Re: [Bf-committers] GSoC 2012 / Importer work

2012-04-05 Thread Alexander Gessler
Hi!

I finally finished my proposal, any feedback is highly appreciated. I
hope the format and scope is fine and not too confusing, if not I'll be
glad to revise it.

http://www.google-melange.com/gsoc/proposal/review/google/gsoc2012/acgessler/1

Bye  thanks
Alex


Am 25.03.2012 05:02, schrieb Tom M:
 Hi Alex,
 
 you sound like an excellent candidate for such work.
 
 While it would be great to have Assimp I/O, the FBX import is probably
 a much higher priority.  There are formats supported by Assimp that
 Blender 2.6x series doesn't support yet (support from 2.4x hasn't been
 updated), but most of those formats that we don't support currently
 that you do support for import are fairly niche.
 
 LetterRip
 
 On Sat, Mar 24, 2012 at 7:13 PM, Alexander Gessler
 alexander.gess...@gmx.net wrote:
 Hey,

 my name is Alex, I'm an CS undergraduate at Stuttgart University. I'm an
 avid programmer with slight focus on 3D graphics and 3D file interchange
 in special.

 I found Blender's idea list for GSoC this year and there are some topics
 that I'd be very interested in working on - but maybe I should first
 explain my background.

 Some years ago I co-founded and manage to this day the development of
 Open Asset Import Library (assimp, http://assimp.sf.net), which is a
 portable, BSD-licensed C/C++ lib to read ~30 different 3D file formats,
 including Collada, 3DS, X .. and BLEND (I wrote the importer for it, I
 think it's the only open source implementation of the format, apart from
 Blender itself and Bullet). There are various (incomplete) scripts to
 integrate Assimp into Blender around. A possible idea for GSoC would be
 to integrate our library directly into Blender - but given how many
 formats Blender supports already, I'm not absolutely sure it would add
 significant value - but maybe you think different?

 Anyway, looking at the idea list on blenderwiki, everything in the
 Import/Export section would nicely suit my background. I read that
 Collada is already in the works, but I could tackle proper ASCII FBX
 import support for Blender (I do actually like biting myself through
 file formats that lack full specifications). IGES/Step would also be a
 nice option, I did write STEP parsing code for Assimp's IFC importer in
 the past so I'm not totally new to the topic.

 I hope this wasn't too lengthy :-) Looking forward to your feedback!

 Bye, Alex







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Re: [Bf-committers] GSoC 2012 / Importer work

2012-04-05 Thread Erwin Coumans
That proposal looks great!

I look forward to trying it out, and I like cats too.
Erwin



On 5 April 2012 08:01, Alexander Gessler alexander.gess...@gmx.net wrote:
 Hi!

 I finally finished my proposal, any feedback is highly appreciated. I
 hope the format and scope is fine and not too confusing, if not I'll be
 glad to revise it.

 http://www.google-melange.com/gsoc/proposal/review/google/gsoc2012/acgessler/1

 Bye  thanks
 Alex


 Am 25.03.2012 05:02, schrieb Tom M:
 Hi Alex,

 you sound like an excellent candidate for such work.

 While it would be great to have Assimp I/O, the FBX import is probably
 a much higher priority.  There are formats supported by Assimp that
 Blender 2.6x series doesn't support yet (support from 2.4x hasn't been
 updated), but most of those formats that we don't support currently
 that you do support for import are fairly niche.

 LetterRip

 On Sat, Mar 24, 2012 at 7:13 PM, Alexander Gessler
 alexander.gess...@gmx.net wrote:
 Hey,

 my name is Alex, I'm an CS undergraduate at Stuttgart University. I'm an
 avid programmer with slight focus on 3D graphics and 3D file interchange
 in special.

 I found Blender's idea list for GSoC this year and there are some topics
 that I'd be very interested in working on - but maybe I should first
 explain my background.

 Some years ago I co-founded and manage to this day the development of
 Open Asset Import Library (assimp, http://assimp.sf.net), which is a
 portable, BSD-licensed C/C++ lib to read ~30 different 3D file formats,
 including Collada, 3DS, X .. and BLEND (I wrote the importer for it, I
 think it's the only open source implementation of the format, apart from
 Blender itself and Bullet). There are various (incomplete) scripts to
 integrate Assimp into Blender around. A possible idea for GSoC would be
 to integrate our library directly into Blender - but given how many
 formats Blender supports already, I'm not absolutely sure it would add
 significant value - but maybe you think different?

 Anyway, looking at the idea list on blenderwiki, everything in the
 Import/Export section would nicely suit my background. I read that
 Collada is already in the works, but I could tackle proper ASCII FBX
 import support for Blender (I do actually like biting myself through
 file formats that lack full specifications). IGES/Step would also be a
 nice option, I did write STEP parsing code for Assimp's IFC importer in
 the past so I'm not totally new to the topic.

 I hope this wasn't too lengthy :-) Looking forward to your feedback!

 Bye, Alex







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[Bf-committers] GSoC 2012 / Importer work

2012-03-24 Thread Alexander Gessler
Hey,

my name is Alex, I'm an CS undergraduate at Stuttgart University. I'm an
avid programmer with slight focus on 3D graphics and 3D file interchange
in special.

I found Blender's idea list for GSoC this year and there are some topics
that I'd be very interested in working on - but maybe I should first
explain my background.

Some years ago I co-founded and manage to this day the development of
Open Asset Import Library (assimp, http://assimp.sf.net), which is a
portable, BSD-licensed C/C++ lib to read ~30 different 3D file formats,
including Collada, 3DS, X .. and BLEND (I wrote the importer for it, I
think it's the only open source implementation of the format, apart from
Blender itself and Bullet). There are various (incomplete) scripts to
integrate Assimp into Blender around. A possible idea for GSoC would be
to integrate our library directly into Blender - but given how many
formats Blender supports already, I'm not absolutely sure it would add
significant value - but maybe you think different?

Anyway, looking at the idea list on blenderwiki, everything in the
Import/Export section would nicely suit my background. I read that
Collada is already in the works, but I could tackle proper ASCII FBX
import support for Blender (I do actually like biting myself through
file formats that lack full specifications). IGES/Step would also be a
nice option, I did write STEP parsing code for Assimp's IFC importer in
the past so I'm not totally new to the topic.

I hope this wasn't too lengthy :-) Looking forward to your feedback!

Bye, Alex







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Re: [Bf-committers] GSoC 2012 / Importer work

2012-03-24 Thread Tom M
Hi Alex,

you sound like an excellent candidate for such work.

While it would be great to have Assimp I/O, the FBX import is probably
a much higher priority.  There are formats supported by Assimp that
Blender 2.6x series doesn't support yet (support from 2.4x hasn't been
updated), but most of those formats that we don't support currently
that you do support for import are fairly niche.

LetterRip

On Sat, Mar 24, 2012 at 7:13 PM, Alexander Gessler
alexander.gess...@gmx.net wrote:
 Hey,

 my name is Alex, I'm an CS undergraduate at Stuttgart University. I'm an
 avid programmer with slight focus on 3D graphics and 3D file interchange
 in special.

 I found Blender's idea list for GSoC this year and there are some topics
 that I'd be very interested in working on - but maybe I should first
 explain my background.

 Some years ago I co-founded and manage to this day the development of
 Open Asset Import Library (assimp, http://assimp.sf.net), which is a
 portable, BSD-licensed C/C++ lib to read ~30 different 3D file formats,
 including Collada, 3DS, X .. and BLEND (I wrote the importer for it, I
 think it's the only open source implementation of the format, apart from
 Blender itself and Bullet). There are various (incomplete) scripts to
 integrate Assimp into Blender around. A possible idea for GSoC would be
 to integrate our library directly into Blender - but given how many
 formats Blender supports already, I'm not absolutely sure it would add
 significant value - but maybe you think different?

 Anyway, looking at the idea list on blenderwiki, everything in the
 Import/Export section would nicely suit my background. I read that
 Collada is already in the works, but I could tackle proper ASCII FBX
 import support for Blender (I do actually like biting myself through
 file formats that lack full specifications). IGES/Step would also be a
 nice option, I did write STEP parsing code for Assimp's IFC importer in
 the past so I'm not totally new to the topic.

 I hope this wasn't too lengthy :-) Looking forward to your feedback!

 Bye, Alex







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[Bf-committers] GSoC 2012

2012-03-21 Thread Jason Tu
Hey guys,

Just wanted to introduce myself for GSoC. My name's Jason and I'm a
second-year undergrad at Binghamton University in New York (the U.S.). I've
always been a huge Photoshop user and graphics nerd, but I somehow never
got into 3D. I think GSoC is a great opportunity to get involved with the
development side of 3D/gamey stuff, and I'd still like to contribute in
the case that I don't get selected for GSoC.

I just finished building Blender, and I'm looking through the ideas list.
One topic that sticks out for me is the game engine--which I'll have to
play with. Do you guys have any advice for a newbie to Blender and 3D
development?

-Jason
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Re: [Bf-committers] GSoC 2012

2012-03-21 Thread Mitchell Stokes
Hello Jason,

You could start by checking out some video tutorials at Blender Cookie
(http://cgcookie.com/blender/category/tutorials/game-engine/). Note
that some of the tutorials are focused on using Blender with Unity,
but there are also some BGE ones. I would also recommend getting on
some IRC channels on freenode:

#blendercoders - The main Blender development channel
#gameblender - A channel for BGE support
#blender - A channel for general Blender support
#bgecoders - A development channel focused on the BGE, but not very active

I would recommend at least visiting #blendercoders. I tend to hang out
in all of these channels and I use the nick Moguri. If I'm online, go
ahead and give me a poke; I'd be happy to talk about the BGE with you.

Cheers,
Mitchell Stokes

PS
For anyone wanting to get into development, one of the first things
you'll want to figure out, is how to build Blender:
http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender

On Wed, Mar 21, 2012 at 8:53 AM, Jason Tu jason...@gmail.com wrote:
 Hey guys,

 Just wanted to introduce myself for GSoC. My name's Jason and I'm a
 second-year undergrad at Binghamton University in New York (the U.S.). I've
 always been a huge Photoshop user and graphics nerd, but I somehow never
 got into 3D. I think GSoC is a great opportunity to get involved with the
 development side of 3D/gamey stuff, and I'd still like to contribute in
 the case that I don't get selected for GSoC.

 I just finished building Blender, and I'm looking through the ideas list.
 One topic that sticks out for me is the game engine--which I'll have to
 play with. Do you guys have any advice for a newbie to Blender and 3D
 development?

 -Jason
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Re: [Bf-committers] gsoc 2012

2012-03-06 Thread Tobias Kummer
I proposed integrating physbam on the blenderartists thread, and got some 
positive replies. Now the point was brought up that this would render all the 
hard work that went into the current simulation tools obsolete. There is a 
point to that, but imho I think that this would be a mayor step into bringing 
blender up to date as a vfx tool. Is it better to overhaul the whole system and 
make it future-proof or keep the old stuff and have the problem of abandonement 
(like the fluid sim for example)? I think it's not the worst of ideas to have a 
library that's developed externally for a feature of that scope.
There are undeniable upsides to the physbam library. The often talked about 
interaction between simulations, e.g. burning liquids or cloth interacting with 
fluids is possible with it, because it works in a unified domain. 
Letterrip, I think you uttered the worries that there is no access to the 
various modules unless one has contributed. Last time I checked (about 3 months 
ago), all the modules were readily avaioable in the source, some also including 
example files.
I think it's more feasible to integrate a tried-and-true library than to tinker 
with the current tools and make efforts to bring them to a more professional 
level. Because most of the users wishes on the blenderartist thread are already 
builtin, be it the interaction between sims or moving obstacles for smoke sim.
I'm not a coder so I'm just throwing this in here for discussion. But the 
opportunity to integrate a library that would make such an impact on blenders 
vfx capabilities should at least be discussed, not rejected because much 'own' 
work would be made obsolete by it.

Regards,
Tobi




Sent from my Samsung Galaxy Tab 10.1Ton Roosendaal t...@blender.org wrote:Hi 
all,

Here's the notes from today's meeting:

1) current projects

- Today BCon2 starts, which means we should freeze the release targets now.
  http://wiki.blender.org/index.php/Dev:Doc/Projects

- Lukas Toenne finished group nodes patch, awaits review still, added to 
release targets.

- Cambell Barton fixed BMesh docs as agreed last week. Check his week report 
here:
  
http://wiki.blender.org/index.php/User:Ideasman42/WhatImWorkingOn#Week_80_.28Feb_27.29

- Lukas also is working on custom nodes: (similar to pynode, as first step 
towards plugins)
https://www.gitorious.org/~lukastoenne/blenderprojects/blender-lukastoenne/commits/custom_nodes

- Bastien Montagne worked on new/better definition for Hinge bone:
http://wiki.blender.org/index.php/User:Mont29/Dev/Pose_Bone_RotScale_Parenting

- Nicholas Bishop: sculpt masking is getting closer to finished, there are 
patches and documentation links here: http://nicholasbishop.net/wordpress/?p=44

- Sculpting partial-visibility patch has been reviewed and is ready.
  http://codereview.appspot.com/5695043/

2) Google Summer of Code

- End of this week is deadline for submitting Blender Foundation as Google 
Summer of code organization. Tom Musgrove will be handling this, Ton Roosendaal 
will coordinate the day-to-day GSoC duties.

User wish list;
http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Wishlist

Official page for developers:
http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Ideas

- The target is to get the official ideas page to only mention ideas that:
  a) are commonly accepted projects, fitting in roadmap
  b) are being backed up by the module owners
  c) are likely to get a mentor who can also review code and help migrating 
code to trunk

Thanks,

-Ton-


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

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Re: [Bf-committers] gsoc 2012

2012-03-06 Thread Dan Eicher
Totally off-topic (and I apologize for that) but...

I looked at the files you can download from the physbam website and
there indeed is a limited subset of the modules available to the
public, they merely promise to open it all up sometime in the future
but for now you need to jump through some serious hoops to even get
cvs read-only access and I doubt the resulting (non-released) code
would be free/libre.

Unless you have a link because I'd love to get my hands on that facial
muscle sim code?

Dan
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Re: [Bf-committers] gsoc 2012

2012-03-06 Thread Tobias Kummer
I contacted Jonathan for some further insights on code availability and license 
compatibility, will share here if there's any reply!Dan Eicher 
d...@trollwerks.org wrote:Totally off-topic (and I apologize for that) but...

I looked at the files you can download from the physbam website and
there indeed is a limited subset of the modules available to the
public, they merely promise to open it all up sometime in the future
but for now you need to jump through some serious hoops to even get
cvs read-only access and I doubt the resulting (non-released) code
would be free/libre.

Unless you have a link because I'd love to get my hands on that facial
muscle sim code?

Dan
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Re: [Bf-committers] GSoC 2012

2012-03-02 Thread Tom M
Hi pankajg,

we currently are in the process of applying for gsoc, so it isn't even
clear if we will be a mentoring organization this year (though we
certainly hope so).

If we are accepted we would certainly welcome you to apply.

A first good step would be to download blender and build it, then try
and do a small change such as add a small feature or fix a bug.
Students who have contributed patches to blender, will tend to get
more consideration since they have demonstrated that they understand
the code and can find their way around well enough to actually do
something useful with it.

LetterRip



On Fri, Mar 2, 2012 at 11:51 AM,  pank...@iitk.ac.in wrote:
 I am Pankaj Gupta from Indian Intitute of Technology, Kanpur, India.
 I read about your previous years project in Google Summer of Code.
 I am interested to do project under your mentorship this year.
 I have been involved in making some games since last year.
 I made Carrom game in python, made an Android App and also I have a fair
 experience of Animation(Made a carnival this January and currently
 learning gaming in it).
 I have been taking part in several programming contests did a fair deal in
 them.
 Hoping that you would allow me work under your mentorship in GSoC 2012.

 Thanking You.
 Yours sincerely,
 Pankaj Gupta.



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[Bf-committers] gsoc 2012

2012-03-02 Thread Tom M
Hi all,

I'm currently working on our GSoC mentoring organization application.

Part of that process is providing an ideas list.

To form the ideas list I've invited our user community to post their
wishes to this thread

http://blenderartists.org/forum/showthread.php?247490-GSoC-Wishlist

I've summarized the results thus far here

http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Wishlist

and have marked things that were a priority for a lot of people with *

Mentors (any core coder/previous years mentors/most folks who have
commit rights qualify) - if you would be willing to scan through the
list it would be good to make note of

1) stuff that should likely be done only by a core developer - ie add
- Core Only
2) stuff on your todo list that you would like others not to touch -
ie add - Brecht todo
3) stuff that you would be willing to mentor if it is selected and
would be willing to answer questions from potential gsoc applicants on
- ie add - Campbell mentor (note that it is preferable to have
multiple potential mentors for each, so even if someone else has their
name by it, please add yours too if you are interested :) )

i realise that many things on the list are too small to be a complete
gsoc project but we can often aggregate a bunch of small todos into a
larger gsoc project

Also core developers please feel free to add your own ideas that you
would enjoy mentoring or projects that you would like a student to
help you on.

Those items that have a potential mentor by them I will move to the
official ideas list.

LetterRip
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Re: [Bf-committers] gsoc 2012

2012-03-02 Thread Tobias Kummer
On that note, what is the state of the ptex integration Nicholas Bishop 
started? That would be a big one for me!

Greets,

Tobi



On Fri Mar  2 20:37:14 2012, Tom M wrote:
 Hi all,

 I'm currently working on our GSoC mentoring organization application.

 Part of that process is providing an ideas list.

 To form the ideas list I've invited our user community to post their
 wishes to this thread

 http://blenderartists.org/forum/showthread.php?247490-GSoC-Wishlist

 I've summarized the results thus far here

 http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Wishlist

 and have marked things that were a priority for a lot of people with *

 Mentors (any core coder/previous years mentors/most folks who have
 commit rights qualify) - if you would be willing to scan through the
 list it would be good to make note of

 1) stuff that should likely be done only by a core developer - ie add
 - Core Only
 2) stuff on your todo list that you would like others not to touch -
 ie add - Brecht todo
 3) stuff that you would be willing to mentor if it is selected and
 would be willing to answer questions from potential gsoc applicants on
 - ie add - Campbell mentor (note that it is preferable to have
 multiple potential mentors for each, so even if someone else has their
 name by it, please add yours too if you are interested :) )

 i realise that many things on the list are too small to be a complete
 gsoc project but we can often aggregate a bunch of small todos into a
 larger gsoc project

 Also core developers please feel free to add your own ideas that you
 would enjoy mentoring or projects that you would like a student to
 help you on.

 Those items that have a potential mentor by them I will move to the
 official ideas list.

 LetterRip
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Re: [Bf-committers] gsoc 2012

2012-03-02 Thread Nicholas Bishop
The Ptex painting code works fairly well, but it's not integrated into
either of Blender's renderers, so it's not very useful right now.

-Nicholas

On Fri, Mar 2, 2012 at 6:24 PM, Tobias Kummer supertoi...@gmx.net wrote:
 On that note, what is the state of the ptex integration Nicholas Bishop
 started? That would be a big one for me!

 Greets,

 Tobi



 On Fri Mar  2 20:37:14 2012, Tom M wrote:
 Hi all,

 I'm currently working on our GSoC mentoring organization application.

 Part of that process is providing an ideas list.

 To form the ideas list I've invited our user community to post their
 wishes to this thread

 http://blenderartists.org/forum/showthread.php?247490-GSoC-Wishlist

 I've summarized the results thus far here

 http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Wishlist

 and have marked things that were a priority for a lot of people with *

 Mentors (any core coder/previous years mentors/most folks who have
 commit rights qualify) - if you would be willing to scan through the
 list it would be good to make note of

 1) stuff that should likely be done only by a core developer - ie add
 - Core Only
 2) stuff on your todo list that you would like others not to touch -
 ie add - Brecht todo
 3) stuff that you would be willing to mentor if it is selected and
 would be willing to answer questions from potential gsoc applicants on
 - ie add - Campbell mentor (note that it is preferable to have
 multiple potential mentors for each, so even if someone else has their
 name by it, please add yours too if you are interested :) )

 i realise that many things on the list are too small to be a complete
 gsoc project but we can often aggregate a bunch of small todos into a
 larger gsoc project

 Also core developers please feel free to add your own ideas that you
 would enjoy mentoring or projects that you would like a student to
 help you on.

 Those items that have a potential mentor by them I will move to the
 official ideas list.

 LetterRip
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Re: [Bf-committers] gsoc 2012

2012-03-02 Thread Alexandr Kuznetsov
Nicholas Bishop, is it compatible with bmesh? I'm not sure if code change
affected Ptex. Just curious.

Thanks,
Alex

On Fri, Mar 2, 2012 at 8:18 PM, Nicholas Bishop nicholasbis...@gmail.comwrote:

 The Ptex painting code works fairly well, but it's not integrated into
 either of Blender's renderers, so it's not very useful right now.

 -Nicholas

 On Fri, Mar 2, 2012 at 6:24 PM, Tobias Kummer supertoi...@gmx.net wrote:
  On that note, what is the state of the ptex integration Nicholas Bishop
  started? That would be a big one for me!
 
  Greets,
 
  Tobi
 
 
 
  On Fri Mar  2 20:37:14 2012, Tom M wrote:
  Hi all,
 
  I'm currently working on our GSoC mentoring organization application.
 
  Part of that process is providing an ideas list.
 
  To form the ideas list I've invited our user community to post their
  wishes to this thread
 
  http://blenderartists.org/forum/showthread.php?247490-GSoC-Wishlist
 
  I've summarized the results thus far here
 
 
 http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Wishlist
 
  and have marked things that were a priority for a lot of people with
 *
 
  Mentors (any core coder/previous years mentors/most folks who have
  commit rights qualify) - if you would be willing to scan through the
  list it would be good to make note of
 
  1) stuff that should likely be done only by a core developer - ie add
  - Core Only
  2) stuff on your todo list that you would like others not to touch -
  ie add - Brecht todo
  3) stuff that you would be willing to mentor if it is selected and
  would be willing to answer questions from potential gsoc applicants on
  - ie add - Campbell mentor (note that it is preferable to have
  multiple potential mentors for each, so even if someone else has their
  name by it, please add yours too if you are interested :) )
 
  i realise that many things on the list are too small to be a complete
  gsoc project but we can often aggregate a bunch of small todos into a
  larger gsoc project
 
  Also core developers please feel free to add your own ideas that you
  would enjoy mentoring or projects that you would like a student to
  help you on.
 
  Those items that have a potential mentor by them I will move to the
  official ideas list.
 
  LetterRip
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Re: [Bf-committers] gsoc 2012

2012-03-02 Thread Nicholas Bishop
The code is a little out of date and hasn't been updated to work on
BMesh, but it's a very minor change. Ptex tessellates N-gons just like
Catmull-Clark does (i.e. by creating N quads.)

-Nicholas

On Fri, Mar 2, 2012 at 8:41 PM, Alexandr Kuznetsov kuzsa...@gmail.com wrote:
 Nicholas Bishop, is it compatible with bmesh? I'm not sure if code change
 affected Ptex. Just curious.

 Thanks,
 Alex

 On Fri, Mar 2, 2012 at 8:18 PM, Nicholas Bishop 
 nicholasbis...@gmail.comwrote:

 The Ptex painting code works fairly well, but it's not integrated into
 either of Blender's renderers, so it's not very useful right now.

 -Nicholas

 On Fri, Mar 2, 2012 at 6:24 PM, Tobias Kummer supertoi...@gmx.net wrote:
  On that note, what is the state of the ptex integration Nicholas Bishop
  started? That would be a big one for me!
 
  Greets,
 
  Tobi
 
 
 
  On Fri Mar  2 20:37:14 2012, Tom M wrote:
  Hi all,
 
  I'm currently working on our GSoC mentoring organization application.
 
  Part of that process is providing an ideas list.
 
  To form the ideas list I've invited our user community to post their
  wishes to this thread
 
  http://blenderartists.org/forum/showthread.php?247490-GSoC-Wishlist
 
  I've summarized the results thus far here
 
 
 http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Wishlist
 
  and have marked things that were a priority for a lot of people with
 *
 
  Mentors (any core coder/previous years mentors/most folks who have
  commit rights qualify) - if you would be willing to scan through the
  list it would be good to make note of
 
  1) stuff that should likely be done only by a core developer - ie add
  - Core Only
  2) stuff on your todo list that you would like others not to touch -
  ie add - Brecht todo
  3) stuff that you would be willing to mentor if it is selected and
  would be willing to answer questions from potential gsoc applicants on
  - ie add - Campbell mentor (note that it is preferable to have
  multiple potential mentors for each, so even if someone else has their
  name by it, please add yours too if you are interested :) )
 
  i realise that many things on the list are too small to be a complete
  gsoc project but we can often aggregate a bunch of small todos into a
  larger gsoc project
 
  Also core developers please feel free to add your own ideas that you
  would enjoy mentoring or projects that you would like a student to
  help you on.
 
  Those items that have a potential mentor by them I will move to the
  official ideas list.
 
  LetterRip
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Re: [Bf-committers] gsoc 2012

2012-03-02 Thread xiangquan xiao
I'm going to apply for a BGE project this year, as I have made my mind to
be a game developer :)
The install on portable device looks interesting. I knew the Game
Editor[1] is Write once, run anywhere.
I wondered what's the potential device? ipad/iphone/Android?

[1] http://game-editor.com/Main_Page

2012/3/3 Nicholas Bishop nicholasbis...@gmail.com

 The code is a little out of date and hasn't been updated to work on
 BMesh, but it's a very minor change. Ptex tessellates N-gons just like
 Catmull-Clark does (i.e. by creating N quads.)

 -Nicholas

 On Fri, Mar 2, 2012 at 8:41 PM, Alexandr Kuznetsov kuzsa...@gmail.com
 wrote:
  Nicholas Bishop, is it compatible with bmesh? I'm not sure if code change
  affected Ptex. Just curious.
 
  Thanks,
  Alex
 
  On Fri, Mar 2, 2012 at 8:18 PM, Nicholas Bishop 
 nicholasbis...@gmail.comwrote:
 
  The Ptex painting code works fairly well, but it's not integrated into
  either of Blender's renderers, so it's not very useful right now.
 
  -Nicholas
 
  On Fri, Mar 2, 2012 at 6:24 PM, Tobias Kummer supertoi...@gmx.net
 wrote:
   On that note, what is the state of the ptex integration Nicholas
 Bishop
   started? That would be a big one for me!
  
   Greets,
  
   Tobi
  
  
  
   On Fri Mar  2 20:37:14 2012, Tom M wrote:
   Hi all,
  
   I'm currently working on our GSoC mentoring organization application.
  
   Part of that process is providing an ideas list.
  
   To form the ideas list I've invited our user community to post their
   wishes to this thread
  
   http://blenderartists.org/forum/showthread.php?247490-GSoC-Wishlist
  
   I've summarized the results thus far here
  
  
 
 http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Wishlist
  
   and have marked things that were a priority for a lot of people with
  *
  
   Mentors (any core coder/previous years mentors/most folks who have
   commit rights qualify) - if you would be willing to scan through the
   list it would be good to make note of
  
   1) stuff that should likely be done only by a core developer - ie add
   - Core Only
   2) stuff on your todo list that you would like others not to touch -
   ie add - Brecht todo
   3) stuff that you would be willing to mentor if it is selected and
   would be willing to answer questions from potential gsoc applicants
 on
   - ie add - Campbell mentor (note that it is preferable to have
   multiple potential mentors for each, so even if someone else has
 their
   name by it, please add yours too if you are interested :) )
  
   i realise that many things on the list are too small to be a complete
   gsoc project but we can often aggregate a bunch of small todos into a
   larger gsoc project
  
   Also core developers please feel free to add your own ideas that you
   would enjoy mentoring or projects that you would like a student to
   help you on.
  
   Those items that have a potential mentor by them I will move to the
   official ideas list.
  
   LetterRip
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-- 
Xiao Xiangquan | 肖祥全
Master Candidate of Computer Science
Peking University, Beijing, 100871, PRC.
Tel: +86-13810295146
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Re: [Bf-committers] gsoc 2012

2012-03-02 Thread Jorge Bernal
I think the only possible way is Android as to use gpl software in
Ipad/Iphone have legal issues.
In this link you we will see the first attemps to make work blender with
Android:
http://wiki.blender.org/index.php/User:AlexK/Android


2012/3/3 xiangquan xiao xiaoxiangq...@gmail.com

 I'm going to apply for a BGE project this year, as I have made my mind to
 be a game developer :)
 The install on portable device looks interesting. I knew the Game
 Editor[1] is Write once, run anywhere.
 I wondered what's the potential device? ipad/iphone/Android?

 [1] http://game-editor.com/Main_Page

 2012/3/3 Nicholas Bishop nicholasbis...@gmail.com

  The code is a little out of date and hasn't been updated to work on
  BMesh, but it's a very minor change. Ptex tessellates N-gons just like
  Catmull-Clark does (i.e. by creating N quads.)
 
  -Nicholas
 
  On Fri, Mar 2, 2012 at 8:41 PM, Alexandr Kuznetsov kuzsa...@gmail.com
  wrote:
   Nicholas Bishop, is it compatible with bmesh? I'm not sure if code
 change
   affected Ptex. Just curious.
  
   Thanks,
   Alex
  
   On Fri, Mar 2, 2012 at 8:18 PM, Nicholas Bishop 
  nicholasbis...@gmail.comwrote:
  
   The Ptex painting code works fairly well, but it's not integrated into
   either of Blender's renderers, so it's not very useful right now.
  
   -Nicholas
  
   On Fri, Mar 2, 2012 at 6:24 PM, Tobias Kummer supertoi...@gmx.net
  wrote:
On that note, what is the state of the ptex integration Nicholas
  Bishop
started? That would be a big one for me!
   
Greets,
   
Tobi
   
   
   
On Fri Mar  2 20:37:14 2012, Tom M wrote:
Hi all,
   
I'm currently working on our GSoC mentoring organization
 application.
   
Part of that process is providing an ideas list.
   
To form the ideas list I've invited our user community to post
 their
wishes to this thread
   
   
 http://blenderartists.org/forum/showthread.php?247490-GSoC-Wishlist
   
I've summarized the results thus far here
   
   
  
 
 http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Wishlist
   
and have marked things that were a priority for a lot of people
 with
   *
   
Mentors (any core coder/previous years mentors/most folks who have
commit rights qualify) - if you would be willing to scan through
 the
list it would be good to make note of
   
1) stuff that should likely be done only by a core developer - ie
 add
- Core Only
2) stuff on your todo list that you would like others not to touch
 -
ie add - Brecht todo
3) stuff that you would be willing to mentor if it is selected and
would be willing to answer questions from potential gsoc applicants
  on
- ie add - Campbell mentor (note that it is preferable to have
multiple potential mentors for each, so even if someone else has
  their
name by it, please add yours too if you are interested :) )
   
i realise that many things on the list are too small to be a
 complete
gsoc project but we can often aggregate a bunch of small todos
 into a
larger gsoc project
   
Also core developers please feel free to add your own ideas that
 you
would enjoy mentoring or projects that you would like a student to
help you on.
   
Those items that have a potential mentor by them I will move to the
official ideas list.
   
LetterRip
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 --
 Xiao Xiangquan | 肖祥全
 Master Candidate of Computer Science
 Peking University, Beijing, 100871, PRC.
 Tel: +86-13810295146
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