[Bf-committers] (no subject)

2021-12-31 Thread Sahil Thakur via Bf-committers
Sir/madam iam keen towards working with your organization.
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[Bf-committers] (no subject)

2021-06-01 Thread Jeroen Bakker via Bf-committers
Hi,
The Blender 2.93 release is on track for release on Wednesday 2nd
June

* As of now, do not commit to `blender-v2.93-release` branch without
clearing up with Dalai or me directly.
* From 9:00 to 10:00 CET we will do a final pass in the tracker to see if
there are any showstoppers.
* Subversion bump and final tagging will be handled by me.
* The plan is to start the build process Wednesday night CET.

For anything release related join #blender-coders on blender.chat.

Thank you,
Jeroen
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[Bf-committers] (no subject)

2021-03-19 Thread Manisini Chakraborty via Bf-committers

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[Bf-committers] (no subject)

2020-03-12 Thread Marcus Schumann via Bf-committers


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2016-03-09 Thread лёша лесовой
 Dear developers,
I am student of MIPT (Moscow Institute of Physics and Technology) and I am 
interested in idea of package manager. The only experience I had were simple 
version of pacman and simple molecular dynamics simulator. Besides my poor 
experience I can't work during the June, because of my exams in Institute. So I 
would like to know if "I am good enough" to make this package manager?
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[Bf-committers] (no subject)

2015-08-19 Thread Jaume Bellet

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Re: [Bf-committers] (no subject)

2015-07-19 Thread Ton Roosendaal
Hi Chester,

We don't accept insinuations or discussions on people's integrity on this list. 
Such mails only deserve to be entirely ignored. But since there was a reply 
already:

If you have issues with contributors to Blender you can contact them directly. 
If want to share confidential information (if you think that's in the best 
interest of Blender) you can mail me or the foundation.

Everyone is here to work on Blender within the free/open source philosophy as 
Blender Foundation already manages since 2002. In short: to make a free and 
open source complete 3d creation pipeline for individuals and small teams. 

We're strong enough to keep that goal alive, and we welcome everyone here 
(including companies who do business with Blender) to help making Blender 
better. 

-Ton-


Ton Roosendaal  -  t...@blender.org   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



On 18 Jul, 2015, at 22:24, Alexander Kovelenov wrote:

 Hi!
 
 First of all, this is my personal opinion as one of the Blend4Web guys. 
 I understand your concerns, but I think you should not be afraid of 
 Blend4Web involvement. We definitely have no plans to take control or 
 include our engine inside Blender or do some other evil stuff :). 
 Actually all we are trying to do is to make some improvements in 
 Viewport and possibly, implement other real-time features, as stated in 
 our wiki page 
 http://wiki.blender.org/index.php/Dev:Doc/Projects/Blend4Web_proposals. 
 These are not Blend4Web-specific and can be used by the other projects 
 as well. I think Blender is good as it is, and I hope that it continues 
 to be open, vendor-independent with it's strong and loyal community and 
 passionate team of talented developers. That's why we all love Blender for!
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[Bf-committers] (no subject)

2015-07-18 Thread Chester Paris
I am a 3d-artist, Blender is my favourite tool. Was interested in Blend4Web but 
research made me suspicious. Merged into trunk, it will more or less slave 
Blender for its commercial interests. Hope that will not happen. The given 
distance to Blender by the current state of the addon is okay.
Thanks for your patience
Theb   
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[Bf-committers] (no subject)

2015-07-18 Thread Alexander Kovelenov
Hi!

First of all, this is my personal opinion as one of the Blend4Web guys. 
I understand your concerns, but I think you should not be afraid of 
Blend4Web involvement. We definitely have no plans to take control or 
include our engine inside Blender or do some other evil stuff :). 
Actually all we are trying to do is to make some improvements in 
Viewport and possibly, implement other real-time features, as stated in 
our wiki page 
http://wiki.blender.org/index.php/Dev:Doc/Projects/Blend4Web_proposals. 
These are not Blend4Web-specific and can be used by the other projects 
as well. I think Blender is good as it is, and I hope that it continues 
to be open, vendor-independent with it's strong and loyal community and 
passionate team of talented developers. That's why we all love Blender for!
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Re: [Bf-committers] (no subject)

2015-06-30 Thread Ton Roosendaal
Hi,

I don't think this is driver issues, it's just a developer needed who goes over 
the GHost code in Blender. I suspect it's the 'continuous grab' feature that 
gives issues still. 

I've always been (OK with Jens'help :) the maintainer and bugfixer of this area 
in Blender.
We need another Blender developer with a Mac and plenty of UI patience  love 
to keep issues like this smoothly work.

Come on mac devs!

(And we need Windows UI devs too, I recently tried Blender on Surface Pro. 
Install went smooth, but running it with touch and gestures is a pain).

-Ton-


Ton Roosendaal  -  t...@blender.org   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



On 30 Jun, 2015, at 13:20, bilal Poujol wrote:

 
 
 
 
 
 Hi Julian,
 Thank you for the answer.
 I will see how I can fix the driver.
 But no OS updates available unfortunately.
 Best regards
 
 
 
 
 
  
  
 Message du 29/06/15 20:57
 De : Julian Eisel 
 A : bilal Poujol , bf-blender developers 
 Copie à : 
 Objet : Re: [Bf-committers] (no subject)
 
 Hey Bilal,
 
 We had a few similar bug reports (e.g.
 https://developer.blender.org/T39504 or
 https://developer.blender.org/T39094) but it seems driver related.
 Maybe there are OS updates available?
 If this doesn't help, I'd suggest you report the issue in our bug
 tracker on developer.blender.org although this is unlikely an issue on
 Blender's side.
 
 Greetings,
 - Julian -
 
 On Sun, Jun 28, 2015 at 7:37 PM, bilal Poujol  wrote:
 Hi,
 I am having an issue on IMac with Blender. The window is shaking when I use 
 the middle mouse button to change the view around the mesh.
 In Object mode, same shaking occurs when moving, rotating and scaling the 
 mesh.
 In Edit mode, same shaking with the point, the line and the face.
 Can I change something in the user preferences to fix this?
 Here's the video of my problem. It is not a mouse issue, as I tried with an 
 another one with no results.
 
 https://youtu.be/jrbj0iDtimA
 
 Here are my computer specs:
 iMac
 
 2,7 GHz Intel Core i5
 
 NVIDIA GeForce GT 640M 512 Mo
 
 Best regards,
 Bilal Poujol
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Re: [Bf-committers] (no subject)

2015-06-30 Thread Jacob Merrill
touch and gesture are needed for android eventually as well right?

will the viewport patch be designed with future android compatibility?

common core shader profile and whatnot?



On Tue, Jun 30, 2015 at 11:19 AM, Ton Roosendaal t...@blender.org wrote:

 Hi,

 I don't think this is driver issues, it's just a developer needed who goes
 over the GHost code in Blender. I suspect it's the 'continuous grab'
 feature that gives issues still.

 I've always been (OK with Jens'help :) the maintainer and bugfixer of this
 area in Blender.
 We need another Blender developer with a Mac and plenty of UI patience 
 love to keep issues like this smoothly work.

 Come on mac devs!

 (And we need Windows UI devs too, I recently tried Blender on Surface Pro.
 Install went smooth, but running it with touch and gestures is a pain).

 -Ton-

 
 Ton Roosendaal  -  t...@blender.org   -   www.blender.org
 Chairman Blender Foundation - Producer Blender Institute
 Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



 On 30 Jun, 2015, at 13:20, bilal Poujol wrote:

 
 
 
 
 
  Hi Julian,
  Thank you for the answer.
  I will see how I can fix the driver.
  But no OS updates available unfortunately.
  Best regards
 
 
 
 
 
 
 
  Message du 29/06/15 20:57
  De : Julian Eisel
  A : bilal Poujol , bf-blender developers
  Copie à :
  Objet : Re: [Bf-committers] (no subject)
 
  Hey Bilal,
 
  We had a few similar bug reports (e.g.
  https://developer.blender.org/T39504 or
  https://developer.blender.org/T39094) but it seems driver related.
  Maybe there are OS updates available?
  If this doesn't help, I'd suggest you report the issue in our bug
  tracker on developer.blender.org although this is unlikely an issue on
  Blender's side.
 
  Greetings,
  - Julian -
 
  On Sun, Jun 28, 2015 at 7:37 PM, bilal Poujol  wrote:
  Hi,
  I am having an issue on IMac with Blender. The window is shaking when
 I use the middle mouse button to change the view around the mesh.
  In Object mode, same shaking occurs when moving, rotating and scaling
 the mesh.
  In Edit mode, same shaking with the point, the line and the face.
  Can I change something in the user preferences to fix this?
  Here's the video of my problem. It is not a mouse issue, as I tried
 with an another one with no results.
 
  https://youtu.be/jrbj0iDtimA
 
  Here are my computer specs:
  iMac
 
  2,7 GHz Intel Core i5
 
  NVIDIA GeForce GT 640M 512 Mo
 
  Best regards,
  Bilal Poujol
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Re: [Bf-committers] (no subject)

2015-06-30 Thread bilal Poujol





Hi Julian,
Thank you for the answer.
I will see how I can fix the driver.
But no OS updates available unfortunately.
Best regards





 
 
 Message du 29/06/15 20:57
 De : Julian Eisel 
 A : bilal Poujol , bf-blender developers 
 Copie à : 
 Objet : Re: [Bf-committers] (no subject)
 
 Hey Bilal,
 
 We had a few similar bug reports (e.g.
 https://developer.blender.org/T39504 or
 https://developer.blender.org/T39094) but it seems driver related.
 Maybe there are OS updates available?
 If this doesn't help, I'd suggest you report the issue in our bug
 tracker on developer.blender.org although this is unlikely an issue on
 Blender's side.
 
 Greetings,
 - Julian -
 
 On Sun, Jun 28, 2015 at 7:37 PM, bilal Poujol  wrote:
  Hi,
  I am having an issue on IMac with Blender. The window is shaking when I use 
  the middle mouse button to change the view around the mesh.
  In Object mode, same shaking occurs when moving, rotating and scaling the 
  mesh.
  In Edit mode, same shaking with the point, the line and the face.
  Can I change something in the user preferences to fix this?
  Here's the video of my problem. It is not a mouse issue, as I tried with an 
  another one with no results.
 
  https://youtu.be/jrbj0iDtimA
 
  Here are my computer specs:
  iMac
 
  2,7 GHz Intel Core i5
 
  NVIDIA GeForce GT 640M 512 Mo
 
  Best regards,
  Bilal Poujol
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[Bf-committers] (no subject)

2015-06-28 Thread bilal Poujol
Hi,
I am having an issue on IMac with Blender. The window is shaking when I use the 
middle mouse button to change the view around the mesh.
In Object mode, same shaking occurs when moving, rotating and scaling the mesh.
In Edit mode, same shaking with the point, the line and the face.
Can I change something in the user preferences to fix this?
Here's the video of my problem. It is not a mouse issue, as I tried with an 
another one with no results.
 
https://youtu.be/jrbj0iDtimA
 
Here are my computer specs:
iMac
 
2,7 GHz Intel Core i5
 
NVIDIA GeForce GT 640M 512 Mo
 
Best regards,
Bilal Poujol
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[Bf-committers] (no subject)

2014-10-05 Thread Sam Vila
Thanks for the replies, I just wanted to show some of the features that I
think Cycles would need to be as flexible as BI. If we have a fix for the
passes and the ability to play in a non-physical correct way with some of
the settings then it would be great!

As I said it's great that you can cheat a lot in BI when you need. Hope
Cycles would provide tools to accomplish this as well in the future.
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[Bf-committers] (no subject)

2014-09-23 Thread ploboy584...@gmail.com

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Re: [Bf-committers] (no subject)

2014-09-23 Thread Olson
brilliant post, well done

On 24/09/14 03:10, ploboy584...@gmail.com wrote:
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2014-09-03 Thread samit_...@libero.it

Same error here (Ubuntu 14.04 64bits).
Anyway after that error you can do make and it will complete the
compilation successfully. But yes, the scons one is broken (for me too
at least).

Regards

Vicente

in my case make after scons doesn't work.
it works if I compile with it from scratch, instead.


Same here, Linux Mint 17, fresh system install:

Linking program == 'blender'
/usr/bin/ld: /home/piotao/blender-git/deps/oiio/lib/libOpenImageIO.so:
undefined reference to symbol 'dlclose@@GLIBC_2.2.5'
/usr/lib/gcc/x86_64-linux-gnu/4.8/../../../x86_64-linux-gnu/libdl.so: error
adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit status
scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Error 1
scons: building terminated because of errors.

Installing libopenimageio-dev from distro also did not help. But after this
install, next run of scons did not stop after the linking error, and
performed regular install of blender, with all deps, scripts, etc. Ofc no
blender and blenderplayer binary was there.

regards
pio

I tried to install libopenimage from the repo but the linking issue remains
the same.
Hope a dev can look into it,

regards, Sam

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[Bf-committers] (no subject)

2014-05-15 Thread kasra karimi
Hey
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Re: [Bf-committers] (no subject)

2014-05-15 Thread Jacob Merrill
Hey, you developing or chatting? There are other places for chatter,  (this
is the development mailing list)
On May 15, 2014 12:41 PM, kasra karimi kasra...@gmail.com wrote:

 Hey
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Re: [Bf-committers] (no subject)

2013-02-22 Thread Antony Riakiotakis
Comrade coder,

There's lots of information here:

http://wiki.blender.org/index.php/Dev:Contents
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[Bf-committers] (no subject)

2012-08-12 Thread Christian Monfort
Hi there,

I found a bug that makes blender crash at exit, when you load a .dds
image in UV/Image editor and then open the drop down image selector
menu.

Reported in bug tracker:
http://projects.blender.org/tracker/?func=detailaid=32320group_id=9atid=498
Patch provided.

Christian.
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[Bf-committers] (no subject)

2012-07-17 Thread ton
Wij bieden u de mogelijkheid als een ver verwijderd assistent te werken.

Dit werk neemt 1-2 uur per week in beslag en u hoeft helemaal niets te 
investeren.
Het werk bestaat uit het verwerken van inkomende aanvragen van de klanten van 
uw stad.

Dit werk is niet moeilijker dan het betalen van gemeentelijke voorzieningen.
Voor elke aanvraag verkrijgt u de som van 90 tot 350 euro groot.
U krijgt de betaling elke vrijdag!

Indien gewenst kunt u het aantal aanvragen geleidelijk verhogen.

Wij garanderen het werk voor alle gegadigden. Maar het aantal werkplaatsen is 
beperkt!
Daarom moet u uw aanvraag nu meteen gaan sturen.
U begint dan vanaf de volgende week geld te verdienen.

Gelieve in uw aanvraag de volgende gegevens te vermelden:
Uw naam:
Uw e-mail:
Woonplaats:


Stuur uw aanvraag naar mijn e-mail: han...@hollandtopjobs.com en ik zal u 
persoonlijk binnen 2 werkdagen antwoorden.
Met hoogachting,
Dokter Hanson


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Re: [Bf-committers] (no subject)

2012-06-10 Thread Lukas Tönne
I've made a patch and added it to codereview:

http://codereview.appspot.com/6303064/
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[Bf-committers] (no subject)

2012-06-04 Thread Lukas Tönne
In the current node editor workflow there is no good way of moving
nodes between different node trees. Nodes can be duplicated in a node
tree, but not easily transferred to a different tree data block.

While it would have been a nice feature in earlier Blender versions,
the lack of it was not really a showstopper, since all node editing
basically worked in the same node tree. The only exception would be
editing node groups, but inputs and outputs were generated fully
automatic (and pretty much useless), so it was possible to just
destroy and recreate a group to include nodes from the parent node
tree (even though this means piling up old unused group data blocks).

Now the interface for node groups is much more controllable (custom
socket names, internal links) at the expense of requiring some more
work by the user, so simply creating a new node group data block every
time you want to add nodes seems stupid. A good workflow for moving
nodes between a parent tree and node groups becomes imperative, even
more so when thinking about the future (groups inside groups, more
customizable interfaces).

My first attempt at creating such a feature was to implement
copy/paste operators, similar to what you find in other software for
duplicating/moving data between different parts of the program (code
review here [1]). While it works for simple cases, there are a number
of problems that are not easily solved:

* Animation data would have to be extracted for just the copied nodes,
then stored in an clipboard buffer and inserted+remapped in a
different ID block later. Could work in principle, but might have ugly
corner cases and no precedence in Blender so far.
* Pointers in the node data would have to make sure the user count is
handled correctly (clipboard should not increase user count), and must
check for existing data blocks on insertion into other trees.

It seems that this approach has too many risks of losing data and is
generally not The Blender Way (tm). So here is my suggestion for an
improved method that follows existing patterns:

1) For inserting into existing groups: extension of the make group
operator (ctrl+g)
The operator would show a selection popup like the parenting
operator, with options depending on the type of the active node (last
selected):
* Make new group - regular operator, creates new group type
with all selected nodes inside. Currently still prohibits groups
inside groups, but that is technically possible now, so should be
allowed.
* If active node is a group: Add to group - adds all other
selected nodes into the group (exception: one of the selected nodes is
of same group type as active node (or contains it on deeper level).
Recursive grouping is still impossible.)

2) For extracting from an existing group: Add a separate from group
operator (p ?)
Works similar to separating vertices/edges/faces from mesh (p).
This will move the selected nodes from the currently edited node group
to the parent tree. This could also have two options in a selection
popup if needed:
* Copy makes a copy of the nodes in the parent tree, but keeps
the original group intact. Note that the ungroup operator works
similarly: it makes a copy of all nodes in the group and removes the
instance, but does not actually change the node group itself.
* Separate will remove them from the node group. Any connection
to unselected nodes is removed!
* Separate with interface will remove from the node group and
add new interface sockets for broken links. These can then be
fine-tuned afterward with meaningful names, etc.

The introduction of popup selections to specify operator modes is an
additional step in the workflow, but since these operators are not
executed very frequently i think they are justified. They help to keep
the number of direct keyboard shortcuts needed to a minimum.

After executing any of these operators the editor should switch to the
target node tree (where copied nodes are placed) to allow quick
placement of those nodes.

Note that this method still does not provide a good way of directly
moving nodes between unrelated node tree data blocks, only between
node groups and respective parent trees. I think this is an acceptable
limitation as sharing nodes between different trees would usually make
use of node groups anyway. If necessary an intermediate group could
even be used as a clipboard for transferring nodes this way -
clumsy, but avoids the problems of direct copy/paste.

Let me know what you think.

Cheers,
Lukas

[1]
http://codereview.appspot.com/6249060/
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[Bf-committers] (no subject)

2012-05-11 Thread ASHIT DAS
thanks
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[Bf-committers] (no subject)

2012-01-31 Thread gepl crogrea

hi all,
reading the commit log
http://lists.blender.org/pipermail/bf-blender-cvs/2012-January/date.html
I noticed those commits are missing in the list, what's happened?

thank you, Greg   
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Re: [Bf-committers] (no subject)

2012-01-31 Thread Lukas Tönne
IIRC one of those was by me, the post-commit mail somehow failed.
Message (looked up from IRC log):

Warning: post-commit hook failed (exit code 255) with output: FATAL:
connection limit exceeded for non-superusers

SVN log itself is fine and no errors in actual commit it seems, only
bf-blender-cvs mail is missing.

On Tue, Jan 31, 2012 at 3:22 PM, gepl crogrea pneo...@hotmail.com wrote:

 hi all,
 reading the commit log
 http://lists.blender.org/pipermail/bf-blender-cvs/2012-January/date.html
 I noticed those commits are missing in the list, what's happened?

 thank you, Greg
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[Bf-committers] (no subject)

2011-03-28 Thread roland walet
http://www.ledolciuve.com/site/admin/info.html
  
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Re: [Bf-committers] (no subject)

2011-03-20 Thread Knapp
I would recommend, if you have not already done so, you learn blender from
the internet. There are a lot of tutorials, manuals and helpful videos that
can be had for free. Also take a look at the blender books thread on this
list. There are some books there that are free and can be downloaded.

On Sat, Mar 19, 2011 at 8:18 AM, Linience Mukuka linien...@gmail.comwrote:

 Were can i buy blenda books in Zambia
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Massage in Gelsenkirchen-Buer:
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Please link to me and trade links with me!

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[Bf-committers] (no subject)

2011-03-19 Thread Linience Mukuka
Were can i buy blenda books in Zambia
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Re: [Bf-committers] (no subject)

2011-03-01 Thread bill nieuwendorp
. http://www.blinknews.com/product.php?syahooID=69ox
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2011-02-09 Thread gespert...@gmail.com
 Troy mentioned this to me a bit earlier but I didn't have a chance to
 look into it deeply yet. One thing that comes to mind though, is that
 does this only happen with PNG files? or TIFFs as well?

It also happens when the premulled output of the compositor is used as
a scene strip in Blender's VSE, so I guess it isn't related to PNG
files only.
http://ubuntuone.com/p/ROq/
I also tried with 8-bit tiff files with the same result.

Oh, I just noticed that I sent the same link in the previous message
saying it was a test where I tried to reproduce the bug with the
gamma-corrected alpha. Sorry!
The right link for that test is:
http://dl.dropbox.com/u/255376/alpha-bug/premul-bug-my-theory.blend
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2010-04-07 Thread Rob M
Hi,

I've updated my patch for the UNC path problem which allow Blender to run
from and use UNC paths.

See
http://projects.blender.org/tracker/index.php?func=detailaid=21836group_id
=9atid=127

Is there any point / need to back porting this to 2.49?


Regards,
Rob.



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