I don't think *anyone* is suggesting that the Blender code end up in
some closed source software. We're looking at making Blender capable
(legally) of using third-party distributed closed-source plugins. This
is about *extending* Blender, not taking parts of it and making them
proprietary.
On Thu, Nov 25, 2010 at 12:42 AM, Damir Prebeg blend.fact...@gmail.com wrote:
I don't think *anyone* is suggesting that the Blender code end up in
some closed source software. We're looking at making Blender capable
(legally) of using third-party distributed closed-source plugins. This
is
@Knapp
There are a billion closed source applications in this world, and yet
you are not starving.
Neither will you be starving if there is one more closed source
application in the world.
I should know by now not to joke in internationally read emails. :-)
Before I, grew up, and moved
Hi Lukas,
From the video, this looks very nicely done, I'll go over the patch later.
Brecht.
On Thu, Nov 25, 2010 at 8:22 AM, Lukas Tönne
lukas.toe...@googlemail.com wrote:
Here's a small video demoing the feature:
http://www.youtube.com/watch?v=OUidTgzy8zo
On Wed, Nov 24, 2010 at 1:28 PM,
Hi all,
I've now started to dig into the codebase - and the VSE in particular.
The workings seem fairly straightforward, but as far as changing things
I must ask your advice.
The problem is the S-DNA representation of the VSE data. The
structures used in the VSE, and also written to the blend
All,
thanks for the advice. I have no problem following those recommendations.
/LS
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Hello,
after digging into the VSE, I couldn't help bu notice that the
documentation is a bit terse. I was thinking about submitting some
patches consisting of doxygen docs for parts of it - mostly concerning
its external interface and connection to the pipeline.c code. Is now a
good time to do
Developing/improving on any code which some other company may be using for
making money doesn't make sense, because then you are probably helping
improve their program, for which they get more users and more money, which
in turn reduces our users money, thus hampering even our speed of
On Thu, Nov 25, 2010 at 4:13 PM, Leo Sutic leo.su...@gmail.com wrote:
Hello,
after digging into the VSE, I couldn't help bu notice that the
documentation is a bit terse. I was thinking about submitting some
patches consisting of doxygen docs for parts of it - mostly concerning
its external
Hi, All things considered I'm apathetic towards LGPL switch.
Its still quite restrictive, and I'm not aware of any commercial
extensions for blender so far, even though its possible to write them
without changing to LGPL.
May I point out that existing blender developers are not pushing for
Hi all :)
well, I was expecting the GPU gems procedural parts before releasing the
patch in order to add others if needed but it didn't arrived.
some use advice:
at small scales (i.e the default textures values) it is a curl like
texture but at larger scales (size 1.0) and with 6 octaves
Hi Leo,
1. Write a VSE 2 and create all-new structures?
this will break compatibility with older versions of blender. Should only
be done as a last resort and if you *really* know, what you are doing.
2. Create some kind of compatibility loader or data import filter
that converts the old
Hi Peter,
thank you for your feedback on the SDNA.
You bring up some very good points, let me try to address them quickly:
On 2010-11-25 19:45, Peter Schlaile wrote:
Or, to put it another way: please show a case to me, that *doesn't*
work, with a simple background builder job system,
I
On Thu, Nov 25, 2010 at 8:55 AM, Campbell Barton ideasma...@gmail.com wrote:
Hi, All things considered I'm apathetic towards LGPL switch.
Its still quite restrictive, and I'm not aware of any commercial
extensions for blender so far, even though its possible to write them
without changing to
Hi Leo,
On 2010-11-25 19:45, Peter Schlaile wrote:
Or, to put it another way: please show a case to me, that *doesn't*
work, with a simple background builder job system,
That's why I need to involve the main rendering pipeline. I wish I
didn't have to.
hmm, that's maybe a misunderstanding.
On 2010-11-25 21:54, Peter Schlaile wrote:
Regarding your interface prototype: your interators should take a float
increment parameter. (There isn't really a well defined next frame in
float precision scene-rendering...)
I decided against that due to the complications it resulted in - mostly
Dear all,
as Stefano already told you I'm writing a collada 1.4.1 importing plug-in.
I'm now focusing on importing animations.
For that I need to figure out how armature, and motion channels are
defined in Blender.
I'm using this documentation as reference:
El Thu, 25 Nov 2010 12:39:17 -0800
Alex Combas blenderw...@gmail.com escribió:
On Thu, Nov 25, 2010 at 8:55 AM, Campbell Barton
ideasma...@gmail.com wrote:
Hi, All things considered I'm apathetic towards LGPL switch.
Its still quite restrictive, and I'm not aware of any commercial
Hi Leo,
Regarding your interface prototype: your interators should take a float
increment parameter. (There isn't really a well defined next frame in
float precision scene-rendering...)
I decided against that due to the complications it resulted in - mostly
because it became very difficult to
On 2010-11-25 23:40, Peter Schlaile wrote:
Hi Leo,
Regarding your interface prototype: your interators should take a float
increment parameter. (There isn't really a well defined next frame in
float precision scene-rendering...)
I decided against that due to the complications it resulted
On Thu, Nov 25, 2010 at 4:10 AM, Campbell Barton ideasma...@gmail.com wrote:
On Wed, Nov 24, 2010 at 5:08 AM, Matt Ebb m...@mke3.net wrote:
One possible solution is to queue unique update functions for each
update, per ID.
A function pointer GHash a check/w previous comparison should make
Hi Leo,
Ah, ok.
I'd still try to stick with integer frames and a parameterless next().
Allowing the client to specify the advance in the next() method makes it
too much of a random-access method (there is no guarantee that the
advance is to the next frame, which is the whole purpose of the
2010/11/25 José Romero jose.cyb...@gmail.com:
Blender is a tool for artists, not programmers.
I hate to break the news to you.
It is because of programmers that Blender exists.
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looks like many of you, when talking about proprietary software, see this
scenario:
an evil super-big corporation (we'll use a fake name for it: Autodesk, or
Microsoft) steal or abuse Blender, and get away with it. They make lots of
money they don't deserve, our beloved developers get pissed, our
On 2010-11-26 00:28, Peter Schlaile wrote:
Hi Leo,
Ah, ok.
I'd still try to stick with integer frames and a parameterless next().
Allowing the client to specify the advance in the next() method makes it
too much of a random-access method (there is no guarantee that the
advance is to the
On 2010-11-26 00:40, Lorenzo Pierfederici wrote:
Maya is in a way a very open software: stable APIs for plugins,
lots of documentation and examples, good support. You can build amazing
stuff around it
Seems like you got your solution right there.
Why aren't you just going with Maya?
/LS
Hi,
Please stop the fight on this thread, there is no point to talk about
LGPL, Maya, the good support or whatever.
Ton already say that the possibility to re-licensing with LGPL is near
zero, so we need focus on ways to get end-user level useful
extensions possible.
and this mean no more talk
On Thu, Nov 25, 2010 at 4:38 PM, Diego B bdi...@gmail.com wrote:
Hi,
Please stop the fight on this thread, there is no point to talk about
LGPL, Maya, the good support or whatever.
Ton already say that the possibility to re-licensing with LGPL is near
zero, so we need focus on ways to get
Hi Blen,
I set up a Facebook profile where I can post my pictures, videos and events and
I want to add you as a friend so you can see it. First, you need to join
Facebook! Once you join, you can also create your own profile.
Thanks,
Roland
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