Blender on windows already supports having the .blender folder in different
locations outside of the install folder, regardless of the build engine used.
That's not a new thing and not a big issue.
Martin
--- On Sat, 2/13/10, joe wrote:
> From: joe
> Subject: Re: [Bf-committers] scons/instal
I wasn't implying we should keep old scripts around. Simply that you
shouldn't play around so freely with the behavior of build systems
like this, at least not without thorough testing :)
IMHO it should not use the $HOME directory unless your explicitly
making a release package.
Joe
On Sat, Feb
This is whats happening on linux/unix for years with blender 2.4x, if
~/.blender is defined, maybe we switch to ~/blender-2.5.x in future,
this has been discussed in other posts.
They can be made to co-exist pretty easy I think, just make
"$PWD/.blender" override "$HOME/.blender"
I explained in t
That would be bad, as it'd make different branches share the same
.blender folder.
Why are you messing with this?
Joe
On Sat, Feb 13, 2010 at 4:26 AM, Campbell Barton wrote:
> Update: only remove the scripts dir now, not the entire install
> folder, apparently gives troubles on windows,
> We sh
Thanks for that. I added auto refresh support for movie as well, now the
movie texture updates in the 3D view. The auto_refresh option must be
turned on on the Texture channel.
This feature is very memory hungry: all the images loaded from the movie
are kept uncompressed in memory. This represent a
I think this is a great idea,
just some ideas:
-somehow there should be resolved grouping of such scripts, so that more at
once get loaded, could be solved with categorisation.
-these groups would possibly have similar subdirectories like the main blender
scripts - ops, io, ui,...(think big! :))
I forgot to reply to this earlier. I feel it's important to be addressed as it
contains some important issues that will need correcting.
--- On Sat, 2/13/10, Charles Wardlaw wrote:
> Here's a video of what I feel are errors or omissions:
> http://www.sugarandcyanide.com/video/edge-reply.mov
Th
On Sat, Feb 13, 2010 at 7:47 AM, Campbell Barton wrote:
> One of the reasons I thaught of this is Colin was asking if the durian
> scripts we have would make it into blender.
> We added some scripts in a shared script dir, its interesting that
> mostly only 1-2 of the of the team members needs th
Sure people will make their own 2.5 script packs, and we should make
this easy to install etc. however IMHO these are not mutually
exclusive.
For eg, You might get a script pack, yet not have it clutter your
menu's, and only enable say 4 useful scripts from the pack.
On Sat, Feb 13, 2010 at 6:35 P
Hi,
in the past i also thought it would be a good aproach to break blender
down in several packages, for e.g. core package and 2-3 script
packages. Shipping as much scripts as possible with the blender
package itself, putting scripts in categories, which then can be
enabled or disabled would be so
>From 2.4x there are lots of scripts that are really useful but fairly
specialized.
Examples...
- Mesh Unfolder (could do 3d -> origami type unfolding)
- Tree Maker (Curve 2 Tree, useful but quite a specialized workflow)
- LipSync, never got this to work but I imaging it could be very
useful in som
Couple of things:
The Extrude operator in the tool shelf uses the menu because I forgot to change
it. I'd probably set it with Extrude and Extrude Individual as two separate
operators there (the equivalent of the E and Shift-E keys).
Extrude region from the menu not doing extrude along normals
Word of caution: the "shift-key brings a popup and changes the default behavior
, key just does the default" idea proposed by matt d. Is only good where only
one behavior is used frequently, otherwise you're going to be using the toggle
all the time. In the specific case of extrude I think Marti
Playing with it, I find I actually prefer the current popup's way of not
snapping to the normal immediately when extruding edges and vertices. I was in
love with the feature yesterday, because it works very well, but since much of
my modelling deals with retopology that's something that'd just
Am 13.02.2010 12:43, schrieb Joshua Leung:
> Hi,
>
> One minor issue i had was that
>> apparently extrapolation modes for f-curves are not yet implemented
>> (confirm?), so that animating a continuously changing flow rotation is
>> a bit nasty.
[...]
> This is not entirely true. There are extra
Althought i welcome the changes made by Martin because every change in
this area is welcome, showing you care about usability, but i think those
nagging pop-ups should be handled in a different way.
Trying to be smart about what to do based on the users selection and mode
the user is working
Update: only remove the scripts dir now, not the entire install
folder, apparently gives troubles on windows,
We should still look into having a blender home on windows that isnt
related to the install dir, and making it usable (create on startup if
its not there for instance).
On Sat, Feb 13, 201
Hi,
One minor issue i had was that
> apparently extrapolation modes for f-curves are not yet implemented
> (confirm?), so that animating a continuously changing flow rotation is
> a bit nasty.
> Hope you like this and it can be included into svn.
>
> Regards
> phonybone
>
This is not entirely tr
The install folder scons spits out is supposed to create/use a
.blender folder in the same folder.
Joe
On Fri, Feb 12, 2010 at 3:53 PM, Campbell Barton wrote:
> to conclude this tedious topic I better give an update for those who
> dont read the logs.
> Discussed this with Brect (over lunch) and
Hello,
It'skind of funny I did the same patch about 1 or 2 years ago, it was never
reviewed.
It had less functions, but also the float versions, it can be found here if you
want to peek in for comparison:
https://projects.blender.org/tracker/index.php?func=detail&aid=17931&group_id=9&atid=127
Hi,
I present here a new noise function called "flow noise". This is an
extension to the usual Perlin noise method, which allows for
pseudo-physical animation of turbulence by rotating the noise base
vectors. From the original author of this code, Stefan Gustavson:
* This is an implementation of
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