Hi,
Thanks for the feedback.
On Tue, May 11, 2010 at 8:11 AM, Joshua Leung wrote:
> Hi,
>
> On Tue, May 11, 2010 at 9:19 AM, Muhamad Faizol Abd. Halim
> wrote:
> > 1. To have an in-between keyframe can be inserted on the timeline using
> > right-mouse-button (RMB) to position it at a specific
Hi,
On Tue, May 11, 2010 at 9:19 AM, Muhamad Faizol Abd. Halim
wrote:
> 1. To have an in-between keyframe can be inserted on the timeline using
> right-mouse-button (RMB) to position it at a specific timeline, and
> middle-mouse-button (MMB) to put a keyframe at that timeline. Other mouse
> gestu
Aha! I thought the nodes with preview labeled on them were dedicated
preview nodes. That's why I was so confused! My mistake, so carry on
with those good ideas.
On 5/11/10, Damir Prebeg wrote:
> It looks that flow in my image wasn't self explanatory so here is modified
> one. And this one treats
André Susano Pinto wrote:
> And btw whats the problem with python?
> And is there any compiled list of what needs to be improved and what current
> problems block it from being parallelized?
>
Python has a Global Interpreter Lock (the infamous GIL) that prevents
mutlitple threads from running P
Hi all,
I'm willing to help to gather some info or documentations on this for now. I
don't see anything beyond just discussions or brainstorming. At most perhaps
just a proof-of-concept stage.
That's all I can think of about the above suggestion.
Anyway, I'm trying to start reading Blender's code
Hi all,
I tried to suggest a new small feature that in my personal opinion would be
very helpful for animators but my email was bounced. I am sorry if this
turns out as a duplicate.
My suggestion would be as the following;
1. To have an in-between keyframe can be inserted on the timeline using
r
I thought that the ideal was to keep everything in do_version (since
it's needed only once), but your solution makes sense as well and will
work.
Thanks Joe
--
Dalai
2010/5/10 joe :
> Ah, iirc the "correct" way to do this would be to handle this in the
> appropriate lib_link_*** function (lib_lin
Ah, iirc the "correct" way to do this would be to handle this in the
appropriate lib_link_*** function (lib_link_sensors, or whatever it
is). You could check if the old pointer is NULL, and if so check if
there is a name in the name field, then look up the id block.
Joe
On Mon, May 10, 2010 at 1
We'll get to nodes eventually; I'm not sure why this contention is
going on, from scanning the emails it seems to be mostly from
non-developers speaking with too much authority :) Like I said
before, we have ideas for nodes for meshes and shaders, and we'll find
our way to cooler stuff too eventua
It looks that flow in my image wasn't self explanatory so here is modified
one. And this one treats Material as ordinary node that also can be input
one. Flow goes from right to left simply because that looks more logic to
me.
http://www.pasteall.org/pic/show.php?id=3220
__
> Have you read this:
> http://en.wikipedia.org/wiki/Avatar_(2009_film)
> It blows my mind!
> Wiki:
> "To render Avatar, Weta used a 10,000 sq ft (930 m2) server farm
> making use of 4,000 Hewlett-Packard servers with 35,000 processor
> cores running Ubuntu Linux and the Grid Engine cluster manager
Yes, I have tried Tor but it makes so sloow my already slow connection
that is practically not an option, loading a clean page like google takes
ages, not even think on downloading :(
Cheers Raul
> Shame on Google.
>
> Have you tried something like Tor:
> http://www.t
Hi Knapp,
I had an idea of turning series jobs into parallel. Just like a pipeline on
the factory, the assembly line, we can subdivide jobs into sections and
doing them in parallel. And I think the final render pipeline can be
parallelized in that way( though here we divide a frame into many parts
Shame on Google.
Have you tried something like Tor:
http://www.torproject.org/index.html.fr
Maybe it can help.
2010/5/10 Raul Fernandez Hernandez :
> Hi :)
>
> Thanks for the links, sadly i could not access googlecode (is part of
> the embargo issue) and also the sourceforge issue remain ... I
Hi :)
Thanks for the links, sadly i could not access googlecode (is part of
the embargo issue) and also the sourceforge issue remain ... I haven't
being able to download a single bit from them.
Anyway, thanks, I have performed several test and hashing will not
provide much more advantage over
On Mon, May 10, 2010 at 4:40 PM, Raul Fernandez Hernandez
wrote:
> Hi there
>
>> I know resources are limited but what is to stop a few from starting a
>> branch and exploring this very interesting area? I could see it as
>> being a nodal extension of the game engine. I do admit to knowing very
>>
On Mon, May 10, 2010 at 2:44 PM, André Susano Pinto
wrote:
> Hi Knapp,
>
> On 8 May 2010 08:02, Knapp wrote:
>
>> I was reading these other posts about where Blender might go and just
>> wanted to add my thoughts. Naturally this is just IMOHO. And I know
>> blender is taking steps in this directi
Hi there
> I know resources are limited but what is to stop a few from starting a
> branch and exploring this very interesting area? I could see it as
> being a nodal extension of the game engine. I do admit to knowing very
> little about this subject but that is what it looked like in that
> SUPE
Hi Knapp,
On 8 May 2010 08:02, Knapp wrote:
> I was reading these other posts about where Blender might go and just
> wanted to add my thoughts. Naturally this is just IMOHO. And I know
> blender is taking steps in this direction.
>
> Parallel is where it is at.
>
> I am sure most of you know th
I wanted to go back a sec to what Roger suggested:
> A quick thought is for the Outliner to be able to show
>
> the textures within the search/filter context. This would
> give us the ability to see the overall list of textures.
> Selecting a texture would bring it up in the Properties window.
On Mon, May 10, 2010 at 11:56 AM, Damir Prebeg wrote:
> Hi Knapp. I have never claimed that I'm an expert in any part of Blender.
> I'm just ordinary, hobby Blender user for about 5 years.
Me too but for having been a programmer and thus having a least a bit
of understanding of what the devs are
Sorry about that, I typed it on my phone!
What I meant was, that there seems to be a little inconsistency in your
image proposal, where you have information from the texture going into the
material node, but similar information coming out of nodes for the previews.
This is a bit different to how al
Thanks for the feedback! We really love feedback from users such as yourself.
About the curve issues you posted; curves are a problem, and one we
need to solve, but we don't really have anyone in charge of curves
overall (there are one or two people working on NURBS surfaces, but
that's about it)
Hi Knapp. I have never claimed that I'm an expert in any part of Blender.
I'm just ordinary, hobby Blender user for about 5 years.
Since English isn't my language, maybe I don't understand what Luke ment by
"Hard to tell what's going in and what's coming out".
Now I don't know what you mean by th
On Mon, May 10, 2010 at 9:52 AM, Damir Prebeg wrote:
> Uhm... Please, can you explain "Hard to tell what's going in and what's
> coming out"?
I don't mean this to be rude but have you done ANY node work in
blender? It seems very easy to me to understand but I have done at
least 100 hours of blend
Hello there,
as mentioned in last dev meeting I changed a few Game Sensors to use a
datablock pointer instead of a string.
e.g. the Collision Sensor struct used to have a string with the name
of the material to trigger the collision, but now it will have a
struct Material *ma; instead.
Therefore I
Uhm... Please, can you explain "Hard to tell what's going in and what's
coming out"?
On 10 May 2010 09:45, Luke Frisken wrote:
> Don't you think it's a little hard to tell what's going into the
> material and what's coming out with that suggestion?
>
> On 5/10/10, Damir Prebeg wrote:
> > I've s
Don't you think it's a little hard to tell what's going into the
material and what's coming out with that suggestion?
On 5/10/10, Damir Prebeg wrote:
> I've started this topic so It's would be rude from me not to suggest
> something. First of all I like Bassam suggestion about nodes, here is my
>
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