Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [29422] trunk/lib/windows: Build msvc 10 openexr and freetype libs.

2010-06-11 Thread Nathan Letwory
Hi, could you please post (or add in a file to SVN) the settings used for building these? Note that I have currently a patch adding/updating libs to lib/win* under review, so please, before committing any new stuff, verify that it isnt already worked on. Thanks, /Nathan Letwory (jesterKing) -

[Bf-committers] Sculpt Status - Week 3

2010-06-11 Thread Jason Wilkins
== "On-Surface" Brush Cursor == The "On-Surface" brush cursor is drawn in a way that makes it appear to follow the contours of the object being sculpted. The brush tells an artist precisely what areas will be effected by applying the current tool. Sometimes the area it highlights is quite convol

Re: [Bf-committers] Bind Camera to markers

2010-06-11 Thread Vilem Novak
Mike, Where in the e-mail did I mention markers? :) actually, it's the opposite. I think this kind of animation shouldn't be bound to markers at all! I guess in this case markers were used instead of proper keyframes. What I suggested is to have animatable certain properties, in this case scene.c

Re: [Bf-committers] Bind Camera to markers

2010-06-11 Thread Mike Belanger
Ok, so if I understand your proposal correctly, there should be a way to 'bind some kind of operator' to a Marker. Rather than having a python hack ( the current system ) there should be a hard-coded, more extensible system for markers. On 2010-06-11, at 2:36 AM, Vilem Novak wrote: > Ok, this

[Bf-committers] Unlimited clay status

2010-06-11 Thread Raul Fernandez Hernandez
Hi all A quick status report with good and bad news: The good first :P I'm ready to commit when I get connected again the new patch that add the possibility to get realtime feedback as the user subdivide the mesh, I have set it as an option, becasue as I have feared for high polycounts is stil

Re: [Bf-committers] Bind Camera to markers

2010-06-11 Thread Vilem Novak
Ok, this is a bit of a misunderstanding: Besides the original cameras topic we are talking about replacing some properties, so e.g. replacing a mesh, which would be a typical case if you e.g. simulate clay-based animation with replacement heads/mouths, since in such case you don't always want to