The Blender source is already hosted on gitorious:
http://gitorious.org/blender so you don't have to try and convert from svn
to git yourself. Instead you can just get all the source from there in git
form.
Hope that helps.
Jonathan
On Sun, May 15, 2011 at 3:10 PM, Jianming wrote:
> thanks Camp
thanks Campbell,
I think statSVN uses
svn diff
a lot on log of each file in the source code.
I should run again with the exclusion.
Is there any existing statistics data I can reach?
Jianming(Tom)
2011/5/14 Campbell Barton
> Not sure if statSVN supports masking out files but there are some
Not sure if statSVN supports masking out files but there are some dirs
that should be ignored.
because they contain generated files or files that are from external projects.
* source/blender/editors/datafiles/ - data files converted into C code.
* scons/ - scons build system included for convenien
Hello to all.
I want to make a script that having 2 objects in the scene, a cube and a plane
for example, I can make a duplicate to the object that is not active, assuming
that the active object is the plane
import bpy
bpy.context.scene.objects.active = bpy.context.scene.objects['Cube']
bpy.cont
Hi All,
I'm doing research on blender for a university course,
I used statSVN 0.7 to generate these lots of charts and data according to
our blender svn,
the data is all from last 12 months, from 2010-5-10 to 2011-5-13 (not quite
sure this is SYD time or standard svn server time).
I wish these dat
bugs fixed r36693.
- camera object movement was missing a notifier
- auto perspective now works when rotating the view.
- shift+b now zooms.
On Sat, May 14, 2011 at 11:59 PM, Daniel Salazar - 3Developer.com
wrote:
> Works smooth... and feels very natural to navigate now :D, just need
> to rememb
if the object is only created be sure to link it to the scene first.
bpy.context.scene.objects.link(ob)
to change the active object do:
bpy.context.scene.objects.active = ob
2011/5/15 Yuniel Castro González :
> Hi again.
> I have a new StringProperty that contain a brush_name and a segment of
Hi again.
I have a new StringProperty that contain a brush_name and a segment of codes:
for d in bpy.context.scene.objects:
if d.name == brush_name:
bpy.context.SceneObjects.active = d
to change an active object in scene, but when I use new active object I am not
obtain good results.
Works smooth... and feels very natural to navigate now :D, just need
to remember not to press the number buttons. One thing I noticed,
theres a keymap conflict between Shift B in camera view = border
render and navigation border zoom, this would be great in camera view
cheers!!
Daniel Salazar
3De
hello to all.
I am programming a script for Blender 2.5 and I need to change the active
object in the scene.
How can I do?
Thanks in advance.
--
Yuniel
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i've wrote it in the wiki and added a few things
http://wiki.blender.org/index.php/User:Makers_F/Save_converted_BGE_data_out_to_a_file
If something came up in your mind that can help, please email me, it will be
very appreciated :)
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Really nice to see this finally in Blender, many thanks Campbell!
During my short testing I only found a bug with "Auto Perspective"
enabled, then it doesn't work. But you are probably aware of this
already.
Best regards,
Ejner
On Sat, May 14, 2011 at 10:01 PM, Damir Prebeg wrote:
> Works as a
Works as a charm Campbell! Thank you very much for this!
P.S. I've noticed a small bug. When orbiting or zooming (that is
moving) camera using this new Lock, other views aren't updated
correctly.
Best regards,
Damir
On 14 May 2011 20:07, Campbell Barton wrote:
> committed to trunk r36690,
>
>
Those files are for the shader branch not the trunk.
I'm in a cellphone now so can't revert it for Mitchell.
Any volunteer?
Thanks,
Dalai
Nathan Letwory wrote:
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>On 14.5.2011 9:32, Mitchell Stokes wrote:
>> These two files didn't get added when
committed to trunk r36690,
main issue left open is how to zoom & pan the camera frame when the
camera is locked, or if this is even important to have.
On Sat, May 14, 2011 at 4:41 PM, Daniel Salazar - 3Developer.com
wrote:
> Maybe 1, 3, 7 etc should be excluded.. will give a good test and see
>
Maybe 1, 3, 7 etc should be excluded.. will give a good test and see
how this feels :D
Daniel Salazar
3Developer.com
On Sat, May 14, 2011 at 9:50 AM, Damir Prebeg wrote:
> Aaa [blender user screams out of happiness]...
>
> Thank you Campbell, this one works without linking problems... and
hi all
scons gives this error on building with BGE.
confirmed that i'm able to build without the BGE and player:
log message:
--
scons: `C:\Development\blender\b
Aaa [blender user screams out of happiness]...
Thank you Campbell, this one works without linking problems... and
it's almost what I've had in mind.
But... one question. Why did you decided to link Num keys with camera
alignment? Wouldn't be better and more consistent just to treat Camera
Vie
If you're talking about the image sop_ref_input_image.1920.dpx, I get a
very bright picture (see here :
http://imageshack.us/photo/my-images/830/captureblender1.png).
This image is in Log colorspace, my code convert it automatically to RGB
so this is an expected result. GraphicsMagick and ImageMagi
Just curious Julien, does your new code work with the ASC reference image
tests Andrew posted above?
With respect,
TJS
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Hi,
I've submitted a first version of the DPX/Cineon patch :
http://projects.blender.org/tracker/index.php?func=detail&aid=27397&group_id=9&atid=127
I hope it can be useful. Feel free to report any problems you could
encounter with it.
Julien
Le 13/05/2011 20:11, Julien Enche a écrit :
> Hi,
>
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On 14.5.2011 9:32, Mitchell Stokes wrote:
> These two files didn't get added when I created a branch from my working copy.
Did you really intend to add these to trunk? It breaks building with
SCons, since these files error out. Looks like unintentiona
New patch:
Now addes support for almost all view operators...
- auto-depth preference now works
- smooth view navigation supports too.
- view selected, all & numpad operator support this.
Unless some other problems come up I consider this patch basically finished &
ready for review.
http://code
My only critique is that i use the mousewheel to zoom in and out of the
currecnt view to get a better view of the scene through the camera,
however with this patch and camera locked mousewheel now moves the
camera, so blender left the camera move in only using ctrl-mmb
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