Re: Ubuntu Studio Art Manager

2009-08-20 Thread Kiernan Holland
>
>>
> Check out UV texture mapping in blender. Here is a link..
>


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

the blender page on uv mapping

http://wiki.blender.org/index.php/Doc:Manual/Textures/UV/Applying_an_Image
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Re: Ubuntu Studio Art Manager

2009-08-19 Thread Kiernan Holland
Sorry guys for the last letter, I was being unproductive.. I have a tendency
to go into micromanager mode.. And I know this stuff is complex and tough,
and that you don't have control over the general way that Ubuntu works, but
this is something to think about and bring to round table discussions with
canonical or whoever might be able to make this happen.


> > could arrange to make blender blend files that would manage the
> compositing
> > and texturing/lighting/rendering of the elements, which is something you
> can
> > do with blender. You can run blender like a blackbox, providing input and
> > generating output, I once wrangled and animation unattended from a
> Makefile.
> >
>
> I'm missing you here. :) What does this mean?
>

Check out UV texture mapping in blender. Here is a link..

The way to project textures onto soldiers in games, is the same way you
could skin an interface. If you can do this, you can have the textures for
the interface generated by performing renders in blender on objects. Objects
can have bump maps, specular maps, reflection maps, transparency maps, a lot
more choices for presentation than what GIMP can provide.

These attributes can be changed, combined and rendered to an image file. You
can then skin the look with these elements by extracting the cookie cutter
shapes from the images.

Kind of like how UV texturing occurs on 3D surfaces. If you've ever made a
mod for quake or some game and wanted to change the look of a character,
you've dealt with a UV map.

Black box program = program that only has one input and one output .

Black box blender render = rendering of images from parameters and a input
blend file, without using the blender GUI, all from the command line.

Makefile blender wrangling:
Write a makefile that automates the chore of rendering an animation by
taking advantage of the fact that "Make" only compares the file modification
times to determine if things have changed and to regenerate dependencies
when things have, which is all make does.. Make is language-less and
application-less. I used it to automate the process of rendering and
compositing an animation. However I did this years before blender had any
wrangling software.

An example of a makefile that uses blender:

animation: animation.mpg scene1 scene2 scene3
   blender -b composite_animation.blend

scene1: scene1.blend
   blender -b scene1.blend

scene2: scene2.blend
   blender -b scene2.blend

scene3: scene3.blend
   blender -b scene3.blend

--

Something like this.. I'll have to go look at that makefile to see how I did
it.  I was required in college to write a working "make" in C++. So knowing
how it worked, I was able to make use of it for wrangling blender renders.
Actually if you are crafty you can do this all within a single blend file
using the feature of sequence editor that permits you to include clips of
pre-rendered scenes. But at the time I didn't know how to do that stuff.


>
> > I think any single theme, is a bad idea.. IF it's going to be about
> > creativity, it should permit a wide range of themes, and these should be
> > community created.. That means the elements should be accessible and
> > selective by the community, as what good is a creative operating system
> if
> > the elements of the interface are not being created by it's creative
> users.
>
> I'm sorry but I gotta say that's a bit naive. (but completely
> understandable)



What's naive about simplicity?

Some people make things complex for politics sake.. I thought Linux would
grow, if it could leave behind the politics of commercial software
development behind.. But I guess I was wrong.
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Re: Ubuntu Studio Art Manager

2009-08-19 Thread Kiernan Holland
> I'm glad to see you're interested in helping.  Just for your (and everyone
> else's) knowledge, the entire Ubuntu Studio official graphics (and
> everything else that makes Ubuntu Studio what it is) is located at
> https://code.launchpad.net/~ubuntustudio-devfor
>  everyone's perusal.  Specifically you'll find the ubuntustudio-look
> package here too:
> https://code.launchpad.net/~ubuntustudio-dev/ubuntustudio-look/UbuntuStudio
>

Sorry I overreacted.. But this is really probably easier for you, than it is
for me. I have a computer science degree with a minor in art, and I can
understand how hard this is to wade through for users who would be eager to
help, but can't make heads or tales of a RCS. If you can lower the bar of
entry, I'm sure you will open a floodgate of theming.

Have a look at the blender program distribution, you will notice that there
is a "texture plugin" and "sequence plugin" folder with source code (even
for the windows version) for making texture and video transition plugins.
Something like that would be nice to have for the interface, but it may
require a fundamental change in how the interface integrates with the
theming, which may not be possible, or might require help from canonical or
debian.

If it is already there, it needs to be visible and easy to access. The zip
idea I gave would be a nice simple way to package and distribute the themes.
This is borrowing from the way that blender distributes entire projects, by
puting everything into a ".blend" file. Also note the blend files are
forward and backward compatible. Load a 2.49 blend file on a 1.18 version of
blender, it filters out whatever primitives have not changed in the file
format (I think it's just one large struct dumped to a file, but it is a
clever method). But anyone can clone this method with a special folder
structure into zip files.  The zip files also permit one to work on the
themes without regard for location in the folder tree.

By simplifying the theming to a compressed file, you permit people to
contribute without having to become emersed in the code and complexity of
the operating system or packaging, and you permit people to pass themes
around over email and with reference links.

Also another feature of the blend files in blender, is any blender file can
be used as a library of accessible materials, objects, scenes, etc.. You can
import from blend files. Same could be done with a zip file.

Then you could have people code programs to manage these themes, to combine
elements and make new themes.

Sorry.. I'm just like this when I think about stuff..

But I think if it could be reduced and organized (which is really tough for
us coders to do), it would be the perfect handoff to those who cringe when
having to do anything that involves a terminal..
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Re: Ubuntu Studio Art Manager

2009-08-19 Thread Kiernan Holland
I could contribute some things, but I don't know about being a art manager..


If you could put together a package of the images of a complete package, it
would give us something to play around with, and I'm sure someone could come
up with some themes, but it's not clear where these bitmaps reside.  Also I
could arrange to make blender blend files that would manage the compositing
and texturing/lighting/rendering of the elements, which is something you can
do with blender. You can run blender like a blackbox, providing input and
generating output, I once wrangled and animation unattended from a Makefile.


I think any single theme, is a bad idea.. IF it's going to be about
creativity, it should permit a wide range of themes, and these should be
community created.. That means the elements should be accessible and
selective by the community, as what good is a creative operating system if
the elements of the interface are not being created by it's creative users.


On Mon, Aug 17, 2009 at 3:48 AM, Eric Hedekar wrote:

> Hey Everyone,
>
> I just wanted to raise the subject of Art development and management within
> Ubuntu Studio.  As many of you may know, Cory Kontros has stepped away from
> the project for personal reasons and he had previously been spearheading the
> art portion of Ubuntu Studio.  It's my opinion that Cory left us with a
> great default art set, but if it's left to sit still, chances are our users
> will find it stale soon enough.  That's why I'd like to put a call out for a
> new art manager.  The ideal candidate will not be placed directly into this
> position, she/he will have to show they deserve it.  However, they should
> have knowledge of theming all aspects of the gnome desktop (including boot
> splash and GDM).  Is anyone out there interested?  I think the first step is
> to upload your work/modifications/etc... to either a new launchpad bzr or to
> the user art page in the wiki.  Second step would be to talk to the dev team
> in either #ubuntustudio-devel or on the development mailing list.
>
> -Eric
>
> --
> ___
> http://greyrockstudio.blogspot.com
>
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Re: Ubuntu Studio Art Manager

2009-08-19 Thread Kiernan Holland
Here is my demoreel.. from 2003..

http://www.youtube.com/watch?v=UPLIO9aB580

and something I did recently.. I do better when there is a mission..
Otherwise I play around like this:

http://www.youtube.com/watch?v=Il4HYrApaeA
http://www.youtube.com/watch?v=2Er2mGCic6Q (jump to the end)..


On Mon, Aug 17, 2009 at 4:41 PM, Kiernan Holland wrote:

> I think the logo is all that needs to remain constant..
> And we have that..
>
>
>>> I just wanted to raise the subject of Art development and management
>>> within Ubuntu Studio.  As many of you may know, Cory Kontros has stepped
>>> away from the project for personal reasons and he had previously been
>>> spearheading the art portion of Ubuntu Studio.  It's my opinion that Cory
>>> left us with a great default art set, but if it's left to sit still, chances
>>> are our users will find it stale soon enough.  That's why I'd like to put a
>>> call out for a new art manager.  The ideal candidate will not be placed
>>> directly into this position, she/he will have to show they deserve it.
>>> However, they should have knowledge of theming all aspects of the gnome
>>> desktop (including boot splash and GDM).  Is anyone out there interested?  I
>>> think the first step is to upload your work/modifications/etc... to either a
>>> new launchpad bzr or to the user art page in the wiki.  Second step would be
>>> to talk to the dev team in either #ubuntustudio-devel or on the development
>>> mailing list.
>>>
>>> -Eric
>>>
>>
>


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Re: Ubuntu Studio Art Manager

2009-08-19 Thread Kiernan Holland
I think the logo is all that needs to remain constant..
And we have that..


>> I just wanted to raise the subject of Art development and management
>> within Ubuntu Studio.  As many of you may know, Cory Kontros has stepped
>> away from the project for personal reasons and he had previously been
>> spearheading the art portion of Ubuntu Studio.  It's my opinion that Cory
>> left us with a great default art set, but if it's left to sit still, chances
>> are our users will find it stale soon enough.  That's why I'd like to put a
>> call out for a new art manager.  The ideal candidate will not be placed
>> directly into this position, she/he will have to show they deserve it.
>> However, they should have knowledge of theming all aspects of the gnome
>> desktop (including boot splash and GDM).  Is anyone out there interested?  I
>> think the first step is to upload your work/modifications/etc... to either a
>> new launchpad bzr or to the user art page in the wiki.  Second step would be
>> to talk to the dev team in either #ubuntustudio-devel or on the development
>> mailing list.
>>
>> -Eric
>>
>
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