Hi!
Lip syncing and spoken would be left to a text to speech engine which is also
able to sing, using a string for the speech and another for the lips.
If you have such an engine, please contribute to the scientific scene,
because such a thing doesn't exist yet in perfection that you could
The baaic idea is about adding a piano roll, whose notes would also be used for
a vocoder (both already well known) and the text to speech would be modulated
on the vocoder.
I made a text to speech singing this way using fl studio on windows, can't see
why is it so hard renting some code from
On 27/07/2011 2:52 PM, Matt Ebb wrote:
On Wed, Jul 27, 2011 at 2:49 PM, Sinan Hassani sinan.hass...@gmail.comwrote:
I use GameKit and this feature would be very useful. It would also be
nice to add HLSL and Cg highlighting in addition to Lua and GLSL. Some
people are using blender2ogre plugin
Hi,
I'll agree that at least it should be patch which would allow to easily
define new highlighting schemes. There are several ways how this could
be done. Easiest way is defining set of keywrds. That's like current
highlighting works.
But supporting new languages not only relates on syntax
The baaic idea is about adding a piano roll, whose notes would also be used
for a vocoder (both ) and the text to speech would be modulated on the
vocoder.
I made a text to speech singing this way using fl studio on windows, can't
see why is it so hard renting some code from LADSPA and LMMS.
There's no reason to keep the keywords list as a Python var. Who needs
constant access to it? It can be converted to a native C
vector/array/whatever immediately. Any highlighting extension that isn't
scriptable isn't worth doing IMO.
On 27/07/2011 9:25, Benjamin Tolputt wrote:
I'm pretty
Yes, not a coder.
Vocoder works like a fm synthesizer which takes audio on the modulator to be
pitch bended on the carrier.
I were hoping in a mix between a tts, a vocoder and a piano roll.
Yes, the idea is about midi sequencing in blender and sound playing with ladspa
and external synths, if
Hi, I repeat once more: mathutils matrices are COLUMN-MAJOR. This means
that the top elements in the definition list are columns, not rows,
despite the fact that they are printed horizontaly. So the following
code:
m1 = Matrix([[ 1, 0, 2], [-1, 3, 1]])
m2 = Matrix([[3, 1],[2, 1],[1, 0]])
I have been using Notepad++ a lot in my previous company, and we were using
LUA with custom function, and it was really easy to add as well. Our program
at compile time was generating the needed XML, and put it in the notepad++
folder. It was very handy indeed.
I think notepad++ is based on
I'll be sure to include this in the API docs, possibly my change to
repr caused more confusion since the string output of a matrix is:
Matrix()
Matrix(((1.0, 0.0, 0.0, 0.0),
(0.0, 1.0, 0.0, 0.0),
(0.0, 0.0, 1.0, 0.0),
(0.0, 0.0, 0.0, 1.0)))
We could remove \n's
hum I guess that's what meant Sergey with Scintilla :p my bad !!!
2011/7/27 François T. francoistarl...@gmail.com
I have been using Notepad++ a lot in my previous company, and we were using
LUA with custom function, and it was really easy to add as well. Our program
at compile time was
+1 for using an existing text engine - at least seriously
investigating the possibility before extending blenders,
notepad++, geany, scite, eric, code::blocks all use scintilla.
Lots more I never used on their site:
http://www.scintilla.org/ScintillaRelated.html
Since they have win/gtk/qt/fox
Just chiming in here
On 07/27/2011 12:47 PM, Benoit Bolsee wrote:
Hi, I repeat once more: mathutils matrices are COLUMN-MAJOR. This means
that the top elements in the definition list are columns, not rows,
despite the fact that they are printed horizontaly.
[...]
Mathutils matrices are
I am with you on this one. Memory layout is one thing. Abstraction is
something else entirely.
Afterall, one could choose the memory layout to be some crazy fixed random
layout or a swizzled
layout or whatever. And in both cases there is no reason why, at abstraction
level, either one could be
This is definitely possible with the api (and probably not all that
much work) but its quite a big change for some script authors - unlike
multiplication order (trivial by comparison).
I don't have a sense for whats normal here since I only use mathutils
but if this is so confusing and most/all
well actually I am used to column major myself (at the abstraction level).
I only meant I agree that memory layout and abstraction does not have to be
the same when it comes
to row vs, column major.
cheers,
Morten.
On Wed, Jul 27, 2011 at 7:16 AM, Campbell Barton ideasma...@gmail.comwrote:
This seems like the basis of a religious war...like endianness.
Even though I generally like to do things the way mathematicians do it,
I'd suggest leaving it the Blender traditional way by default and invite
anyone who strongly prefers it the other way to write an API function
to switch the
This seems like the basis of a religious war...like endianness.
Then let's make sure we don't turn it into one. That being said I don't
think
this should keep us from discussing the subject. It's a relevant issue
and we have moderators to deal with spats.
Cheers,
Morten.
Even though
I just played with numpy and the numpy matrix behaves in print and
operation as is (for me at least)
normally done in mathematics and so is done in the wikipedia.org about
matrices!!!
So eventually one could look there how it is done, that layout and
mathematical interpretation
is the same
I forgot to mention the meaning of m1 *= m2 (it should be mathematically
correct as it look like not to be so)
(see start of this thread)
Peter
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Bf-committers@blender.org
Datum: Wed, 27 Jul 2011 18:25:23 +1000
Von: Benjamin Tolputt btolp...@internode.on.net
An: bf-blender developers bf-committers@blender.org
CC: Matt Ebb m...@mke3.net
Betreff: Re: [Bf-committers] Syntax Highlighting Alternate Languages
I'm pretty sure that putting the parsing code into the
Hey developers,
this is a first draft of my release cycle proposal. :)
Please take a look at it and give feedback.
http://wiki.blender.org/index.php/User:DingTo/ReleaseCycle-Proposal
Idea is to have Cycle after Cycle.
I hope we get more quality to have a very strict B-Con 4 Level.
Hopefully this
Hi,
I am fond of XEmacs and use it as scripting tool, highlighting etc..
THEN in a text part of Blender I open that to be build or changed file such
that the correct link is set.
If I now change the file in XEmacs (or what ever you use, I suppose) and
save it, it is seen by the text in Blender
fixed (committed) on rev.36768 (it was broken indeed)
2011/7/26 Dalai Felinto dfeli...@gmail.com
Hi Brecht,
Benoit was suggesting (in the texface patch tracker) that this commit may
seem like a bug.
The correct code for this fix should be:
-
yes, would be good to have auto-reload though.
this is good when you someone else or another program is changing the file,
so you can be aware you are not in sync anymore with what is on the
harddrive. But for people writing script like you, the option of auto-reload
can be nice I guess
F.
On 27/07/2011 10:50 PM, Campbell Barton wrote:
+1 for using an existing text engine - at least seriously
investigating the possibility before extending blenders,
I'll be flat out honest with you, I can easily do what is needed to
simply extend Blender's current highlighting. I do not have the
I wonder if there would be a way to open this up to python scripting, that
way addons could be created for syntax highlighting in any language the user
would want.
Since at this time Gamekit has not yet been added to Blender, I don't see
any point in including Lua highlighting. However if you
Never mind, I just read the other thread, which has already been discussing
this...
On Thu, Jul 28, 2011 at 10:08 AM, Jonathan Smith j.jay...@gmail.com wrote:
I wonder if there would be a way to open this up to python scripting, that
way addons could be created for syntax highlighting in any
Fixed r38776, 38777.
Infact this was not a bug exactly,
blender was found and run successfully, but when the path was
guessed - blender 2.5x would run which has no animation playback
support, it quit silently.
The fix is to throw an error if blender is not version 2.4x.
On Wed, Jul 27, 2011 at
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