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

2012-06-24 Thread Tobias Oelgarte
Am 24.06.2012 01:59, schrieb Campbell Barton:
 On Sun, Jun 24, 2012 at 1:29 AM, Matt Ebbm...@mke3.net  wrote:
 On Fri, Jun 22, 2012 at 12:05 AM, Ton Roosendaalt...@blender.org  wrote:
 with the evident benefits but also with as danger that it can go out of 
 control with a huge pile of postponed todo items and issues. :)

 http://en.wikipedia.org/wiki/Technical_debt
 This is an issue for blender, and has been for a while. It may not be
 as exciting to rally volunteer developers around, but I think
 post-2.6, a period of 'paying off these debts' would be very good for
 blender users, especially those using it in production.

 I think that this isn't just related to short release cycles though, a
 lot of it's also due to the open movie projects ('Business pressures'
 in that list, I suppose). They certainly have their benefits, but they
 also leave a lot of unfinished work in their wake.

 One of the original ideas for the open movies was to use a practical
 animation project to 'get blender ready for production', however in
 the heat of the project, under deadlines and resource pressures, this
 becomes more like 'fit in the minimum required to allow this
 particular production to get done'.

 Using blender in production at the time, I was quite sensitive to this
 happening during BBB, with features implemented well enough for the
 team's specific purposes, but not so practical for other use cases. It
 happened in Sintel (hair dynamics is one example), and it now seems to
 be happening in Mango. One example that I'm familiar with right now is
 how the render API seems to have been bypassed and all but forgotten,
 during the rush to get Cycles in a usable state.

 Another issue is that the open project are usually exploring new
 territory for the development team - that's often a major reasons for
 existence of the projects (eg. 'improve blender's furry hair styling
 and rendering' or 'improve live-action vfx compositing'). It's great
 to have a focused target, and it's often a good way to get things
 done. The danger however is that often the coders and artists involved
 have little experience in a particular field that they're exploring,
 and the design decisions and implementations may turn out to not be so
 good in hindsight, and maybe aren't so good to commit to for Blender.

 There's a tendency to think that since a movie project got completed,
 then that particular area of functionality is 'solved', eg. BBB got
 finished, therefore hair styling and rendering is done, and we can
 move on. In reality, Blender users can be left with tools that really
 don't work that well outside of the project's specific needs, or tools
 that now with the benefit of hindsight and experience, should have
 been implemented in a better way. However if developers keep moving on
 to newer things, and if this happens across all areas of
 functionality, the end result is an application made up of parts which
 are all first-draft attempts, which work 'ok' in some situations but
 not in others, and never smoothly and elegantly.

 One positive example on the other hand was the render branch after
 Sintel. The easy thing to do would have been to satisfy the casual
 users who want to play with new toys, add it all in, and move on.
 After all the development work that was done on it, it was really
 commendable to see self-reflection and the willingness to step back,
 critique it, and say This isn't right for Blender and its users, it
 needs to be done a better way, and throw a lot of it away. In the
 end, it led to cycles, which I'm sure most Blender users will be much
 happier using in the long term, and is hopefully shaping up to be
 something that's actually a great tool to use, not just a 75% done
 first-version.

 This is also a good argument for doing movie project-specific
 development in a separate branch. Adding these things into trunk as
 they are coded makes it much more difficult to revert later on.

 So! For these open projects to become more effective ways of achieving
 the goal of improving Blender as a package, not as a project-specific
 tool, there needs to be a period of critique and further work after
 each project. I know from experience that at the end of a tiring job
 when you just want to forget it all, have a rest, and move on, the
 last thing you want to do is go back over it all and re-work it, but
 that's the difference between doing this development for that movie
 project only, or for Blender in general.

 Questions need to be asked - Is this the right way to go? Should we
 revise this with better design decisions? What worked and didn't
 work well during the course of the project? What hacks did we have
 to do to make this work, that we should clean up?. And even if the
 design is good, and it worked well, and you wouldn't do it differently
 a second time around, it's still very important to ask Is this enough
 for general use by other Blender users, not just this open movie team
 working on this 

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

2012-06-24 Thread Harley Acheson
In my (naive) view, the Open projects have been chosen to target specific
features that were missing or immature in Blender at the time.  I would
propose that some (every second?) project instead attempt to use *only*
features that are already considered relatively usable.  A no new
features open project could then instead shine light on usability issues,
workflow problems, and quality issues.

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

2012-06-24 Thread Knapp
 I really would like to see a stabilizing phase that concentrates on
 refactoring and documentation, while at the same time fixing various
 postponed issues. 2.49b was nearly rock stable, 2.5 was a pain at first
 but got better over time and was quite stable with 2.6.2 or so, even if
 i have to admit that not all design goals for 2.5 were reached (still a
 lot of dependency issues). But recently i noticed several new bugs
 introduced through bloated code (mainly because of various fixes/hacks).
 The 3D view is a good example. One bug gets fixed two new bugs arise.

 I would assume that there were to many new big things included at once
 in a too short time window, while many needed things/fixes moved onto
 the todo lists.

 I'm happy that we have cycles now. But at the same time I'm a bit
 frustrasted because of the dependency: Why would i need a good renderer
 if several bugs keep me from creating the models and animations needed
 for a good looking render?

Ya, cycles is cool but a major pain to work with at this point. I was
trying to paint an image texture with it and you have to save the
texture to disk just to get it to show up on the render and that is
just plane confusing at first. Then there are a bunch of little bugs
and it kept crashing on me as I work but I could not seem to get it to
do it consistently and still have not posted a bug yet, just ran into
random crashes.

I feel that we have reached a point of needing a major smoothing and
sanding of blender. Not fun but it has reached the point of not being
my fav program to work with because of all these small problems. It is
starting to have the feel of Kubuntu, also a former fav until it
rotted into a painful experience (This rot also started with a quicker
turn around time).

-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

Open Source Sci-Fi mmoRPG Game project.
http://sf-journey-creations.wikispot.org/Front_Page
http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-24 Thread CoDEmanX
1.) I'd like to see some improvements for 2.5D creation. Ideally, 
Blender would work similar to Adobe AfterEffects.

Composing movie clips and FX should become very intuitive, especially by 
a new properties editor, which would support group manipulation (values 
adjustable simultaneously).

It should support easy Fade in / out for clips etc., to be the better 
alternative to Windows Movie Maker Live (it would be portable!!!)


2.) There could be some sort of class, which IO addons would derive to 
store per-addon settings permanently. In User prefs  Addons, each addon 
would get its own Settings button to open a preferences dialog. Users 
would set default paths and stuff here.


3.) IO addons should be able to register their supported import file 
extensions. Dragging  dropping and OBJ onto Blender for instance, would 
import the dropped OBJ (either directly or showing a popup with import 
settings first).


4.) TODOS, like image file drag'n'drop to material image and multiple 
objects (un)parenting in outliner :)


5.) Image editor with repeat setting on should not cap the maximum tiles 
drawn, but rather fill the entire screen (either faster code, or 
progressive drawing...)

6.) +1 for investigations on a merged view of all 2D screens (uv, image, 
movie, mask...)
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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-23 Thread Matt Ebb
On Fri, Jun 22, 2012 at 12:05 AM, Ton Roosendaal t...@blender.org wrote:
 with the evident benefits but also with as danger that it can go out of 
 control with a huge pile of postponed todo items and issues. :)

 http://en.wikipedia.org/wiki/Technical_debt

This is an issue for blender, and has been for a while. It may not be
as exciting to rally volunteer developers around, but I think
post-2.6, a period of 'paying off these debts' would be very good for
blender users, especially those using it in production.

I think that this isn't just related to short release cycles though, a
lot of it's also due to the open movie projects ('Business pressures'
in that list, I suppose). They certainly have their benefits, but they
also leave a lot of unfinished work in their wake.

One of the original ideas for the open movies was to use a practical
animation project to 'get blender ready for production', however in
the heat of the project, under deadlines and resource pressures, this
becomes more like 'fit in the minimum required to allow this
particular production to get done'.

Using blender in production at the time, I was quite sensitive to this
happening during BBB, with features implemented well enough for the
team's specific purposes, but not so practical for other use cases. It
happened in Sintel (hair dynamics is one example), and it now seems to
be happening in Mango. One example that I'm familiar with right now is
how the render API seems to have been bypassed and all but forgotten,
during the rush to get Cycles in a usable state.

Another issue is that the open project are usually exploring new
territory for the development team - that's often a major reasons for
existence of the projects (eg. 'improve blender's furry hair styling
and rendering' or 'improve live-action vfx compositing'). It's great
to have a focused target, and it's often a good way to get things
done. The danger however is that often the coders and artists involved
have little experience in a particular field that they're exploring,
and the design decisions and implementations may turn out to not be so
good in hindsight, and maybe aren't so good to commit to for Blender.

There's a tendency to think that since a movie project got completed,
then that particular area of functionality is 'solved', eg. BBB got
finished, therefore hair styling and rendering is done, and we can
move on. In reality, Blender users can be left with tools that really
don't work that well outside of the project's specific needs, or tools
that now with the benefit of hindsight and experience, should have
been implemented in a better way. However if developers keep moving on
to newer things, and if this happens across all areas of
functionality, the end result is an application made up of parts which
are all first-draft attempts, which work 'ok' in some situations but
not in others, and never smoothly and elegantly.

One positive example on the other hand was the render branch after
Sintel. The easy thing to do would have been to satisfy the casual
users who want to play with new toys, add it all in, and move on.
After all the development work that was done on it, it was really
commendable to see self-reflection and the willingness to step back,
critique it, and say This isn't right for Blender and its users, it
needs to be done a better way, and throw a lot of it away. In the
end, it led to cycles, which I'm sure most Blender users will be much
happier using in the long term, and is hopefully shaping up to be
something that's actually a great tool to use, not just a 75% done
first-version.

This is also a good argument for doing movie project-specific
development in a separate branch. Adding these things into trunk as
they are coded makes it much more difficult to revert later on.

So! For these open projects to become more effective ways of achieving
the goal of improving Blender as a package, not as a project-specific
tool, there needs to be a period of critique and further work after
each project. I know from experience that at the end of a tiring job
when you just want to forget it all, have a rest, and move on, the
last thing you want to do is go back over it all and re-work it, but
that's the difference between doing this development for that movie
project only, or for Blender in general.

Questions need to be asked - Is this the right way to go? Should we
revise this with better design decisions? What worked and didn't
work well during the course of the project? What hacks did we have
to do to make this work, that we should clean up?. And even if the
design is good, and it worked well, and you wouldn't do it differently
a second time around, it's still very important to ask Is this enough
for general use by other Blender users, not just this open movie team
working on this project?. Some of these will come out as feedback
from other users during the course of the project. Each time a
response to feedback is: It's not a target for our project, it would
be a 

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

2012-06-23 Thread Campbell Barton
On Sun, Jun 24, 2012 at 1:29 AM, Matt Ebb m...@mke3.net wrote:
 On Fri, Jun 22, 2012 at 12:05 AM, Ton Roosendaal t...@blender.org wrote:
 with the evident benefits but also with as danger that it can go out of 
 control with a huge pile of postponed todo items and issues. :)

 http://en.wikipedia.org/wiki/Technical_debt

 This is an issue for blender, and has been for a while. It may not be
 as exciting to rally volunteer developers around, but I think
 post-2.6, a period of 'paying off these debts' would be very good for
 blender users, especially those using it in production.

 I think that this isn't just related to short release cycles though, a
 lot of it's also due to the open movie projects ('Business pressures'
 in that list, I suppose). They certainly have their benefits, but they
 also leave a lot of unfinished work in their wake.

 One of the original ideas for the open movies was to use a practical
 animation project to 'get blender ready for production', however in
 the heat of the project, under deadlines and resource pressures, this
 becomes more like 'fit in the minimum required to allow this
 particular production to get done'.

 Using blender in production at the time, I was quite sensitive to this
 happening during BBB, with features implemented well enough for the
 team's specific purposes, but not so practical for other use cases. It
 happened in Sintel (hair dynamics is one example), and it now seems to
 be happening in Mango. One example that I'm familiar with right now is
 how the render API seems to have been bypassed and all but forgotten,
 during the rush to get Cycles in a usable state.

 Another issue is that the open project are usually exploring new
 territory for the development team - that's often a major reasons for
 existence of the projects (eg. 'improve blender's furry hair styling
 and rendering' or 'improve live-action vfx compositing'). It's great
 to have a focused target, and it's often a good way to get things
 done. The danger however is that often the coders and artists involved
 have little experience in a particular field that they're exploring,
 and the design decisions and implementations may turn out to not be so
 good in hindsight, and maybe aren't so good to commit to for Blender.

 There's a tendency to think that since a movie project got completed,
 then that particular area of functionality is 'solved', eg. BBB got
 finished, therefore hair styling and rendering is done, and we can
 move on. In reality, Blender users can be left with tools that really
 don't work that well outside of the project's specific needs, or tools
 that now with the benefit of hindsight and experience, should have
 been implemented in a better way. However if developers keep moving on
 to newer things, and if this happens across all areas of
 functionality, the end result is an application made up of parts which
 are all first-draft attempts, which work 'ok' in some situations but
 not in others, and never smoothly and elegantly.

 One positive example on the other hand was the render branch after
 Sintel. The easy thing to do would have been to satisfy the casual
 users who want to play with new toys, add it all in, and move on.
 After all the development work that was done on it, it was really
 commendable to see self-reflection and the willingness to step back,
 critique it, and say This isn't right for Blender and its users, it
 needs to be done a better way, and throw a lot of it away. In the
 end, it led to cycles, which I'm sure most Blender users will be much
 happier using in the long term, and is hopefully shaping up to be
 something that's actually a great tool to use, not just a 75% done
 first-version.

 This is also a good argument for doing movie project-specific
 development in a separate branch. Adding these things into trunk as
 they are coded makes it much more difficult to revert later on.

 So! For these open projects to become more effective ways of achieving
 the goal of improving Blender as a package, not as a project-specific
 tool, there needs to be a period of critique and further work after
 each project. I know from experience that at the end of a tiring job
 when you just want to forget it all, have a rest, and move on, the
 last thing you want to do is go back over it all and re-work it, but
 that's the difference between doing this development for that movie
 project only, or for Blender in general.

 Questions need to be asked - Is this the right way to go? Should we
 revise this with better design decisions? What worked and didn't
 work well during the course of the project? What hacks did we have
 to do to make this work, that we should clean up?. And even if the
 design is good, and it worked well, and you wouldn't do it differently
 a second time around, it's still very important to ask Is this enough
 for general use by other Blender users, not just this open movie team
 working on this project?. Some of these will come out as feedback
 

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

2012-06-23 Thread Daniel Salazar - 3Developer.com
I have an idea, assign devs to help Blender studios around the world, ie:
patazstudio from Costa Rica :D That and limit open movies to 3 min films! :)

cheers!

Daniel Salazar
patazstudio.com

On Sat, Jun 23, 2012 at 5:59 PM, Campbell Barton ideasma...@gmail.comwrote:

 On Sun, Jun 24, 2012 at 1:29 AM, Matt Ebb m...@mke3.net wrote:
  On Fri, Jun 22, 2012 at 12:05 AM, Ton Roosendaal t...@blender.org
 wrote:
  with the evident benefits but also with as danger that it can go out of
 control with a huge pile of postponed todo items and issues. :)
 
  http://en.wikipedia.org/wiki/Technical_debt
 
  This is an issue for blender, and has been for a while. It may not be
  as exciting to rally volunteer developers around, but I think
  post-2.6, a period of 'paying off these debts' would be very good for
  blender users, especially those using it in production.
 
  I think that this isn't just related to short release cycles though, a
  lot of it's also due to the open movie projects ('Business pressures'
  in that list, I suppose). They certainly have their benefits, but they
  also leave a lot of unfinished work in their wake.
 
  One of the original ideas for the open movies was to use a practical
  animation project to 'get blender ready for production', however in
  the heat of the project, under deadlines and resource pressures, this
  becomes more like 'fit in the minimum required to allow this
  particular production to get done'.
 
  Using blender in production at the time, I was quite sensitive to this
  happening during BBB, with features implemented well enough for the
  team's specific purposes, but not so practical for other use cases. It
  happened in Sintel (hair dynamics is one example), and it now seems to
  be happening in Mango. One example that I'm familiar with right now is
  how the render API seems to have been bypassed and all but forgotten,
  during the rush to get Cycles in a usable state.
 
  Another issue is that the open project are usually exploring new
  territory for the development team - that's often a major reasons for
  existence of the projects (eg. 'improve blender's furry hair styling
  and rendering' or 'improve live-action vfx compositing'). It's great
  to have a focused target, and it's often a good way to get things
  done. The danger however is that often the coders and artists involved
  have little experience in a particular field that they're exploring,
  and the design decisions and implementations may turn out to not be so
  good in hindsight, and maybe aren't so good to commit to for Blender.
 
  There's a tendency to think that since a movie project got completed,
  then that particular area of functionality is 'solved', eg. BBB got
  finished, therefore hair styling and rendering is done, and we can
  move on. In reality, Blender users can be left with tools that really
  don't work that well outside of the project's specific needs, or tools
  that now with the benefit of hindsight and experience, should have
  been implemented in a better way. However if developers keep moving on
  to newer things, and if this happens across all areas of
  functionality, the end result is an application made up of parts which
  are all first-draft attempts, which work 'ok' in some situations but
  not in others, and never smoothly and elegantly.
 
  One positive example on the other hand was the render branch after
  Sintel. The easy thing to do would have been to satisfy the casual
  users who want to play with new toys, add it all in, and move on.
  After all the development work that was done on it, it was really
  commendable to see self-reflection and the willingness to step back,
  critique it, and say This isn't right for Blender and its users, it
  needs to be done a better way, and throw a lot of it away. In the
  end, it led to cycles, which I'm sure most Blender users will be much
  happier using in the long term, and is hopefully shaping up to be
  something that's actually a great tool to use, not just a 75% done
  first-version.
 
  This is also a good argument for doing movie project-specific
  development in a separate branch. Adding these things into trunk as
  they are coded makes it much more difficult to revert later on.
 
  So! For these open projects to become more effective ways of achieving
  the goal of improving Blender as a package, not as a project-specific
  tool, there needs to be a period of critique and further work after
  each project. I know from experience that at the end of a tiring job
  when you just want to forget it all, have a rest, and move on, the
  last thing you want to do is go back over it all and re-work it, but
  that's the difference between doing this development for that movie
  project only, or for Blender in general.
 
  Questions need to be asked - Is this the right way to go? Should we
  revise this with better design decisions? What worked and didn't
  work well during the course of the project? What hacks did we have
  

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

2012-06-23 Thread Knapp
+1!

And I think one of the problems is documenting all these new tricks.


-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

Open Source Sci-Fi mmoRPG Game project.
http://sf-journey-creations.wikispot.org/Front_Page
http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-21 Thread Ton Roosendaal
Hi all,

Cool suggestions all over; will need some time to study it in detail.  :)

Just coincidentally; this month's ACM Communciations has a nice article about 
technical debt. It also refers to the currently very popular short release 
cycles; with the evident benefits but also with as danger that it can go out of 
control with a huge pile of postponed todo items and issues. :)

http://en.wikipedia.org/wiki/Technical_debt

The issues on this page sound strikingly familiar ;)

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 18 Jun, 2012, at 3:16, Bassam Kurdali wrote:

 absolutely! though I'm not sure still what part is 'big enough' for
 2.7/2.8 - it seems like more nodes is! but maybe dependency graph should
 even be a target for 2.6 series.
 my observations of 'weaknesses' from experience working on tube and
 other projects:
 1- dependency graph
 2- library linking robustness in corner cases, and overrides, and over
 simplicity.
 3- speed is always nice (maybe depgraph helps multithreading)
 4*- renderer issues are being fixed by cycles already
 5*- mesh issues are being fixed by bmesh and other work.
 6- nodal everything ;) at least
 constraints/modifiers/transforms/relationships.
 7- nodal particles
 8- hair and fur
 9- unified/better physics esp. cloth sim.
 10- art-directable sim/ rigid bodies.
 
 some of those are probably related to each other. 
 cheers
 B
 
 On Mon, 2012-06-18 at 01:10 +0100, Gianmichele Mariani wrote:
 Main focus for 2.7/.8 series? A full dependency graph for sure. Possibly
 bring more nodes into the core of blender (particles, rigging, fx)
 
 
 
 
 On Mon, Jun 18, 2012 at 12:48 AM, Mike Belanger mikejamesbelan...@gmail.com
 wrote:
 
 I'm really happy about the last few years of Blender development.  But I
 sort of miss the built-like-a-tank stability of 2.4x series.  It'd be nice
 to focus on stability, bug-fixes for a while.
 
 I know that isn't as cool as an open-project though :P
 
 Mike
 On 2012-06-17, at 7:33 PM, Knapp wrote:
 
 - Ton also invites people to think of post 2.6 projects. A special
 focus for 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on Blender
 itself (no open movies!).
 
 
 Could you enplane this a bit more?
 
 IMO VERY HO
 I would like to see a project that pushes fog, clouds, sea, smoke and
 water effects and unifies them. Perhaps a classic Greek / Roman
 sailing adventure?
 Integration of Particles and Array mods could use some work.
 --
 Douglas E Knapp
 
 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
 
 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!
 
 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-18 Thread Campbell Barton
@Patrick Shirkey,
please don't request specific features on this thread - this has the
effect of turning all planning threads into wish-lists which active
devs tend to skip reading  not take so seriously.

This is a developer list - if you want some specific engine or one
feature back from 2.4x you can code it right?

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

On Mon, Jun 18, 2012 at 7:09 AM, Patrick Shirkey
pshir...@boosthardware.com wrote:
 On Mon, June 18, 2012 3:16 am, Nahuel Belich wrote:
 Big plus for those two 1++
 some deep interaction of the dynamic sistems and particles will be
 aprecieted by a great plart of the comunity. Did someone check
 on http://physbam.stanford.edu/  i didn`t find any info about license so
 im not sure if this package would be usefull at all
 An other imoprtant thing its an asset manager, how to keep track on every
 asset material, texture, link, etc  purge unused data blocks it would be
 usefull to.




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

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


 --
 Patrick Shirkey
 Boost Hardware Ltd





 
  De: Gianmichele Mariani g.mari...@liquidnet.it
 Para: bf-blender developers bf-committers@blender.org
 Enviado: domingo, 17 de junio de 2012 21:10
 Asunto: Re: [Bf-committers] The Future of Blender Projects WAS meeting
 notes

 Main focus for 2.7/.8 series? A full dependency graph for sure. Possibly
 bring more nodes into the core of blender (particles, rigging, fx)




 On Mon, Jun 18, 2012 at 12:48 AM, Mike Belanger
 mikejamesbelan...@gmail.com
 wrote:

 I'm really happy about the last few years of Blender development.  But I
 sort of miss the built-like-a-tank stability of 2.4x series.  It'd be
 nice
 to focus on stability, bug-fixes for a while.

 I know that isn't as cool as an open-project though :P

 Mike
 On 2012-06-17, at 7:33 PM, Knapp wrote:

  - Ton also invites people to think of post 2.6 projects. A special
 focus for 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on Blender
 itself (no open movies!).
 
 
  Could you enplane this a bit more?
 
  IMO VERY HO
  I would like to see a project that pushes fog, clouds, sea, smoke and
  water effects and unifies them. Perhaps a classic Greek / Roman
  sailing adventure?
  Integration of Particles and Array mods could use some work.
  --
  Douglas E Knapp
 
  Creative Commons Film Group, Helping people make open source movies
  with open source software!
  http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
 
  Massage in Gelsenkirchen-Buer:
  http://douglas.bespin.org/tcm/ztab1.htm
  Please link to me and trade links with me!
 
  Open Source Sci-Fi mmoRPG Game project.
  http://sf-journey-creations.wikispot.org/Front_Page
  http://code.google.com/p/perspectiveproject/
  ___
  Bf-committers mailing list
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  http://lists.blender.org/mailman/listinfo/bf-committers

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

2012-06-18 Thread Campbell Barton
IMHO we have enough work cut out for us stabilising the current bug
tracker, recovering from bmesh and tiles branch merges, improving
cycles, integrating GSOC branches and making the normal slew of
fixes/improvements that pop up during regular development.

It'd be great to see work done on
cycles/paint/sculpt/modifiers/py-api-integration - but think this will
happen without planning for it.

Projects to plan for - as suggest could include
- depsgraph refactor
 (including improvements to proxy system we keep talking about but not doing)
- lukas-t's pynodes
- color management (opencolorIO integration).
- bullet/animation system integration (GSOC is doing this but may need
blender support to finalise...)
- library management
 (at least resolve having to use a hex editor when things go bad, but
room for many useful additions too)

On Mon, Jun 18, 2012 at 1:33 AM, Knapp magick.c...@gmail.com wrote:
 - Ton also invites people to think of post 2.6 projects. A special focus for 
 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on Blender itself (no 
 open movies!).


 Could you enplane this a bit more?

 IMO VERY HO
 I would like to see a project that pushes fog, clouds, sea, smoke and
 water effects and unifies them. Perhaps a classic Greek / Roman
 sailing adventure?
 Integration of Particles and Array mods could use some work.
 --
 Douglas E Knapp

 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



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

2012-06-18 Thread Patrick Shirkey

On Mon, June 18, 2012 8:55 am, Campbell Barton wrote:
 @Patrick Shirkey,
 please don't request specific features on this thread - this has the
 effect of turning all planning threads into wish-lists which active
 devs tend to skip reading  not take so seriously.

 This is a developer list - if you want some specific engine or one
 feature back from 2.4x you can code it right?


Of course.


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


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

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


--
Patrick Shirkey
Boost Hardware Ltd


 On Mon, Jun 18, 2012 at 7:09 AM, Patrick Shirkey
 pshir...@boosthardware.com wrote:
 On Mon, June 18, 2012 3:16 am, Nahuel Belich wrote:
 Big plus for those two 1++
 some deep interaction of the dynamic sistems and particles will be
 aprecieted by a great plart of the comunity. Did someone check
 on http://physbam.stanford.edu/  i didn`t find any info about license
 so
 im not sure if this package would be usefull at all
 An other imoprtant thing its an asset manager, how to keep track on
 every
 asset material, texture, link, etc  purge unused data blocks it would
 be
 usefull to.




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

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


 --
 Patrick Shirkey
 Boost Hardware Ltd





 
  De: Gianmichele Mariani g.mari...@liquidnet.it
 Para: bf-blender developers bf-committers@blender.org
 Enviado: domingo, 17 de junio de 2012 21:10
 Asunto: Re: [Bf-committers] The Future of Blender Projects WAS meeting
 notes

 Main focus for 2.7/.8 series? A full dependency graph for sure.
 Possibly
 bring more nodes into the core of blender (particles, rigging, fx)




 On Mon, Jun 18, 2012 at 12:48 AM, Mike Belanger
 mikejamesbelan...@gmail.com
 wrote:

 I'm really happy about the last few years of Blender development. 
 But I
 sort of miss the built-like-a-tank stability of 2.4x series.  It'd be
 nice
 to focus on stability, bug-fixes for a while.

 I know that isn't as cool as an open-project though :P

 Mike
 On 2012-06-17, at 7:33 PM, Knapp wrote:

  - Ton also invites people to think of post 2.6 projects. A special
 focus for 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on
 Blender
 itself (no open movies!).
 
 
  Could you enplane this a bit more?
 
  IMO VERY HO
  I would like to see a project that pushes fog, clouds, sea, smoke
 and
  water effects and unifies them. Perhaps a classic Greek / Roman
  sailing adventure?
  Integration of Particles and Array mods could use some work.
  --
  Douglas E Knapp
 
  Creative Commons Film Group, Helping people make open source movies
  with open source software!
  http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
 
  Massage in Gelsenkirchen-Buer:
  http://douglas.bespin.org/tcm/ztab1.htm
  Please link to me and trade links with me!
 
  Open Source Sci-Fi mmoRPG Game project.
  http://sf-journey-creations.wikispot.org/Front_Page
  http://code.google.com/p/perspectiveproject/
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers

 ___
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 Bf-committers@blender.org
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 ___
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 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



 --
 Patrick Shirkey
 Boost Hardware Ltd
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



 --
 - Campbell
 

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

2012-06-18 Thread Campbell Barton
On Mon, Jun 18, 2012 at 9:38 AM, Patrick Shirkey
pshir...@boosthardware.com wrote:

 On Mon, June 18, 2012 8:55 am, Campbell Barton wrote:
 @Patrick Shirkey,
 please don't request specific features on this thread - this has the
 effect of turning all planning threads into wish-lists which active
 devs tend to skip reading  not take so seriously.

 This is a developer list - if you want some specific engine or one
 feature back from 2.4x you can code it right?


 Of course.


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


 I was attempting to make the point that the whole process of exporting a
 model with an active rig is not obvious.

Could you explain what you mean by this? - for the developer or for the user?
What should be changed/improved?

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

 An API to integrate games engines more effectively is definitely a good
 thing(tm). Perhaps they go hand in hand?
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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-18 Thread ThomasV
!! Pipeline interoperability !!
Make Im- AND Export work. Collada, FBX, Alembic, Pointcache
See my rant on the foolowing bug-report, and twimc check the latest comment...
http://projects.blender.org/tracker/?func=detailaid=31089group_id=9atid=498
http://projects.blender.org/tracker/?func=detailaid=31089group_id=9atid=498

otherwise: keep up the awesome work!

cheers,
Thomas


Campbell Barton ideasma...@gmail.com hat am 18. Juni 2012 um 09:08
geschrieben:

 IMHO we have enough work cut out for us stabilising the current bug
 tracker, recovering from bmesh and tiles branch merges, improving
 cycles, integrating GSOC branches and making the normal slew of
 fixes/improvements that pop up during regular development.

 It'd be great to see work done on
 cycles/paint/sculpt/modifiers/py-api-integration - but think this will
 happen without planning for it.

 Projects to plan for - as suggest could include
 - depsgraph refactor
  (including improvements to proxy system we keep talking about but not doing)
 - lukas-t's pynodes
 - color management (opencolorIO integration).
 - bullet/animation system integration (GSOC is doing this but may need
 blender support to finalise...)
 - library management
  (at least resolve having to use a hex editor when things go bad, but
 room for many useful additions too)

 On Mon, Jun 18, 2012 at 1:33 AM, Knapp magick.c...@gmail.com wrote:
  - Ton also invites people to think of post 2.6 projects. A special focus
  for 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on Blender itself
  (no open movies!).
 
 
  Could you enplane this a bit more?
 
  IMO VERY HO
  I would like to see a project that pushes fog, clouds, sea, smoke and
  water effects and unifies them. Perhaps a classic Greek / Roman
  sailing adventure?
  Integration of Particles and Array mods could use some work.
  --
  Douglas E Knapp
 
  Creative Commons Film Group, Helping people make open source movies
  with open source software!
  http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
 
  Massage in Gelsenkirchen-Buer:
  http://douglas.bespin.org/tcm/ztab1.htm
  Please link to me and trade links with me!
 
  Open Source Sci-Fi mmoRPG Game project.
  http://sf-journey-creations.wikispot.org/Front_Page
  http://code.google.com/p/perspectiveproject/
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers



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

2012-06-18 Thread Patrick Shirkey

On Mon, June 18, 2012 9:47 am, Campbell Barton wrote:
 On Mon, Jun 18, 2012 at 9:38 AM, Patrick Shirkey
 pshir...@boosthardware.com wrote:

 On Mon, June 18, 2012 8:55 am, Campbell Barton wrote:
 @Patrick Shirkey,
 please don't request specific features on this thread - this has the
 effect of turning all planning threads into wish-lists which active
 devs tend to skip reading  not take so seriously.

 This is a developer list - if you want some specific engine or one
 feature back from 2.4x you can code it right?


 Of course.


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


 I was attempting to make the point that the whole process of exporting a
 model with an active rig is not obvious.

 Could you explain what you mean by this? - for the developer or for the
 user?
 What should be changed/improved?


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

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

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

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

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


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

 An API to integrate games engines more effectively is definitely a good
 thing(tm). Perhaps they go hand in hand?
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



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

2012-06-18 Thread Gianmichele Mariani
Another small thought: give us more tools to organize bigger scenes one we
have a proper dep graph. The outliner is really crippled and could use a
lot of love, together with proper group containers.

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

2012-06-18 Thread Przemyslaw Golab
+1 for Bassam Kurdali and Gianmichele Mariani

1. Dependency graph
2. Nodes
3. Unified physics
4. Hair and fur. Groundwork for primitives system,
feathers, grass, leafs and so on?
5. Editors tasks that are a bit overlooked:
texture bakeing, uv editing, texture painting
and probably something else that also can be pointed out.
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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-18 Thread José Ricarte
+1 for Bassam Kurdali and Gianmichele Mariani

+ long-term: plugin system

El 18/06/2012 11:56, Przemyslaw Golab escribió:
 +1 for Bassam Kurdali and Gianmichele Mariani

 1. Dependency graph
 2. Nodes
 3. Unified physics
 4. Hair and fur. Groundwork for primitives system,
 feathers, grass, leafs and so on?
 5. Editors tasks that are a bit overlooked:
 texture bakeing, uv editing, texture painting
 and probably something else that also can be pointed out.
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

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

2012-06-18 Thread Tobias Oelgarte
I would also like to see basic physics for armatures based on rigid 
bodies integrated in the normal workflow without the hack to record 
IPO/FCurve inside the game engine. If that comes along with an improved 
Dependency Graph I'm more then happy. Additionally i would like to see 
better shapekeys. Currently every created shapekey creates a full copy 
of the mesh, even so only one vertex is actually modified/moved.

Am 18.06.2012 12:14, schrieb José Ricarte:
 +1 for Bassam Kurdali and Gianmichele Mariani

 + long-term: plugin system

 El 18/06/2012 11:56, Przemyslaw Golab escribió:
 +1 for Bassam Kurdali and Gianmichele Mariani

 1. Dependency graph
 2. Nodes
 3. Unified physics
 4. Hair and fur. Groundwork for primitives system,
 feathers, grass, leafs and so on?
 5. Editors tasks that are a bit overlooked:
 texture bakeing, uv editing, texture painting
 and probably something else that also can be pointed out.

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

2012-06-18 Thread Ethan Luo
1, For Ocean Modifier, I hope there will be a better way to simulate the
water interaction with boat or something above the wave. The currently fake
workflow just pain for more details. FYI:
http://www.blendernation.com/2012/03/20/ocean-dynamic-paint-particles/

2, Improved Outline System, sometimes it will be better to get a clean
button to re-organize the linked source or unused texture, action,
materials etc. Now I have to click each linked path and press X to clean
them. And a reload button will be cool to refresh the linked objects,
reopen is not the best way to save the time.

3, A better Muscle System? Shrinkwrap is not the best fake way to do this
job.

4, And for PO translator, a real time translation env will cheers us to
check the result immediately.

5, A better support for UTF-8 will be cool! If I compiled blender source
code in a Chinese operation system, some system date var issue will throw
me exception to finish the build process. And if I open browser in Blender
to check my files, all the Chinese character will show cubes there. That is
not cool.

So much for today, thanks for all! :)
*罗聪翼/Ethan Luo* congcong...@gmail.com
*M: (86)139-8210-2445(GMT+8)*
***@congcong009 #twitter/facebook/**新浪围脖*
***BlenderCN**中文社区**(**www.blendercn.org**)*



On Mon, Jun 18, 2012 at 6:59 PM, Campbell Barton ideasma...@gmail.comwrote:

 On Mon, Jun 18, 2012 at 10:14 AM, Patrick Shirkey
 pshir...@boosthardware.com wrote:
 
  On Mon, June 18, 2012 9:47 am, Campbell Barton wrote:
  On Mon, Jun 18, 2012 at 9:38 AM, Patrick Shirkey
  pshir...@boosthardware.com wrote:
 
  On Mon, June 18, 2012 8:55 am, Campbell Barton wrote:
  @Patrick Shirkey,
  please don't request specific features on this thread - this has the
  effect of turning all planning threads into wish-lists which active
  devs tend to skip reading  not take so seriously.
 
  This is a developer list - if you want some specific engine or one
  feature back from 2.4x you can code it right?
 
 
  Of course.
 
 
  What you _could_ suggest is an api for game engines to be more easily
  integrated - so adding engine support worked better (something Apricot
  project was supposed to resolve but didn't really).
 
 
  I was attempting to make the point that the whole process of exporting
 a
  model with an active rig is not obvious.
 
  Could you explain what you mean by this? - for the developer or for the
  user?
  What should be changed/improved?
 
 
  From a Developer perspective it seems to be a bit hard to program for
 the
  exporter API when someone like Eihrul has troubles with getting the iqm
  exporter to work cleanly. That suggests to me that the learning curve for
  getting things right is a bit steep.

 Exporting armatures is tricky - but I don't think the API has bad,
 more that we could use better docs, examples and possibly add some
 helper functions (get the bone relative rest/pose in different spaces
 - its a common problem that different formats expect this data in
 different spaces).
 Note that we already worked on this area docs/helpers api functions at
 least... but could do more.

 see:

 http://www.blender.org/documentation/blender_python_api_2_63_release/info_gotcha.html#editbones-posebones-bone-bones


 http://www.blender.org/documentation/blender_python_api_2_63_release/bpy.types.Bone.html#bpy.types.Bone.vector
 also x_axis, center, children_recursive ... are helpers to make the
 api easier to use.


 However I think converting between different rig representations is
 also inherently difficult - especially when the format has for
 example, bones that dont have a length - or the length moves along a
 different axis then in blender.

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

 Have you used rigify? Sounds like this should do what you want.


  I used cube/iqm as an example but
  I think it applies across the board. It seems to be an
  interface/usability
  issue. From my research it also seems that it is a low priority for
  developers but I think it would be a very powerful project to have some
  renewed focus on as blender could be used to spit out whole armies in
  batch mode. In that regard I am 

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

2012-06-18 Thread Campbell Barton
On Mon, Jun 18, 2012 at 4:10 PM, Ethan Luo congcong...@gmail.com wrote:
 1, For Ocean Modifier, I hope there will be a better way to simulate the
 water interaction with boat or something above the wave. The currently fake
 workflow just pain for more details. FYI:
 http://www.blendernation.com/2012/03/20/ocean-dynamic-paint-particles/

 2, Improved Outline System, sometimes it will be better to get a clean
 button to re-organize the linked source or unused texture, action,
 materials etc. Now I have to click each linked path and press X to clean
 them. And a reload button will be cool to refresh the linked objects,
 reopen is not the best way to save the time.

 3, A better Muscle System? Shrinkwrap is not the best fake way to do this
 job.

 4, And for PO translator, a real time translation env will cheers us to
 check the result immediately.

Bastien Montagne made an addon so we can edit translations within
blender recently, not sure if this is what you are referring to.

 5, A better support for UTF-8 will be cool! If I compiled blender source
 code in a Chinese operation system, some system date var issue will throw
 me exception to finish the build process. And if I open browser in Blender
 to check my files, all the Chinese character will show cubes there. That is
 not cool.

Are you sure this is still a problem?
bpy.app.build_date
bpy.app.build_time

are now bytes, not strings, so there should be no encoding issues.
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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-18 Thread Yousef Hurfoush

eh ehm...

hi

about the utf-8 support in paths 


 Are you sure this is still a problem?
 bpy.app.build_date
 bpy.app.build_time
 
 are now bytes, not strings, so there should be no encoding issues.

though you can use utf-8 paths in blender but it only works when changing the 
UI to the same language
meaning that if i want to use the English interface there are no utf-8 
recognition from the paths!

Regards
Yousef Harfoush
ba...@msn.com


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

2012-06-18 Thread Ethan Luo
Thanks Mont for the update, I will check on that. And regarding the compile
issue, I will try once later too. :)

Coming to the UTF-8 support in Blender. For some language which are not
full translated, these steps will just cost times for users. And check path
and characters are not the only cases. If I wanna type some words into Text
object for example in Chinese, I have to type it first in a notepad.exe and
then save with encoding UTF-8. Then next I will paste it into Blender to
get it working properly. I used to face bugs like saving obj under Chinese
path, and this file will not be possible to be imported back into blender.(
This issue was fixed already, forget the bug tacker id :( ) But I'm not
sure if this will happen anytime in the future, it is quite confusing for
some new learners.

Cheers,
*罗聪翼/Ethan Luo* congcong...@gmail.com
*M: (86)139-8210-2445(GMT+8)*
***@congcong009 #twitter/facebook/**新浪围脖*
***BlenderCN**中文社区**(**www.blendercn.org**)*



On Mon, Jun 18, 2012 at 11:57 PM, Yousef Hurfoush ba...@msn.com wrote:


 eh ehm...

 hi

 about the utf-8 support in paths


  Are you sure this is still a problem?
  bpy.app.build_date
  bpy.app.build_time
 
  are now bytes, not strings, so there should be no encoding issues.

 though you can use utf-8 paths in blender but it only works when changing
 the UI to the same language
 meaning that if i want to use the English interface there are no utf-8
 recognition from the paths!

 Regards
 Yousef Harfoush
 ba...@msn.com



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

2012-06-17 Thread Knapp
 - Ton also invites people to think of post 2.6 projects. A special focus for 
 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on Blender itself (no 
 open movies!).


Could you enplane this a bit more?

IMO VERY HO
I would like to see a project that pushes fog, clouds, sea, smoke and
water effects and unifies them. Perhaps a classic Greek / Roman
sailing adventure?
Integration of Particles and Array mods could use some work.
-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

Open Source Sci-Fi mmoRPG Game project.
http://sf-journey-creations.wikispot.org/Front_Page
http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-17 Thread Mike Belanger
I'm really happy about the last few years of Blender development.  But I sort 
of miss the built-like-a-tank stability of 2.4x series.  It'd be nice to focus 
on stability, bug-fixes for a while.  

I know that isn't as cool as an open-project though :P

Mike
On 2012-06-17, at 7:33 PM, Knapp wrote:

 - Ton also invites people to think of post 2.6 projects. A special focus for 
 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on Blender itself (no 
 open movies!).
 
 
 Could you enplane this a bit more?
 
 IMO VERY HO
 I would like to see a project that pushes fog, clouds, sea, smoke and
 water effects and unifies them. Perhaps a classic Greek / Roman
 sailing adventure?
 Integration of Particles and Array mods could use some work.
 -- 
 Douglas E Knapp
 
 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
 
 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!
 
 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-17 Thread Gianmichele Mariani
Main focus for 2.7/.8 series? A full dependency graph for sure. Possibly
bring more nodes into the core of blender (particles, rigging, fx)




On Mon, Jun 18, 2012 at 12:48 AM, Mike Belanger mikejamesbelan...@gmail.com
 wrote:

 I'm really happy about the last few years of Blender development.  But I
 sort of miss the built-like-a-tank stability of 2.4x series.  It'd be nice
 to focus on stability, bug-fixes for a while.

 I know that isn't as cool as an open-project though :P

 Mike
 On 2012-06-17, at 7:33 PM, Knapp wrote:

  - Ton also invites people to think of post 2.6 projects. A special
 focus for 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on Blender
 itself (no open movies!).
 
 
  Could you enplane this a bit more?
 
  IMO VERY HO
  I would like to see a project that pushes fog, clouds, sea, smoke and
  water effects and unifies them. Perhaps a classic Greek / Roman
  sailing adventure?
  Integration of Particles and Array mods could use some work.
  --
  Douglas E Knapp
 
  Creative Commons Film Group, Helping people make open source movies
  with open source software!
  http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
 
  Massage in Gelsenkirchen-Buer:
  http://douglas.bespin.org/tcm/ztab1.htm
  Please link to me and trade links with me!
 
  Open Source Sci-Fi mmoRPG Game project.
  http://sf-journey-creations.wikispot.org/Front_Page
  http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-17 Thread Bassam Kurdali
absolutely! though I'm not sure still what part is 'big enough' for
2.7/2.8 - it seems like more nodes is! but maybe dependency graph should
even be a target for 2.6 series.
my observations of 'weaknesses' from experience working on tube and
other projects:
1- dependency graph
2- library linking robustness in corner cases, and overrides, and over
simplicity.
3- speed is always nice (maybe depgraph helps multithreading)
4*- renderer issues are being fixed by cycles already
5*- mesh issues are being fixed by bmesh and other work.
6- nodal everything ;) at least
constraints/modifiers/transforms/relationships.
7- nodal particles
8- hair and fur
9- unified/better physics esp. cloth sim.
10- art-directable sim/ rigid bodies.

some of those are probably related to each other. 
cheers
B

On Mon, 2012-06-18 at 01:10 +0100, Gianmichele Mariani wrote:
 Main focus for 2.7/.8 series? A full dependency graph for sure. Possibly
 bring more nodes into the core of blender (particles, rigging, fx)
 
 
 
 
 On Mon, Jun 18, 2012 at 12:48 AM, Mike Belanger mikejamesbelan...@gmail.com
  wrote:
 
  I'm really happy about the last few years of Blender development.  But I
  sort of miss the built-like-a-tank stability of 2.4x series.  It'd be nice
  to focus on stability, bug-fixes for a while.
 
  I know that isn't as cool as an open-project though :P
 
  Mike
  On 2012-06-17, at 7:33 PM, Knapp wrote:
 
   - Ton also invites people to think of post 2.6 projects. A special
  focus for 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on Blender
  itself (no open movies!).
  
  
   Could you enplane this a bit more?
  
   IMO VERY HO
   I would like to see a project that pushes fog, clouds, sea, smoke and
   water effects and unifies them. Perhaps a classic Greek / Roman
   sailing adventure?
   Integration of Particles and Array mods could use some work.
   --
   Douglas E Knapp
  
   Creative Commons Film Group, Helping people make open source movies
   with open source software!
   http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
  
   Massage in Gelsenkirchen-Buer:
   http://douglas.bespin.org/tcm/ztab1.htm
   Please link to me and trade links with me!
  
   Open Source Sci-Fi mmoRPG Game project.
   http://sf-journey-creations.wikispot.org/Front_Page
   http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

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





 De: Gianmichele Mariani g.mari...@liquidnet.it
Para: bf-blender developers bf-committers@blender.org 
Enviado: domingo, 17 de junio de 2012 21:10
Asunto: Re: [Bf-committers] The Future of Blender Projects WAS meeting notes
 
Main focus for 2.7/.8 series? A full dependency graph for sure. Possibly
bring more nodes into the core of blender (particles, rigging, fx)




On Mon, Jun 18, 2012 at 12:48 AM, Mike Belanger mikejamesbelan...@gmail.com
 wrote:

 I'm really happy about the last few years of Blender development.  But I
 sort of miss the built-like-a-tank stability of 2.4x series.  It'd be nice
 to focus on stability, bug-fixes for a while.

 I know that isn't as cool as an open-project though :P

 Mike
 On 2012-06-17, at 7:33 PM, Knapp wrote:

  - Ton also invites people to think of post 2.6 projects. A special
 focus for 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on Blender
 itself (no open movies!).
 
 
  Could you enplane this a bit more?
 
  IMO VERY HO
  I would like to see a project that pushes fog, clouds, sea, smoke and
  water effects and unifies them. Perhaps a classic Greek / Roman
  sailing adventure?
  Integration of Particles and Array mods could use some work.
  --
  Douglas E Knapp
 
  Creative Commons Film Group, Helping people make open source movies
  with open source software!
  http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
 
  Massage in Gelsenkirchen-Buer:
  http://douglas.bespin.org/tcm/ztab1.htm
  Please link to me and trade links with me!
 
  Open Source Sci-Fi mmoRPG Game project.
  http://sf-journey-creations.wikispot.org/Front_Page
  http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

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




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

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


--
Patrick Shirkey
Boost Hardware Ltd





 
  De: Gianmichele Mariani g.mari...@liquidnet.it
 Para: bf-blender developers bf-committers@blender.org
 Enviado: domingo, 17 de junio de 2012 21:10
 Asunto: Re: [Bf-committers] The Future of Blender Projects WAS meeting
 notes

 Main focus for 2.7/.8 series? A full dependency graph for sure. Possibly
 bring more nodes into the core of blender (particles, rigging, fx)




 On Mon, Jun 18, 2012 at 12:48 AM, Mike Belanger
 mikejamesbelan...@gmail.com
 wrote:

 I'm really happy about the last few years of Blender development.  But I
 sort of miss the built-like-a-tank stability of 2.4x series.  It'd be
 nice
 to focus on stability, bug-fixes for a while.

 I know that isn't as cool as an open-project though :P

 Mike
 On 2012-06-17, at 7:33 PM, Knapp wrote:

  - Ton also invites people to think of post 2.6 projects. A special
 focus for 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on Blender
 itself (no open movies!).
 
 
  Could you enplane this a bit more?
 
  IMO VERY HO
  I would like to see a project that pushes fog, clouds, sea, smoke and
  water effects and unifies them. Perhaps a classic Greek / Roman
  sailing adventure?
  Integration of Particles and Array mods could use some work.
  --
  Douglas E Knapp
 
  Creative Commons Film Group, Helping people make open source movies
  with open source software!
  http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
 
  Massage in Gelsenkirchen-Buer:
  http://douglas.bespin.org/tcm/ztab1.htm
  Please link to me and trade links with me!
 
  Open Source Sci-Fi mmoRPG Game project.
  http://sf-journey-creations.wikispot.org/Front_Page
  http://code.google.com/p/perspectiveproject/
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--
Patrick Shirkey
Boost Hardware Ltd
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