Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
> This reminds a lot of what happens with NURBS, Meta or Text > objects. So one Blenderish approach would be to add a new object type > that has high level controls and can be converted into meshes when > needed. It would fit the user workflow 100% and you have other code > examples to follow. Yes

Re: [Bf-committers] Release Candidate test build

2011-10-04 Thread Peter K.H. Gragert
Do you mean you are interested in something like this? Blender 2.59 (sub 4) build date: wo 05-10-2011 build time: 08:05 build revision: 40796 build platform: Windows build type: Release build c flags: -msse2 -msse -pipe -funsigned-char -fno-strict-

Re: [Bf-committers] cache python scripts for re-distribution.

2011-10-04 Thread Campbell Barton
it adds 4mb (zipped), thinking about this and its really only a problem for the windows installer, every other type package the user has write access to blender scripts dir. generating the pyc files could be added into the installer script so the download size wont be increased. On Wed, Oct 5, 20

Re: [Bf-committers] cache python scripts for re-distribution.

2011-10-04 Thread Martin Poirier
How bigger would it make the release package? What's the stance on distribution cache files from the Python folks? Is this something that will come to bite us in the ass later? Martin From: Campbell Barton To: bf-blender developers Sent: Tuesday, October 4,

[Bf-committers] cache python scripts for re-distribution.

2011-10-04 Thread Campbell Barton
At the moment we're not caching scripts for packages we re-distribute on blender.org. For most cases its not all that bad, blender just takes a little longer to startup for the first time + a few ms longer to access lazy loading modules for the first time. Worst case is the user who runs blender

Re: [Bf-committers] Release Candidate test build

2011-10-04 Thread Campbell Barton
On Wed, Oct 5, 2011 at 5:19 AM, Ton Roosendaal wrote: > Hi all, > > As scheduled, today would be a call for the official first release > candidate! > > - Use svn r40790 > - Splash & internal version code will be still 2.59.4 > - Name the build as usual for releases, with 2.60RC in name >   (I can

Re: [Bf-committers] Arabic translation support in the UI script

2011-10-04 Thread Yousef Hurfoush
hi @ Dalai i finished translating the 1st milestone in ar.po (~1000 phrase), and i'd like to update it in the trunk: the problem is that it is based on pot file which was before the new generated ar.po another issue is that this we are re-translating the file from zero, and the one in the

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Lars Krueger
> > This reminds a lot of what happens with NURBS, Meta or Text > objects. So one Blenderish approach would be to add a new object type > that has high level controls and can be converted into meshes when > needed. It would fit the user workflow 100% and you have other code > examples to follow.

[Bf-committers] Release Candidate test build

2011-10-04 Thread Ton Roosendaal
Hi all, As scheduled, today would be a call for the official first release candidate! - Use svn r40790 - Splash & internal version code will be still 2.59.4 - Name the build as usual for releases, with 2.60RC in name (I can rename builds to match it too :) Put the binaries at ftp.blender.or

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread GSR
Hi, martin.buerb...@gmx.at (2011-10-04 at 1113.02 +0200): > Follow up of the "redo operator with last used settings (patch)" thread > http://lists.blender.org/pipermail/bf-committers/2011-September/033725.html > > I propose a new way of handling newly created objects in Blender. > I'm sure this ma

[Bf-committers] FW: Proposal: Object creation

2011-10-04 Thread Yousef Hurfoush
> It would be simpler to add the missing python wrapper for > modifiers (if any are missing) than hacking the operator system to do > something it's not meant to. > > Modifying existing python scripts for the new api should be easy. > ok i'm not a dev, but couldn't just watch :) i use maya

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Micael
This all sounds a lot like what Houdini (http://www.sidefx.com/) does with its geometry. Basically you have a base mesh and every operation you do (extrudes etc) are all modifiers that can be altered (via parameters) later. I believe you can also permanently apply the modifiers. This mechanism is

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Micael
This all sounds a lot like what Houdini (http://www.sidefx.com/) does with its geometry. Basically you have a base mesh and every operation you do (extrudes etc) are all modifiers that can be altered (via parameters) later. I believe you can also permanently apply the modifiers. This mechanism is

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [40780] trunk/blender: Minor: Other UI strings typos and tweaks.

2011-10-04 Thread Sergey I. Sharybin
Hi, Probably it wouldn't hurt somebody before 2.60 release, but in the future i want all developers be more accurate with used strings -- it's really easy to confuse translators who were ready to upload new translations. So my proposal is: don't make "pedantic" changes to ui strings after bco

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Poirier
It would be simpler to add the missing python wrapper for modifiers (if any are missing) than hacking the operator system to do something it's not meant to. Modifying existing python scripts for the new api should be easy. Martin From: ""Martin Bürbaum"" To:

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
"Αντώνης Ρυακιωτάκης" wrote > You would need a primitive modifier for every primitive or an > primitive uber-modifier where you select the primitive and get the > appropriate setting below(It would get a bit crowded with switch-case > statements in the C and Python code so maintenance wise it may

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
Martin Poirier wrote: > You can add and remove modifiers and change their properties > as easily as operators. I'm not sure that we are talking about the same thing here. What I mean is if we e.g. create a new script that adds a certain geometry, how easy will it be to add this as a modifier? Wh

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Αντώνης Ρυακιωτάκης
You would need a primitive modifier for every primitive or an primitive uber-modifier where you select the primitive and get the appropriate setting below(It would get a bit crowded with switch-case statements in the C and Python code so maintenance wise it may be tricky). I think the latter is pre

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Poirier
You can add and remove modifiers and change their properties as easily as operators. Martin From: ""Martin Bürbaum"" To: bf-blender developers Sent: Tuesday, October 4, 2011 8:04:37 AM Subject: Re: [Bf-committers] Proposal: Object creation Martin Poirier wr

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
Martin Poirier wrote: > The cleanest way to do that without having to hack anything in the > operator system is having primitive modifiers. > > Modifiers already have all the properties you need and more (being able to > add more modifiers to the stack without losing your editable properties). S

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Poirier
The cleanest way to do that without having to hack anything in the operator system is having primitive modifiers. Modifiers already have all the properties you need and more (being able to add more modifiers to the stack without losing your editable properties). Martin __

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread michael williamson
Ok, sounds good! On 04/10/11 11:50, "Martin Bürbaum" wrote: >> The appeal of modelling in blender is that it's just so much more >> immediate than other tools. >> Having the object locked to only its initial creation parameters when >> entering edit mode sounds very cumbersome. >> How will you mak

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
> The appeal of modelling in blender is that it's just so much more > immediate than other tools. > Having the object locked to only its initial creation parameters when > entering edit mode sounds very cumbersome. > How will you make it not so? I _mostly_ agree when it comes to primitives. But

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Thomas Volkmann
hhmmm would it be possible to animate these parameters then?...  just a thought. Maybe handle stuff like this as a modifier? (Thats the Softimage way btw...they call it operator, but it's basically the same) michael williamson hat am 4. Oktober 2011 um 12:29 geschrieben: > On 04/10/11 11:

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread michael williamson
On 04/10/11 11:19, Thomas Volkmann wrote: > Maybe the sphere wasn't the best example...I'll try another one: > Torus-knot-addon. You have to decide what it should look like the instant you > add it to your scene. If you want to change it after you added other stuff, > you > have to completly redo

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Davis Sorenson
Maybe this could be enabled for certain objects with a flag? This doesn't make sense for, for example, a plane or a cube. But other objects could benefit from it. Davis On Tue, Oct 4, 2011 at 1:19 PM, Thomas Volkmann wrote: > Maybe the sphere wasn't the best example...I'll try another one: > Tor

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Thomas Volkmann
Maybe the sphere wasn't the best example...I'll try another one: Torus-knot-addon. You have to decide what it should look like the instant you add it to your scene. If you want to change it after you added other stuff, you have to completly redo it :/     Michael Williamson hat am 4. Oktober 20

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Michael Williamson
As someone who almost never wishes I could go back and change object parameters because a cube, sphere, pyramid or whatever is only useful 99.99% of the time as some geometry to start editing into something else I have a couple of questions. The appeal of modelling in blender is that it's j

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
Thomas Volkmann wrote: > +1 > That means for example, that you can change the segmentsnumber of a > sphere at any later time (as long as you didn't do anything else to it). > Did I get that correctly?  Pretty much, yes. Not sure how the needed changes would break existing tools and scripts, thou

Re: [Bf-committers] Proposal: Object creation

2011-10-04 Thread Thomas Volkmann
+1 That means for example, that you can change the segmentsnumber of a sphere at any later time (as long as you didn't do anything else to it). Did I get that correctly?    cheers, Thomas  "Martin Bürbaum" hat am 4. Oktober 2011 um 11:13 geschrieben: > Follow up of the "redo operator with last

[Bf-committers] Proposal: Object creation

2011-10-04 Thread Martin Bürbaum
Follow up of the "redo operator with last used settings (patch)" thread http://lists.blender.org/pipermail/bf-committers/2011-September/033725.html I propose a new way of handling newly created objects in Blender. I'm sure this may not have a high priority right now, but discussion and planning i