I made some tests with the drivers and found out that they are delayed.
Actually they get evaluated first. Before the objects they are depending
on are getting updated. Even if there is no cyclic dependency they will
be first, getting the input of the previous frame, making them lag one
frame
Incorrect analysis...
... and it's not really a bug by our tracker definitions either!
What is really happening is this:
- Animation is ALWAYS executed first (this is done per frame change,
not per update). This is before any data (namely objects) get
evaluated. For the bones here, the values get
Without trying to insult anyone: Please tell me a solution. How could i
drive a bone depending on the animation of another bone without 1 frame
lag? It seams to be impossible and makes drivers for bone-properties
useless to me. (pointless feature)
What you describe is horrible. Why do we have
Am 20.02.2011 06:47, schrieb Dalai Felinto:
Any final word on whether this will be reverted or not?
Seems not. Silence in the woods as we say in Germany ;-)
If the commit is here to stay I think for BGE we will need some changes.
What are theese?
Carsten
--
Carsten Wartmann: Autor - Dozent
Am 20.02.2011 06:47, schrieb Dalai Felinto:
Any final word on whether this will be reverted or not?
I don't think so. ;-) I guess it will stay in trunk.
If the commit is here to stay I think for BGE we will need some changes.
--
Dalai
# -- Re: New Render Pipeline Panel #
On 20.02.2011 04:24, Campbell Barton wrote:
Whats supported isn't set in stone, its more a case of which
configurations are tested known to work.
OK, thanks. And what is mostly used for the Windows releases?
this works for me.
- windows xp
- mingw-gcc4.5.2, (from mingw's main site)
-
Hi all,
Last December the projects site and svn were migrated to a new server.
Since then this system has given weird errors occasionally. There's
something bad with the hardware apparently.
We'll ditch this server and move it all to a new system (there's a
spare).
Currently the server is
Hi,
I think Carsten's proposal is the nicest way, even when a bit ugly.
We can add a version patch in .blend files that sets this button
active for all old .blends, but not active for newly created textures.
-Ton-
Ton
Instead of old Blender Normal maps couldn't it be invert color
channels [tooltip: old Blender Normal Maps - invert red/green
channels? Or Blender was really the only software out there using
those inverted?
I remember this being discussed a while ago (1year or +) but don't
remember what was the
IIRC MSVC2008 full version is used for releases,
I have a free MSVC2010 which has a similar problem to MinGW, debug
builds fail to run with strange popup dialog error.
Re Crash on startup:
If its a crash (not a linking/error message), best not assume blender
is without fault, debug info
so mine :)
2011/2/19 Mats Holmberg mats.holmb...@2me.fi
On 19.2.2011, at 20.20, ra...@info.upr.edu.cu wrote:
Is on the way ;)
This comment really made my day =D Thanks.
-mats
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On Sat, 19 Feb 2011 00:57:39 +0200, Michael Fox mfoxd...@gmail.com wrote:
i don't like how size is now being used as ui tend to use size deflect
with some random size which means if i increase the size, hence the
radius then the particles will float above the collision object.
I've used size
Hi,
we had a short meeting, here some infos:
1) Blender 2.5x project
-Infos about the improvements for the fluid particles are on c.b.o
http://code.blender.org/index.php/2011/02/particle-fluids-refactoring-under-way/
Janne Karhu asks for some feedback :)
If there are no big issues he can commit
Am 20.02.2011 16:27, schrieb Janne Karhu:
On Sat, 19 Feb 2011 00:57:39 +0200, Michael Foxmfoxd...@gmail.com wrote:
...
hopefully we'll have some really usable fluid particles before the 2.6 is
out! :)
Erm, the next release is 2.5x I am not wrong, and Roland is not a
clairvoyant ;-) So you
Hi,
SVN and trackers are running again. An fsck does miracles :)
Still, according our sysadm the motherboard is rotten, so we'll move
it over asap.
-Ton-
Ton Roosendaal Blender Foundation t...@blender.org
Hi,
Oh, he just decided to do this right away :) In the process, svn/
trackers are not accessible!
-Ton-
Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org
Blender Institute Entrepotdok 57A 1018AD
Why are bones are not treated like separate objects? Driven Shapekeys on
objects are not lagging behind. Neither do Constraints. But on Bones
anything (location, rotation,... , influence on constraints,...) lags
behind. I think this is a big issue, since you can't drive a bone with a
bone
That explains a lot. Thanks
Steve Obbayi: Software Developer
Homepage: http://www.sobbayi.com
- Ton Roosendaal t...@blender.org wrote:
Hi,
Oh, he just decided to do this right away :) In the process, svn/
trackers are not
A bit unrelated maybe but a possible cause of crashes for MinGW, both Scons
and cmake is (unfortunately) ray-traced optimizations. It only happens on
render.
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I'm pretty sure simply changing the name of the .deb package to
blender-snapshot doesn't actually fix the 'bug' that was reported.
From what I understand the 'a' -- i.e. 2.49a -- was the issue and not
the package name which the debian folks solved by converting the
subversions to numbers, 2.49a =
It compiles now out of the box but still crashes.
Seems I have to go the 'hard' way you described.
On 20.02.2011 14:46, Campbell Barton wrote:
IIRC MSVC2008 full version is used for releases,
I have a free MSVC2010 which has a similar problem to MinGW, debug
builds fail to run with strange
Hi Janne,
Thanks for putting together this proposal.
- Original Message -
I've been refactoring the fluid particles recently, and before I
actually start getting ready to commit this I'd like to get some
feedback on my current progress and ideas.
Dan, since you added the debian package spec best you to make decisions on this.
If its a simple rename I can commit otherwise send in a patch.
On a related topic, just moved release/VERSION vars into BKE_blender.h
This way we can construct version strings from scanning the header in
either
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