVN\blender\source\blender\editors\sculpt_paint\paint_image_proj.c:4289:14:
 error: nested redefinition of 'enum PaintMode'
D:\_BLENDER_BUILDS\SVN\blender\source\blender\editors\sculpt_paint\paint_image_proj.c:4289:14:
 error: redeclaration of 'enum PaintMode'
D:/_BLENDER_BUILDS/SVN/blender/source/blender/blenkernel/BKE_paint.h:57:14: 
note: originally defined here
mingw32-make[2]: *** 
[source/blender/editors/sculpt_paint/CMakeFiles/bf_editor_sculpt_paint.dir/paint_image_proj.c.obj]
 Error 1
mingw32-make[1]: *** 
[source/blender/editors/sculpt_paint/CMakeFiles/bf_editor_sculpt_paint.dir/all] 
Error 2
mingw32-make: *** [all] Error 2



thanks

k
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Re: [Bf-committers] broken win32 build, sculpt_paint related

2013-03-08 Thread kk
On Mar 8, 2013 5:12:59 PM, Antony Riakiotakis wrote:
 I can't reproduce here. There is also no such redefinition on these
 files. Are you sure you are using the correct svn revision?
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It is the latest trunk as far as I can tell. I am at 55121
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Re: [Bf-committers] broken win32 build, sculpt_paint related

2013-03-08 Thread kk
On Mar 8, 2013 5:34:04 PM, Antony Riakiotakis wrote:
 Strange, it works here...what compiler are you using? We support 4.6.3
 from MinGW.org
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yeah I have 4.6.2 here. Is there anything else I could try? Could it be a Cmake 
issue? I updated the cache before build

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[Bf-committers] build error on Windows with Mingw32 ( bf_blenlib.dir/intern/winstuff.c.obj] Error 1 )

2013-03-04 Thread kk
Hi

I am getting a build error on Windows7 with Mingw32. I used Cmake to 
create the build for using with Mingw32 on Windows7 64bit.

here is the tail

D:/_BLENDER_BUILDS/SVN/blender/source/blender/blenlib/BLI_path_util.h:110:1: 
error: unknown type name 'bool'
D:/_BLENDER_BUILDS/SVN/blender/source/blender/blenlib/BLI_path_util.h:111:1: 
error: unknown type name 'bool'
D:/_BLENDER_BUILDS/SVN/blender/source/blender/blenlib/BLI_path_util.h:115:1: 
error: unknown type name 'bool'
D:/_BLENDER_BUILDS/SVN/blender/source/blender/blenlib/BLI_path_util.h:115:24: 
error: unknown type name 'bool'
D:/_BLENDER_BUILDS/SVN/blender/source/blender/blenlib/BLI_path_util.h:140:1: 
error: unknown type name 'bool'
D:/_BLENDER_BUILDS/SVN/blender/source/blender/blenlib/BLI_path_util.h:143:1: 
error: unknown type name 'bool'
D:/_BLENDER_BUILDS/SVN/blender/source/blender/blenlib/BLI_path_util.h:157:1: 
error: unknown type name 'bool'
D:/_BLENDER_BUILDS/SVN/blender/source/blender/blenlib/BLI_path_util.h:163:1: 
error: unknown type name 'bool'
D:\_BLENDER_BUILDS\SVN\blender\source\blender\blenlib\intern\winstuff.c:208:1: 
warning: 'UNUSED_BLI_alloc_utf16_from_8' defined bu
t not used [-Wunused-function]
mingw32-make[2]: *** 
[source/blender/blenlib/CMakeFiles/bf_blenlib.dir/intern/winstuff.c.obj] 
Error 1
mingw32-make[1]: *** 
[source/blender/blenlib/CMakeFiles/bf_blenlib.dir/all] Error 2
mingw32-make: *** [all] Error 2


and here is the rest

http://www.pasteall.org/40204

k
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Re: [Bf-committers] Linking error with libge on Windows

2013-03-02 Thread kk
On 03/02/2013 11:14 PM, Mitchell Stokes wrote:
 Strange, I'm not seeing an actual error in that log output. Warnings 
 usually don't stop a compile, and that particular warning 
 (unused scene in dome code) has been around for a long time.

 --Mitchell

Mitchell, thanks for the reply.

I will see if this is a local issue. This is a regular vanilla build 
that normally builds fine, that is why in thought I would report it first.

thanks

k

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Re: [Bf-committers] Conversion to a dynamic/plugable modifier system

2012-12-06 Thread kk
On Dec 5, 2012 2:38:33 AM, Chad Fraleigh wrote:
 On Tue, Dec 4, 2012 at 11:26 PM, Brecht Van Lommel
  brechtvanlom...@pandora.be  wrote:
 
  As you have found from reading the code, Blender wasn't really
  designed with plugins in mind. Code for things like modifiers tends to
  be scattered over many files. I fear that making a C/C++ plugin system
  work is a far bigger project than you might think. Getting all the
  components like DNA/RNA/blenloader/UI/.. ready for this would be great
  but I don't think it's a feasible task for one developer.
 
 I knew (as a whole) it wouldn't be a trivial thing. But the general
 plan was to add some [API backward compatible] modifier
 framework/interface changes over time, and then convert an existing
 modifier or two to be in a self-contained module as a proof of concept
 and to work the kinks out. At some point after this making them actual
 run-time loadable plugins would be a next step. Just being modular
 could allow them to be compiled as a shard library and linked during
 standard blender compile time.. the plugin stuff would just be some
 linking glue added on (albeit not trivial in itself).
 
 And while in the long term it would certainly be cleaner and better to
 do the same for all the other legacy modifier code, technically they
 should still work as-is (if the new code checks what it needs first
 and falls through to old code on NULL hook functions and such). Of
 course once a couple are done and a basic example is laid down, then
 other developers could jump in and each try to convert other
 modifiers.. and if new issues are encounter in the more complex
 modifiers, at worse the change could reverted for those specific
 modifier(s) until more framework updates can be made to support it.
 
 The worse case scenario is that even if the end goal ends up a
 failure, in the effort the code would be made much more modular and
 code-coupling for them reduced and hopefully make later attempts
 easier.
 
  Making Blender more modular is one of those things that should be
  tackled as a bigger project, like the 2.5 UI refactor or the planned
  dependency graph upgrade. For python we have some mechanisms to make
  extensions work, and I can imagine python modifier support being
  feasible to add using the bmesh python api.
 
 -Chad
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I am not sure if this would be a new idea to Blender, but Houdini has couple 
neat tricks. For example it provides inline coding nodes both for cpp and for 
high performance VEX lang. The codes in the nodes are compiled at runtime when 
the nodes are cooked.  Maybe there could be a dedicated modifier that can 
compile the code in real time (even possible?) . While this sure is neither a 
replacement for a plugin nor for dedicated modifier, it might be able to help 
with protoyping and or even with distribution if the modifier data could be 
loaded.


k

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Re: [Bf-committers] Writing a Compositor node plugin?

2012-12-05 Thread kk
On Dec 5, 2012 6:56:54 PM, Troy Sobotka wrote:
  Is there any chance that the registering the new nodes goes through some old
  system of nodes? I can now compile without any errors however(maybe
  naturally) my node does not show up in the nodes in Blender. So I am
  suspecting that I am not able to register this new node in the system
  properly.
 
 I wrote a wiki page on a minimal node tutorial here:
 http://wiki.blender.org/index.php/User:Sobotka/Misc/Minimal_Node_Tutorial
 
 There is a minimal node-skeleton branch here:
 https://github.com/sobotka/blender/tree/node-skeleton
 
 Hope that helps someone a little...
 TJS



Hi Troy

Thanks for the reply. This is better than what I could have hoped for. I wish I 
saw it couple days ago but in any case this is great. The old node coding page 
is obsolete so was little help to me.

k
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