Hi.
I had an idea for networking support for quite a while. I don't think
that Blender will benefit from real time collaboration on the level of
Google Wave. Humans don't function that way. It is impossible to edit an
arm of a character while another artist is editing the leg of the same
chara
Hi there,
I just ran a comparative test render with cycles on two different builds of
blender r56315.
One compiled with VC 2008 and one compiled with VC 2012.
Simple scene with a high detail character
VC 2008: 18 Minutes 33 seconds
VC 2012: 16 Minutes 06 seconds
All on CPU, no CUDA yet.
I'd re
First of all, I would like to apologize for not being clear when I started
this thread. I have to tell you all that my experience with computer
graphics, and mainly with Blender, is tiny, compared with what I'm seeing
here. That's why I was thinking about taking this project alone, so my lack
of ex
AFAIK, the dead Truespace got such concept of "real-time collaboration"
since 7.5.
It would be surely with great advantages in teamwork projects, and more
obviously, for educational use and remote interactions. even greater with
IRC integrated. FYI if it would help some:
http://goo.gl/OgqI6
http:
On Sat, April 27, 2013 1:58 am, Campbell Barton wrote:
> This could be approached from a bit of a different direction then
> whats being discussed (unless I missed something).
>
> We had Verse and I used it once, it was novel but 2 people editing the
> same mesh at once IMHO is not so useful.
> Bu
On Sat, April 27, 2013 1:35 am, Sergey Kurdakov wrote:
> Hi
>
>>Maybe it's a better idea to create a simple online modeller, so people
> could create a sketch and then export it to .blend format?
>
> then take a look at this approach
>
> https://github.com/kripken/emscripten see some results
> ht
On 04/26/2013 10:58 AM, Campbell Barton wrote:
> This could be approached from a bit of a different direction then
> whats being discussed (unless I missed something).
>
> We had Verse and I used it once, it was novel but 2 people editing the
> same mesh at once IMHO is not so useful.
> But collabo
This could be approached from a bit of a different direction then
whats being discussed (unless I missed something).
We had Verse and I used it once, it was novel but 2 people editing the
same mesh at once IMHO is not so useful.
But collaborative text document editing can be really great so -
ther
Hi
>Maybe it's a better idea to create a simple online modeller, so people
could create a sketch and then export it to .blend format?
then take a look at this approach
https://github.com/kripken/emscripten see some results
http://www.youtube.com/watch?v=XsyogXtyU9o
cannot say, how much of Blen
Wow, this grows fast.
Some conclusions I reached until now:
* Better to take it as a concept project, instead of one for production use.
* Work "only" on a subset of operations. Indeed, from the beginning, I was
thinking only about 3D modelling. I forgot to mention that, sorry.
* Patrick Shirkey c
Hi,
I wish to participate in upcoming GSOC. I want to discuss couple of ideas.
It would be great if I can have some feedback on these :).
I have described these briefly below. Kindly let me know if further
details/ clarifications are required.
1) Automated rigid structure reconstruction from set
Hello, Thank you all for your comments.
First of all I want to make some clarifications::
- This method does not use any template or skeleton model.
- This method ensures that the skeleton generated depends only on the
features of the mesh (size, shape, segments, curvature, etc).
- T
Hi there,
I just hat some time and tried to Build Blender WITH_GHOST_SDL and after
some experimentation and disabling Gameengine Blender runs just fine on
Windows 8 :D
Unfortunately there are some build issues with Joystick but that should be
no problem to fix, just some changed api in SDL 2 ;)
On Fri, Apr 26, 2013 at 10:31 PM, Lukas Tönne wrote:
> You wrote:
>
> "Pros: Can use a breakpoint to investigate the point when error happens"
>
> I'd like to just point out that you can do that with valgrind + gdb too:
> http://valgrind.org/docs/manual/manual-core-adv.html#manual-core-adv.gdbserv
On Fri, April 26, 2013 10:44 pm, CoDEmanX wrote:
> Multiple people working on a single image sounds ridiculous indeed, but
> with 3D, it's a different story. Especially if you use Blender to create
> game environments, multiple working working on the map is really a use
> case. Since Blender isn't
I look at how using something like Google Docs has made a huge difference
both in how I do work at work, and also how students in schools do group
projects. I think it was hard to predict how much easier this make things
versus
the days when people mailed Word documents around to each other.
Yes,
Multiple people working on a single image sounds ridiculous indeed, but
with 3D, it's a different story. Especially if you use Blender to create
game environments, multiple working working on the map is really a use
case. Since Blender isn't designed to stream 3d content, a sharing
feature shou
You wrote:
"Pros: Can use a breakpoint to investigate the point when error happens"
I'd like to just point out that you can do that with valgrind + gdb too:
http://valgrind.org/docs/manual/manual-core-adv.html#manual-core-adv.gdbserver-gdb
This has proved valuable to me on more than one occasion
Just wrote down some info about how to use address sanitizer (now
included with GCC),
since I've found it useful recently and how to use with breakpoints
isn't so obvious.
Others who run into memory bugs once in a while may find it handy.
wiki.blender.org/index.php/Dev:Doc/Tools/Debugging/GCC_Add
VS 2010 is not supported at the moment.
If you try to build for x64:
Can you try to build with VS2010 and CMake using these libs?
http://download.shadowrom.de/blender_libs_vc2010.7z
And this patch to blender?
http://download.shadowrom.de/VS201X_Fix.patch
Place the libs into the libs folder just
I wanted to report a compilation error.
I use VS2010 and compile it through scons.
Here the build log: http://www.pasteall.org/41742
Fabio Russo (ruesp83)
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Hi,
Thanks!
- John Smith.
On Thu, Apr 25, 2013 at 10:13 PM, Campbell Barton wrote:
> On Fri, Apr 26, 2013 at 12:23 AM, John Smith wrote:
>> Hi,
>>
>>
>> I remember you have clang-static checker running continuously on
>> blender-trunk
>> with clang/llvm-trunk at http://clang.blenderheads.o
Hi,
Oh - yeah I was interpreting it as similar to how we setup pipelines in a
studio. Where you keep the .blends individually owned, and link in data.
Work on the same .blend scene together is a specification that would right go
deep into the core of Blender's design. I wouldn't recommend to tr
Hey Thomas!
Thanks for the builds. They're at
http://download.blender.org/release/Blender2.67/ now :)
On Fri, Apr 26, 2013 at 12:05 PM, Thomas Dinges wrote:
> Hi Sergey,
> Windows builds can be found here: http://blender.dingto.org/2.67_RC/
>
> Thanks,
> Thomas
>
> Am 24.04.2013 19:00, schrieb
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