[Bf-committers] Sculpt Mask Data (lazy initialize?)

2012-09-21 Thread Campbell Barton
This mail is mostly for Nicholas Bishop but others may have input, The other day I noticed the default cube had a mask vertex layer - this isnt so bad - only storing one extra float per vertex - but seems unnecessary. There are some other data layers that the user had no way to remove (skin and

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
Hi everyone, I'd like to discuss the issue that I encounter every time I want to make a simple parenting structure of objects: Let's parent object A to object B. Select A, then select B, and hit Ctl-P. Here's what happens: A didn't change its visual transformations, it stayed exactly where it

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Antony Riakiotakis
Maybe some way to display/tweak the local transform would solve this? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Martin Bürbaum
From a user perspective I agree with your assertion. For a possible solution I'd suggest something like a [Global | Local] switch in the Transform dialog(s). That should be pretty universal. I'm not sure if this is easily possible from the programming side though. Best regards, Martin

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Remigiusz Fiedler
Hi Bartek, there is a non-exposed(a shame!) feature in parenting routine: For non-inverse-mode press Shift-Ctrl-P instead. This creates an alternative parent-child-relationship where child-objects exist entirely in parent coordinate system. This is the better choice for CAD purposes for example.

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Remigiusz Fiedler
oops, haven't read your post to the end There is of-course the option to parent objects using Shift-Ctl-P. This creates proper relation between A's transform properties and its visual transformations, but it as well moves A to B's location and it's not always the desired result.

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
In order to get proper parenting I use a little script: active = bpy.context.active_object selected = boy.context.selected_objects for c in selected: if c =! active: m = c.matrix_world c.parent = active c.matrix_world = m This gives me

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
Yes, yes, I know… I made a mistake: it should be: if c != active: :-) Bartek Skorupa www.bartekskorupa.com On 21 wrz 2012, at 11:49, Bartek Skorupa (priv) bartekskor...@bartekskorupa.com wrote: In order to get proper parenting I use a little script: active = bpy.context.active_object

[Bf-committers] Regarding SVN commit: [50782]; Missed panel for Cycles

2012-09-21 Thread Mikee Rice
New panel shows only in Blender Render and Blender Game, missed for Cycles. PS Also Double Sided shading option missed in Cycles. Regards Mikee Rice ___ Bf-committers mailing list Bf-committers@blender.org

Re: [Bf-committers] Sculpt Mask Data (lazy initialize?)

2012-09-21 Thread Nicholas Bishop
I don't have any strong objections, but a couple of things to look at: 1) Should check how big of a delay this introduces for the first use of the mask brush on a dense mesh. Don't want there to be a big delay that makes masking a second-class citizen among brushes :) 2) Implementation issue:

[Bf-committers] BCon 4 reminder

2012-09-21 Thread Thomas Dinges
Hi, a quick reminder for some people here, BCon 4 means essential bug fixes only! ;-) So please no big code cleanups, removals and stuff...you never can be sure that it does not break anything. Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org

Re: [Bf-committers] Sculpt Mask Data (lazy initialize?)

2012-09-21 Thread Sergey Sharybin
I think one more thing: 3) GPU_draw_buffers seems to be also assuming sculpt mask always exists. We could switch to lazy initialization, but i wouldn't want this to happen at this point -- think this could wait for after release. On Fri, Sep 21, 2012 at 7:29 PM, Nicholas Bishop

Re: [Bf-committers] Regarding SVN commit: [50782]; Missed panel for Cycles

2012-09-21 Thread Thomas Dinges
Fixed the issue with the Geometry Data panel not showing up for Cycles. In regard to the Normal panel, I think this is correct, as these are Shading options related to Blender Internal only. Regards, Thomas Am 21.09.2012 14:58, schrieb Mikee Rice: New panel shows only in Blender Render and

Re: [Bf-committers] Regarding SVN commit: [50782]; Missed panel for Cycles

2012-09-21 Thread Mikee Rice
Nope, Double Sided working in Cycles too. I beleive that maybe we need global switch for this option, as Brecht proposed earlier. Regards Mikee Rice 21.09.2012, 17:58, Thomas Dinges blen...@dingto.org: Fixed the issue with the Geometry Data panel not showing up for Cycles. In regard to

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bassam Kurdali
What i would like to see here is stack based (modo) or nodal (maya) transforms- that way you could: expose inverse parent transform get rid of hard coded dx dy dz transforms expose constraint offset transforms, and simplify constraints expose child of constraint freeze transforms ala maya by

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Dima Glibitsky
+1 to Bassam Kurdali's proposal :-) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Nathan Vegdahl
A transform stack has got my vote. :-) Realistically that's probably still a ways off, though. As for the current behaviour, if you: ctrl p then ctrl alt p - clear inverse parent i believe you'll have what you want. Not sure if there is an operator that just does that It wouldn't be hard

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Remigiusz Fiedler
2012/9/21 Bassam Kurdali bas...@urchn.org: As for the current behaviour, if you: ctrl p then ctrl alt p - clear inverse parent i believe you'll have what you want. no, unfortunately not - it produces different results ___ Bf-committers mailing list

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Remigiusz Fiedler
As for the current behaviour, if you: ctrl p then ctrl alt p - clear inverse parent i believe you'll have what you want. no, unfortunately not - it produces different results I roll it back - this works! but parenting with shift ctrl p produces not exactly what we (CAD people) need: it

[Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Lockal S
Why sticky coordinates were removed from blender? The original comment says that this feature was unavailable from blender UI, but in reality the only part of blender without support of sticky coordinates was cycles. This feature was quite popular since Andrew Price created a tutorial about camera

Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Nate Wiebe
Unless I'm missing out on something, using project from view uvs is a better solution and works with cycles. On Sep 21, 2012 12:56 PM, Lockal S lockals...@gmail.com wrote: Why sticky coordinates were removed from blender? The original comment says that this feature was unavailable from blender

Re: [Bf-committers] 2.64 release notes

2012-09-21 Thread Brecht Van Lommel
Update: things are more complete now, but we're still missing game engine and tiled compositing release notes. Incomplete: Compositing nodes: empty still. Game Engine: is just dump of commit logs, needs to be turned into user docs, add images, needs front page image. Small Features: feature

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
Ctl-Alt-P ?? When I hit it I get a warning: Can only make proxy for a referenced object or group What do I miss? Bartek Skorupa www.bartekskorupa.com On 21 wrz 2012, at 17:06, Nathan Vegdahl ces...@cessen.com wrote: A transform stack has got my vote. :-) Realistically that's probably

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Remigiusz Fiedler
no ctrl needed, it is alt p - clear inverse parent 2012/9/21 Bartek Skorupa (priv) bartekskor...@bartekskorupa.com: Ctl-Alt-P ?? When I hit it I get a warning: Can only make proxy for a referenced object or group What do I miss? ___

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bassam Kurdali
many apologies of course it's only alt-p the same hotkey for unparenting. On Fri, 2012-09-21 at 20:37 +0200, Bartek Skorupa (priv) wrote: Ctl-Alt-P ?? When I hit it I get a warning: Can only make proxy for a referenced object or group What do I miss? Bartek Skorupa

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
Thank you. However we are only half way there. It solves the major issue as we at least don't have weird properties of the child. The question still remains: How to make a parent such that the child stays at it's current location, rotation and scale, but the values of loc/rot/scale change. This

Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Lockal S
Project from view ignores the scale and aspect of camera. Additional uv tweaking is needed to match the scale of original image. The other potential replacement could be adding and applying UvProject modifier on the special uv layer, however it distorts uvs in perspective mode. Also it doesn't

Re: [Bf-committers] Sculpt Mask Data (lazy initialize?)

2012-09-21 Thread Campbell Barton
@Nicholas, this happens when entering sculpt mode so there would be some slowdown there - I assume, this would just move the delay to the first time someone uses the mask brush, it would only be once - since this is a very light data layer I doubt it would be noticeable slowdown. - compared to

Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Nate Wiebe
On Fri, Sep 21, 2012 at 3:12 PM, Lockal S lockals...@gmail.com wrote: Project from view ignores the scale and aspect of camera. Additional uv tweaking is needed to match the scale of original image. 2 easy work arounds for this: 1) Match the image to the aspect ratio of the camera by cropping

Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bassam Kurdali
I don't think it should happen by default. it could be especially nasty for animation data, linked data, etc. Also it doesn't store as much information (the relationship between child and parent at the time of parenting) which could come in handy later. However, it is not hard to do! You need for

Re: [Bf-committers] 2.64 release notes

2012-09-21 Thread Keir Mierle
On Wed, Sep 19, 2012 at 9:22 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi, If anyone is interested in helping with the release notes, here's the current status. Even if pages are complete they can always use better images, example .blend files or more detailed explanations.

Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Campbell Barton
@Lockal, Cameras really shouldn't be scaled - when you scale a camera it won't render scaled, so UV project is correct in this case. On Sat, Sep 22, 2012 at 5:12 AM, Lockal S lockals...@gmail.com wrote: Project from view ignores the scale and aspect of camera. Additional uv tweaking is needed

Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Michael Fox
My vote is for putting them back, since its clear they are being used, so as long as BI is still being used sticky should remain, just not on bugs associated with it that the feature is no longer developed and will not be fixed. Not to mention its very late in the cycle to be doing this On

Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Tai Joe
I would vote for that we remove it.In my opinion using the UV Project modifier is a better workflow.As for the more click argument, you can use the copy attribute menu addon to copy selected modifier. So it actually require fewer click. As for compatibility, people can always download an

Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Lockal S
On Sat, Sep 22, 2012 at 2:34 AM, Campbell Barton ideasma...@gmail.com wrote: Can you expand on this? - not sure what you mean. Ok, Project From View has an option to correct aspect, so it's not so bad. However, UV projection produces distorted maps, see

Re: [Bf-committers] Sculpt Mask Data (lazy initialize?)

2012-09-21 Thread Nicholas Bishop
Yes, it would only move the delay. I figured entering sculpt mode would be a better place for that delay, but if the risks of making a change close to release are not deemed too great I don't mind it being changed. -Nicholas On Fri, Sep 21, 2012 at 5:27 PM, Campbell Barton ideasma...@gmail.com

Re: [Bf-committers] Sculpt Mask Data (lazy initialize?)

2012-09-21 Thread Sergey Sharybin
@Sergey, I wouldn't want to wait until after release with this - mainly because it adds data to peoples meshes they probably won't use its not horrible but not good practice IMHO - unless the change looks like its error-prone, Id like to change the behavior before release. Ah wait, misread

Re: [Bf-committers] 2.64 release notes

2012-09-21 Thread Sergey Sharybin
Hi Keir, Yep, think it'll be really helpful to link to this video. You would need to provide link to source of the footage, otherwise it'll fine. On Sat, Sep 22, 2012 at 4:25 AM, Keir Mierle mie...@gmail.com wrote: On Wed, Sep 19, 2012 at 9:22 AM, Brecht Van Lommel brechtvanlom...@pandora.be

Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Campbell Barton
Committed a material option so UV interpolation is calculated using the same method that sticky used, r50806. - see UV Project material option. This fixes the nasty errors you pointed out. On Sat, Sep 22, 2012 at 10:52 AM, Lockal S lockals...@gmail.com wrote: On Sat, Sep 22, 2012 at 2:34 AM,