Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Patrick Shirkey
On Tue, April 30, 2013 12:54 pm, Nathan Vegdahl wrote: > For something like this to be really useful, I think it needs to be > user-guide-able. And even then, it would mostly be useful for > background characters, not hero characters (which need fine tuning by > an artist). > > I can imagine this

[Bf-committers] Game engine and VC11

2013-04-30 Thread Jürgen Herrmann
Hi there, I tested the VC11 builds on windows 7 and all passed as expected. Only problem is that Blender crashes on Windows 8 when PKEY ispressed without the debugger noticing. I think that there is another pointer problem in GHOST_Win32 but I don't know where to look first. What happens in GE

[Bf-committers] Maya & Max presets - need official maintainers

2013-04-30 Thread Ton Roosendaal
Hi all, For each release we need small fixes to keeo the default keymaps to work. The 3D Max preset was provided by Michael Fox, I hope he has time to check on it for updates and fixes. Who's using the Maya keymap, or would know well how to maintain it? Thanks, -Ton- ---

Re: [Bf-committers] PyOpenColorIO

2013-04-30 Thread François T .
Nice !! I was actucally wondering if it was possible to access the OCIO py wrapper from blender. This is great ! Thx Xavier 2013/4/30 Xavier Thomas > I made a better example script based on the one by Mark: > http://www.pasteall.org/41831/python > http://www.pasteall.org/pic/show.php?id=50340 >

Re: [Bf-committers] Blender and laser scanner - amendment

2013-04-30 Thread Bastien Montagne
Hi, Indeed, adding color CD layer to vertices is not a great deal. For render, I think the simplest solution would be to tweak a bit particles (we already have billboards, just would have to make them be able to take the color from actual vertices and not only from loops), a system with as muc

Re: [Bf-committers] PyOpenColorIO

2013-04-30 Thread Alex Fraser
Hi Xavier, This is a good idea - I have needed to do color conversions for shaders in the game engine. It was a bit of a hassle to figure out which conversions were needed and then implement them. Cheers, Alex ___ Bf-committers mailing list Bf-committer

Re: [Bf-committers] Blender and laser scanner - amendment

2013-04-30 Thread Jace Priester
Custom data layer was recommended by ideasman and it serves the purpose very well. I added a method for python to interact with the CDL and flash new data to it all in one shot instead of updating it one index at a time, which essentially made color import have no noticeable impact on import time.

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread gonderici gonderici
Hi This kind of feature can be useful for sculpting as well. Having a quick way to create and apply an armature can give the artist a way to quickly repose the sculpt or test their ongoing model. kursad Share photos & screenshots in

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Dima Glibitsky
Can this method be used for approximate convex decomposition of characters (or even arbitrary complex models)? It would be useful too. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

[Bf-committers] Fwd: GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Alexander Pinzon Fernandez
This method allows you to segment the mesh. Image courtesy Au et. al., Skeleton extraction by mesh contraction, 2008 [image: Imágenes integradas 1] 2013/4/30 Dima Glibitsky > Can this method be used for approximate convex decomposition of > characters (or even arbitrary complex models)? It w

Re: [Bf-committers] Blender and laser scanner - amendment

2013-04-30 Thread Antoine Cottin
I agree that Blender is not a point cloud editor but adding point cloud visualization would be a nice add-on and need to stick to import-export-render. Concerning the SFM, I agree that they are dedicate softwares out there that do the job more or less nicely, however, SFM and camera tracking with

Re: [Bf-committers] Game engine and VC11

2013-04-30 Thread Brecht Van Lommel
It starts the game engine, so anything in source/gameengine could be causing the crash. If it crashes without the debugger noticing maybe exit() is being called somewhere? Though I can't see anything suspicious immediately. The entry point for the game engine is the function StartKetsjiShell in so

Re: [Bf-committers] Blender and laser scanner - amendment

2013-04-30 Thread Jace Priester
Sort of. Camera tracking is based on following points through a video. As it is in blender that means manually marking points, automatic tracking, and manual adjustment to clean it up. SFM from photos is based on determining arbitrary and automatic point correspondence rather than 2D point tracking

Re: [Bf-committers] Game engine and VC11

2013-04-30 Thread Jürgen Herrmann
Hi Brecht, thanks fort he Answer. I started to track the code execution by setting breakpoints by hand. I ended up in view3d_view.c static int game_engine_exec(bContext *C, wmOperator *op) { #ifdef WITH_GAMEENGINE Scene *startscene = CTX_data_scene(C); <- SNIP > Some more code h

Re: [Bf-committers] Game engine and VC11

2013-04-30 Thread Dalai Felinto
Hi Jurgen, Do you have the same problem with the blenderplayer? to try it you can call it via command-line with a file as argument: blenderplayer.exe mytestfile.blend 2013/4/30 Jürgen Herrmann > Hi Brecht, > > thanks fort he Answer. I started to track the code execution by setting > breakpoint

Re: [Bf-committers] Game engine and VC11

2013-04-30 Thread Jürgen Herrmann
Yes, the blenderplayer crashes as well. Strangely this only happens on Windows 8, on Windows 7 everything is fine and dandy. -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Dalai Felinto Gesendet: Dienstag, 30. Apri

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Nathan Vegdahl
> It would look like makehuman Eh... I think I may be a bit confused. The proposal is about automatically generating skeletons for an arbitrary model, but it sounds like the workflow you outlined doesn't automate that step at all. What you've outlined is still cool, but it sounds orthogonal to w

Re: [Bf-committers] Game engine and VC11

2013-04-30 Thread Alexandr Kuznetsov
Hi. Did it crash before on Windows 8 for VC11 and official builds? This might be some library kick ins, freeing memory allocated by different clib. Maybe it audaspace. Try to disable it. Also, debug build should give backtrace if you are running it though VS. Best, Alex On 4/30/2013 12:49 PM, J

Re: [Bf-committers] Game engine and VC11

2013-04-30 Thread Jürgen Herrmann
Hi, It didn't happen on official buidls because they are done with vc 2008. When compiling with VC2008 and VC2010 blender runs well on all Versions of Windows I have here. (Vista - 8) It seems that the combination of VC11 and Win 8 runtimes has a problem with pointer typecasts of some sort. The c

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Alexander Pinzon Fernandez
The method is fully automatic. The method generates a new skeleton from a mesh of polygons. The method links the skeleton and mesh. The method does not use any sample skeleton. The proposed method provides only the skeleton, and the artist will have to animate the skeleton. 2013/4/30 Nathan Vegd

[Bf-committers] Win32 API problems on VC11 and Win 8

2013-04-30 Thread Jürgen Herrmann
Hi Blender devs, i just read some Win32 docs on msdn and found out that GetAnythingLong and SetAnythingLong Win32 apis are not 64-bit safe. Microsoft recommends using the Get/Set/AnythingLongPtr to be safe. See here:

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Patrick Shirkey
On Wed, May 1, 2013 3:48 am, Nathan Vegdahl wrote: >> It would look like makehuman > > Eh... I think I may be a bit confused. The proposal is about > automatically generating skeletons for an arbitrary model, but it > sounds like the workflow you outlined doesn't automate that step at > all. The

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Patrick Shirkey
On Wed, May 1, 2013 4:42 am, Alexander Pinzon Fernandez wrote: > The method is fully automatic. It's a very advanced method :-) > The method generates a new skeleton from a mesh of polygons. How do you deal with cases for example linking the hip to the ankle where there is a joint in the middle

Re: [Bf-committers] GSOC Ideas: 3D Reconstruction

2013-04-30 Thread Sergey Sharybin
Hi, Point cloud reconstruction could be quite a benefitial project for blender if fully/properly done. There're basis stuff for this already present in libmv (in terms of reconstruction/bundling), would need to implement correspondence matching tho and outlier filtering (which would also be needed

Re: [Bf-committers] GSOC Ideas: 3D Reconstruction

2013-04-30 Thread Jace Priester
Meshes are very sufficient for handling point cloud data as I have already discussed. They are a collection of vertices, stored efficiently and rendered to the viewport efficiently. They are simply lacking per-vertex color and size, which is what my code adds. There is no need for a new object type

Re: [Bf-committers] GSOC Ideas: 3D Reconstruction

2013-04-30 Thread Sergey Sharybin
Per-vertex color and size is not something i'll want to be added to general vertex. This will lead to much higher memory consumption of every mesh, and this could become really an issue for modelers. That'd also lead to wish being able to render such vertices as "strand"? And mixing "point cloud" v

Re: [Bf-committers] GSOC Ideas: 3D Reconstruction

2013-04-30 Thread Jace Priester
Custom data layers can be present, or not. The whole point is that they're optional. This means that the color/size CDLs will only be in use when colored point cloud data is imported. This means zero change and zero extra memory usage for all other meshes. On Tue, Apr 30, 2013 at 1:07 PM, Serge

Re: [Bf-committers] GSOC Ideas: 3D Reconstruction

2013-04-30 Thread Sergey Sharybin
If it's done this way, i'm not so much fussed then :) On Wed, May 1, 2013 at 2:28 AM, Jace Priester < jacepries...@threespaceimaging.com> wrote: > Custom data layers can be present, or not. The whole point is that they're > optional. This means that the color/size CDLs will only be in use when >

Re: [Bf-committers] Blender and laser scanner - amendment

2013-04-30 Thread Jed
For a good real-world example of how this type of data is being used in modern VFX pipelines I would suggest watching Scott Metzger's talk on fxguidetv about set capture on Beautiful Creatures using scanner data in Mari and Maya. I've been working on a somewhat similar pipeline that relies heavily

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [56421] trunk/blender/source/blender/ editors/sculpt_paint/paint_image_proj.c: Fix: texture alpha masking not functional after rec

2013-04-30 Thread Brecht Van Lommel
Ah, sorry about that, that clarifies some things. I tweaked the code a bit further, moving the texture sampling after the masking check which should be faster, and made the textures work with the clone/smear/soften tools again. If you can get texture masks to work for 2D paint that would be great,