On Sat, 2020-06-20 at 02:39 +0200, bjornmose via Bf-committers wrote:
> Hi all,
>
> spent a few days to get things sorted.
>
> How cool would it be to have the softbody modifier anywhere on the
> modifier stack?
Super cool! Also welcome back (I think you were away from blender dev
for a bit?)
>
Thanks Brecht, I like this simple rule. That way even if you only have
one file (and don't know where it came from) you can still know the
license.
Bassam
On Sun, 2019-02-17 at 20:26 +0100, Brecht Van Lommel wrote:
> The convention is to always use the full license header when the code
> is
> under
I think that would be a really good goal for 2.81 also. I'm personally not to
sure how important backwards compatibility is, especially when fixing
problems-in this case it's kind of a shame that it's not a good goal for 2.80
at this point, since there's more of an expectation that things will b
rity. But this seems like it was a
mistake (to close)
cheers,
Bassam
On Thu, 2017-06-22 at 15:55 -0700, Bassam Kurdali wrote:
> https://developer.blender.org/T51873
> rather than attach I linked as my smaller videos didn't exhibit the
> problem.
>
> I don't think anything i
g. Please make a
> report and
> assign to me. If it's possible, attach small videos which ffprobe
> reports
> bad framerate for you.
>
> On Jun 21, 2017 05:16, "Bassam Kurdali" wrote:
>
> > Hi folks,
> > While doing some (Python) testing at work
Hi folks,
While doing some (Python) testing at work I ran into what seems to be a
misguided setting of maximum values on scene.render.fps and
scene.render.fps_base
As we know:
frame_rate = fps/fps_base
fps is an integer,
fps_base is a float
so for instance, we get:
29.97 = 30 / 1.001
I found that
Wow, I didn't even know this existed.
I think it's ok to remove - it's quite undiscoverable, and I'm guessing
is an old method that got superseded by others (displace, random
falloff)
Using displace modifier with a texture is more flexible, and can be
applied to be destructive if needed.
On Wed
Multi Edit (and multi pose) would be amazing. Is there a real technical
reason it can't be done currently? Or is it a matter of design,or
risking new bugs, etc.?
There's so many reasons a user would want this.
On Sat, 2016-02-20 at 13:11 +0100, Doeke Wartena wrote:
> yeah I mentioned MultiEdit in
It might be helpful if you could set the key interactions you require
(user preferences -> Input -> set a bunch of interactions -> export key
configuration) unless the said interaction is not doable with the
current options.
Reason I say is that I doubt most blender developers know what the maya
i
It could be that you have 2.2 in /opt/lib and system installed 2.1 (or
vice-versa) and that one of the libraries blender uses links system exr
and the other links locally installed copy. Maybe you could check for
that and try to use e.g. just the system one?
On Sun, 2015-03-22 at 23:36 +0100, Anto
Does the sequence editor in it's current state do any caching during
playback?
If you're editing exr sequences it might really make sense to work with
jpg proxies.
On Mon, 2015-03-23 at 12:05 +0100, Antony Riakiotakis wrote:
> Hmmm...it sounds like it's just way more expensive to process the
> fil
As far as I know you should not have to type "make" after "scons"; scons
builds everything for you, you should then have a working executable!
Cheers,
Bassam
On Wed, 2014-09-03 at 23:15 +0200, Sam wrote:
> >Same error here (Ubuntu 14.04 64bits).
> >Anyway after that error you can do "make" and it w
7; personally I don't have any... so would not be affected. But I
don't want to speak up for everybody.
So from me personally there are no objections to changing it (but I
don't have such a problem with it staying the way it is, either)
>
>
> On Thu, Aug 21, 2014 at 5:40 A
On Thu, 2014-08-14 at 18:40 -0700, gandalf3 wrote:
> This has bugged me for a while now..
> Is there particular reason the "no caustics" option in *render settings
> > light paths* is called "no caustics" as opposed to just "caustics"?
- was it a good idea to do it this way?
Not sure! you're righ
The main difference of this modifier has to do with order of operations,
even discarding (or ignoring) topology mapping.
shape-keys always happen *before* anything on the modifier stack. This
is similar to the edit mesh modifier in MAX and perhaps there is some
sort of tweak modifier in Maya, but I
Hi Kurdad, this looks GREAT!!!
I would have one feature request, probably possible:
Instead or as well as using reference other-meshes, to use own mesh
shapekeys as reference.
benefit is that you then won't have to worry about keeping a bunch of
reference objects in the file.
Other thing to cons
+1
The developer behind it has expressed interest in blender integration (perhaps
he's even on this list) I think this could be good for blender (previs, crowds,
perhaps interactive)
I'd certainly like it.
Jürgen Herrmann wrote:
>I recently read an article about a project from the University
It might be nice to be able to seperately turn off scene/depsgraph
multithreading and keep rendertime threads; avoiding multithread bugs
during render (and depsgraph update is just a small fraction of
rendertime)
On Thu, 2014-04-10 at 00:26 +0300, Antony Riakiotakis wrote:
> I don't disagree with
ked files are so needed for making a bigger project feasible,
but it kind of means that you have to throw out the 'good stuff' - or
resort to horrendously massive rigs and/or cumbersome workarounds.
>
>
> On Thu, Feb 13, 2014 at 3:03 PM, Bassam Kurdali wrote:
> > +0
+0001 ;)
Oh one more thing:
The current system relies heavily on groups + proxies for overrides.
Among the current limitations of the system right now is that there is
no way to make an instance 'unique' with flexibility: cycles has some
tricks for shaders, but animation is copied to all instances
On Thu, 2014-02-13 at 09:48 -0800, Nathan Vegdahl wrote:
> Regarding the Gooseberry meeting:
>
> Is this a good time to finally revisit the proxy system as well? I.e.
> making it useful for all object types and data, not just Armatures.
> And ridding it of the weird and obscure quirks it currentl
An aside: in your haste to got to left mouse selection, please don't
make the mistake (yes it is a mistake) of overloading the left mouse
with functionality and removing it from right; personally I feel that it
is easier to keep consistency with right mouse selection, and I also
feel like changing
At the risk of stating the obvious: this is not something that can be done with
the new rigid body bullet integration?
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On Thu, 2013-08-01 at 16:18 +0300, Miika Hämäläinen wrote:
> Yes, ideally it would use the matrix scale instead to account scale
> changes from parents and constraints.
>
> However, smoke has always used ob->size there, so changing it could
> possibly break old files. Also I can imagine scaling
Personally I like this mode, but I could live without it I guess - for
me it isn't a bug, I often combine vector/aligned or free/aligned. the
former is more obviously useful, the second only marginally so ( you get
one handle that keeps the tangent, and only slides in line, and the
other handle is
I would love to help with the animation system / graph editor modules if
I'm welcome there :) either as owner or as member as the current module
owner (Aligorith) would see fit.
Rationale: I'm a heavy user of these modules, with some experience, and
I work with animators/ riggers from other program
On Wed, 2013-06-05 at 14:35 +0200, Ton Roosendaal wrote:
> Hi,
>
> Here's just some ideas to investigate:
>
> 1) Better location for temp saves
1) is actually really nice, /tmp has issues on some systems still and we
often move the default to inside the home dir. esp. some systems don't
keep /tm
Since we are on the topic of Bevel: It has gotten much love and
improvement recently , both the modifier and the tool, thanks!!!
One thing that would be amazing: If bevel could play nicer with at least
UV maps: right now it is pretty much a destructive tool, even if you use
the modifier, because th
- The skeleton mentioned is only the deforming joints right? or does it
include (for example) IK/FK switching, controls, etc. ?
If it is adding joints to the mesh via topology, I'm not sure that it is
more than limited usefulness; agreeing with Nathan here. This might be
an easy problem to solve,
also keep in mind that network/ renderfarm rendering needs to work from
the console as well - and I'm guessing that running it with a special
windows flag could be in issue for mixed OS renderfarms.
On Sat, 2013-04-06 at 16:22 -0700, Dalai Felinto wrote:
> Hi Alex,
>
> "The problem with this appr
Keep in mind, that while weighting bones was the original purpose for
vertex groups, they are used for other things as well now :)
No opinion (so far) on whether it's useful to make a visual distinction
between zero-weight and non belonging, but I do believe it does make a
difference to some of t
+1
It's also the only sane way to deal with the layer buttons in dupligroup
visibility .
On Mon, 2013-01-28 at 01:43 -0500, PabloVazquez.org wrote:
> >From a user perspective, 'Restore to Defaults' is very, very useful.
> Especially for beginners, but even from an "advanced" user perspective.
>
>
Hi Bartek:
I'm not a decision maker at all, but I looked at the code and it
certainly looks good enough- no trouble understanding it, plenty of
comments, and I could hack a feature in without difficulty if I wanted.
The functionality is great, and I had not encountered any bugs.
+1 from me for in
I'm a little bit confused about the changes also. This page:
http://wiki.blender.org/index.php/User:Mont29/Dev/UI_Template_List_Enhancement
states that generic templates in the old system, i.e. the non-hardcoded
ones, display only the name of each item - but I have working lists
where you can also
Don't know if anyone here has seen it, but there's a description of the
'why' in the article and a link to the pdf itself. Might be useful
information.
http://www.animationmagazine.net/vfx/ves-tech-committee-releases-paper-on-color/
___
Bf-committers mai
I was myself wishing for filtering in vertex groups recently. +1 from this
user. Also agree the resize is a bit hidden.
On Thu Dec 6 2012 11:01:59 AM EST, Gaia wrote:
> On 06.12.2012 16:52, Tobias Oelgarte wrote:
> > We have resizeable list areas. Hold Shift and and use the mousewheel to
> > r
+1 yeah, that's a great idea for any list type menu that can grow to
large numbers.
On Fri, 2012-11-23 at 13:28 -0300, Juan Pablo Bouza wrote:
>
> A year ago or so I asked Campbell to add a search field for adding scene
> clips in the VSE, cause I was working with lots of scenes in the same blend
thanks campbell, all is well now :)
On Thu, 2012-11-01 at 15:28 +1100, Campbell Barton wrote:
> My mistake, fixed r51801.
>
> On Thu, Nov 1, 2012 at 3:15 PM, Bassam Kurdali wrote:
> > trying to pin down a segfault
> > building here on fedora 17, 64 bit, intel processo
trying to pin down a segfault
building here on fedora 17, 64 bit, intel processor and nvidia gfx card.
revision 51753 builds fine, and runs.
revision 51754 does not build
revision 51758 and later build, however, I get a segfault on launch:
(gdb) bt
#0 0x00d57fea in RNA_def_property_enum_i
I've used it hear on tube also, pretty heavy character, with no issues.
I'm also convinced that if you guys say there are issues with corner
cases, that is indeed true however:
It is *so much* faster that I don't even consider binding with the other
tool. The only time I would if there was a consi
ird 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 is what should happen by default.
>
> @Bassam Kurdali:
> You wrot
rrent 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 to script up an
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 popp
absolutely! though I'm not sure still what part is 'big enough' for
2.7/2.8 - it seems like more nodes is! but maybe dependency graph should
even be a target for 2.6 series.
my observations of 'weaknesses' from experience working on tube and
other projects:
1- dependency graph
2- library linking ro
Not to pile on here, but I have a user request:
stack re-ordering is quite a bare currently
(constraints/modifiers/animation channels) with the hotkeys/ tiny
up/down buttons.
This would be a *great* place to use drag and drop for the reordering.
It is my impression that Ton already coded a drag a
This is maybe a ridiculous suggestion: feel free to shoot it down:
- we currently have one 3D editor. Here we do all our 3d tasks,
modelling, animation, rigging, curves, meshes, etc. We can select and
manipulate many different types of 3d objects, in different ways.
-we can do *much less* things
Hi all, and especially thanks to joshua for the wonderful new option in
mask modifier.
This looks perfect for making *really* slick rigs, but there is one
concern I have; we're going to be deforming a second mesh, and on
complex rigs, this is getting quite expensive (they are already at
around 5-8
Rotations in 3D are just a horrible beast, and I think it is non trivial
to figure out what constitutes a 'nice' interpolation across all cases,
perhaps not even possible. You might be to use hierachies to isolate
axis for some very specific setups, however:
> >> way how it could be correctly imple
Thanks so much!!! this works perfectly :)
sorry for the bother everybody.
-Bassam
On Sat, 2012-03-24 at 10:24 +1100, Matt Ebb wrote:
> mesh = ob.to_mesh(scene, True, 'RENDER') ?
>
> On Sat, Mar 24, 2012 at 4:51 AM, Bassam Kurdali wrote:
> > The original object is f
riginal mesh, i.e. it didn't
> > apply the modifier stack, but removed it. Is there something I'm
> > missing?
> >
> >>
> >> Which is exactly what you want. It is quite obscure though!
> >>
> >> On 21/03/2012 9:04, Bassam Kurdali wrote:
missing?
>
> Which is exactly what you want. It is quite obscure though!
>
> On 21/03/2012 9:04, Bassam Kurdali wrote:
> > Hello list,
> > This has come up before, albeit in a python context: the desire to get
> > the result of the modifier stack as a mesh. There was s
Hello list,
This has come up before, albeit in a python context: the desire to get
the result of the modifier stack as a mesh. There was some discussion
over the desirability of hard-coded py api, and a question of why not
just use the apply modifier approach one by one.
I've encountered both the
" or
> >> something on that nature. This way user can go back and press F button on
> >> the Actions he wants to keep.
> >>
> >> --- On Fri, 3/16/12, Bassam Kurdali wrote:
> >>
> >> > From: Bassam Kurdali
> >> > Subject:
big -1
I don't think it's simple, and I'm not sure it's even desirable;
changing behavior like this, when the original complaint was that
actions not getting fake users by default, going into a massive change
of design.
there are so many things in blender that need big redesign, like the
dependency
The original hinge option was added by Ton as a simplifier for users;
the idea was to avoid using multiple bones and constraints when a
simple option could take care of it.
This fell down almost instantly, because animators asked for a 'global'
parent bone. had there been an option to limit the hi
Hmm, I think we shouldn't change this without Joshua weighing in first,
in case something dangerous will happen, but... it might be good to have
an operator for it in the meantime? so at least there's a way to
normalize/fix (I realize that that conflicts horribly with Nathan's goal
of not forcing a
On Wed, 2012-02-22 at 00:04 +0100, Thomas Dinges wrote:
> Hi,
> Today I became aware of some inconsistencies. I really doubt that this
> is intentional, because it does not make any sense!
>
> 1) Add a Camera and add a Cube
> The Camera is always aligned to view (the option for that is even
> mi
(and before you start,
please *don't* disable edge slide with deform modifiers on)
At best, can it get hidden under a magic RT number ;) ?
>
>
>
> Martin
>
>
>
>
> __
> From: Bassam Kurdali
> To: bf-blender developers
> Sent: Sa
Question: I always assumed Delta Transforms were just one more
transformation matrix, multiplied by the base transform matrix of the
object. Am I incorrect?
Longer term, might be nicer than tweaking hard coded delta transforms,
to have a transform node graph (or stack) that encompasses multiple
tr
Hi all,
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=41550
removes 'partially working' functionality from blender. And breaks
stnndard workflow for facial rigging. In the past even though this
feature had problems, It was still used by many to create symetrical
shap
One of the things that makes the softimage (for example) knife 'better'
is that you can continue to navigate the view while in the knife
mode.(imagine cutting e.g. a wrinkle around a character's trouser leg).
I had a brief misunderstanding when 2.5 'non blocking/non modal' stuff
was announced that
+1
my understanding:
short term:
add new particle system next to old one *
*rename old one 'hair' and remove non hair types from it?
*convert old .blend particles to new system, but leave hair emitters
alone?
long term:
improvement / rewrite of hair as a thing different from particles.
which wo
rs (e.g. bones that get updated with the linked
> >> armature) couldn't be transformed in the first place.
> >>
> >> I agree that this situation completely sucks and needs to be changed
> >> at some point. Updating of bones in proxy armatures should
oon.
>
> But just sayin' that it's not a totally trivial change.
It's not a trivial change, which is why it shouldn't have been made so
trivially in the first place.
>
> --Nathan
>
>
> On Wed, Jun 29, 2011 at 6:13 PM, Bassam Kurdali
> wrote:
>
Hello
Behavior of protected armature layers has changed a couple of times at
least, to the point where the original design intent is unclear at best.
I propose the option be removed entirely, and revert armature behavior
to that of *protected* layers, as it was in blender 2.49b.
Link to bug
; >
> > > On Fri, Jun 24, 2011 at 10:48 PM, Daniel Salazar - 3Developer.com
> > > wrote:
> > > > test doing a bulge effect with the then called Transform modifier
> > > > :)
> > > >
> > > > http://www.youtube.com/watch?v=gtK4rrPplnI
&
On Fri, 2011-06-24 at 21:15 +0200, Tobias Oelgarte wrote:
> Recently i noticed the "warp modifier" inside the current builds. In my
> understanding it works like an improved hook. But i had only very few
> cases in which needed hooks anyway. So im a bit puzzled. What is so
> special about this m
Will it be possible to set callbacks e.g. for transforms? i.e. if a
bone/face/vert moves in edit mode?
On Fri, 2011-06-24 at 09:02 -0700, Lorenzo Pierfederici wrote:
> Hi Campbell,
>
> maybe the callbacks could have a name associated with them when registered,
> like:
> bpy.app.callbacks.render_p
On Thu, 2011-05-19 at 09:31 +0200, Damir Prebeg wrote:
> Hi there,
>
> It would be much more useful if we could copy full data path and not
> just the last part of it. For instance, If I copy data path of x
> render resolution, all I get is "render.resolution_x". And under witch
> module or class
On Thu, 2011-05-19 at 09:31 +0200, Damir Prebeg wrote:
> Hi there,
>
> It would be much more useful if we could copy full data path and not
> just the last part of it. For instance, If I copy data path of x
> render resolution, all I get is "render.resolution_x".
The primary use for this is in
I also use Ctrl+Alt+0 as convenient shortcut, but
> I don't see any reason why Blender shouldn't have ability to "glue"
> cam view.
>
> Oh, btw, when we'll go to Art Hostel again? :D
>
> On 10 May 2011 23:03, Bassam Kurdali wrote:
> > Thanks Camp
omposition.
Oh, I never use the fly mode either, but I'm sure some people do.
>
> On 10 May 2011 05:14, Campbell Barton wrote:
> > On Tue, May 10, 2011 at 12:58 AM, Bassam Kurdali
> > wrote:
> >>
> >>
> >> On Tue, 2011-05-10 at 00:28 +, Ca
On Tue, 2011-05-10 at 00:28 +, Campbell Barton wrote:
> Agree they are unrelated (except the case where Camera images could be
> made to force foreground and overlay some reference).
Not completely but it *is* close: images will suffer due to scaling
(especially if you don't intend on making
What just happened?
I'm guessing the original patch for camera guides got rejected. But it
seems people think that bg images for empties is a replacement for it?
why is this? And why is it cool to override Empties with a gazillion
draw types, but somehow this is bad design for Cameras?
If the rat
I posted a reply on the tracker; the code in the addon py file itself
looks fine to me, and merely implements missing functionality (that was
already commented out in the menu )
I can't comment to the changes in 'c code', i.e. the change to
startup.blend, which I presume makes the script active by
>
> SEQUENCER/COMPOSITOR:
> - the ability to do GL preview renders from the sequencer. Among other
> things, this would complete the toolset for using the VSE for previz
> of multi camera scenes. IMHO, much nicer than the camera switching
> with markers method.
>
Just a note that Chris Webber is
I spoke with Campbell on irc, and he suggested I mail this to the list
as a general proposal. It came up from me wanting a different material
assignment for the inner and outer faces of a solidify modifier (as
opposed to just the rim).
Campbell suggested that hacking this in would be easy but a
+1 on the changes, with some qualifications:
-for qualifying in place vs. returning new, whatabout verb/noun instead
of present/past tense of verb:
matrix.invert() inverts the matrix, returns none
matrix.inverse() returns the new inverse matrix.
in the rename methods we go from translation_part()
I have noticed this too, turning on instancing, in scenes with lots of
instances, sometime leads to longer render times. In the past it has
been faster, too, so I don't know what's going on, or why it should have
these results.
On Sun, 2011-01-30 at 10:00 -0800, Randall Rickert wrote:
> When I rea
a small comment if the core developers/ designers of the api can't
decide which way is 'right':
Don't change what's there. If there is controversy, it probably means
there are pros and cons both ways; any change comes with a cost- every
script has to be modified to work. In he case of stuff that sh
On Wed, 2011-01-12 at 21:48 +0100, PabloVazquez.org wrote:
> Hi Aligorith,
> Love this behavior, also goes along with how "new material" works now,
> making a copy of the active one.
>
> Cheers!
> --
> Pablo Vazquez
<-- snip >
> >
> > When creating new actions using the "new" button the Action Edi
The only issue with the current aggregators is that they are not
restricted - or even exhaustive - to the code/coder related blogs. This
is arguably something that could be added to one or the other of them
(increasing the number of blogs subscribed and making sure there is a
'code' tag filter)
Ton
as an alternative, you could consider an aggregator, like what
jesterking made in planetblender, or planet.gnome.org, etc.
advantages:
-you can do cool design
-has blog-like format
-can invite only serious svn-write ppl
-they can tag their posts so only the blender/code related ones are
aggregated
> improvement, this is what i found very comfortable in editing. These
> things together with a preview window for source-clips with the ability
> to select a range to load into the timeline would make blender a first
> class editing tool!
> Well...on the other hand Blender is ab
select all and e key kinda does what you want with few steps.. or you
could select the right triangle and everything after and grab g key
(more steps)
I agree the sequencer could get a few more tools to make faster work- I
don't think I like the idea of making them 'modes',but I'm open to
argument.
Hi Tevhadij
> plane covered by a checkerboard texture (created using nodes).
>
> http://www.pasteall.org/blend/3728
>
> available, renderings look as though the procedural texture is being
> sampled only once per pixel. Is this the case? If so, how can I change
> this? Here are sample renderin
Hi Martin,
>
>
> --- On Mon, 9/13/10, Bassam Kurdali wrote:
>
> > Final solution:
> > It seems that using setattr() to set the invoke / execute /
> > poll
> > functions was the culprit, presumably metaclassing works
> > *first, then
> > setti
n, 2010-09-13 at 13:07 -0400, Bassam Kurdali wrote:
> On Mon, 2010-09-13 at 09:26 -0700, Martin Poirier wrote:
> > Hi,
> >
> > I talked with Campbell about that problem yesterday, actually.
> >
> > I think the issue is that you're bypassing the metaclass by co
On Mon, 2010-09-13 at 13:07 -0400, Bassam Kurdali wrote:
> On Mon, 2010-09-13 at 09:26 -0700, Martin Poirier wrote:
> > Hi,
> >
> > I talked with Campbell about that problem yesterday, actually.
> >
> > I think the issue is that you're bypassing the me
i Martin, I tried this:
http://pastebin.com/3j2HG5Yy
and I still get:
invalid operator call OBJECT_OT_copy_OBJ_LOC
on the console when trying to actually call the operators... something
is still not right, any clues?
cheers
Bassam
>
>
> I can check that this week if there are st
Hi all
Since Martin's commit for I believe metaclassing, registering ops
became obsolete, raising an AttributeError, instead, ops created (via
python) are automatically registered- very nice!
However I have one script (the clone of 2.4x's copy menu):
https://svn.blender.org/svnroot/bf-extension
Hi Campbell
<--snip>
>
> Another change to help our api be less confusing is to have operator
> properties directly accessible.
>
> class Operator(bpy.types.Operator):
> myprop = bpy.props.BoolProperty()
>def execute(self, context):
> ... this line
> print(self.properties.myprop)
On Sat, 2010-09-04 at 09:56 -0600, Antony Jones wrote:
> I have been playing with rigging in blender and have made some changes
> locally to my machine. Would these be changes someone would be
> interested in?
It's premature for me to say how the bone visualization options work
just from the de
-1
they are all analogies, seems a bit of splitting hairs.
On Sat, 2010-07-17 at 09:35 -0500, Mike Belanger wrote:
> That actually makes sense. I few times I've been confused over Head/Tail.
>
> And hair, grass have Roots > Tips, so I think the analogy makes sense.
> Maybe Start > End too.
>
>
Scripts that are bundled with Blender release must be working, correct?
bf-extensions tracker having a broken category doesn't seem bad, since
this is not release. script maintainers then have the responsibility of
keeping their own scripts working.
API breakage is a temporary problem; once blender
Hi, I've been trying to document the various bone matrices for my own
usage in python, and ran into some inconsitancies/missing docs, possible
bugs or clarifications. I'd like to update the docs with the results of
my findings.
editbone matrices:
**
*matrix: DOC: "Read-only matri
My only suggestion is that quit.blend and files currently saved in /tmp
should just be saved in the same folder as the blend file.
99% of the time you have to copy them there from commandline/external
file manager because saving to /tmp (or elsewhere) just breaks all
external references. (I guess t
+1
Dropping support for Python is going to be hard to accept for many.
-it is extremely useful and rich
-very easy/user friendly language
-closest to 'industry standard' for scripting languages, common in other
cg packages
-heavily and well integrated into blender 2.5
-ppl have invested lots of eff
How about (just a quick idea) treating textures like we do animations -
give them their own space/editor.
Reasoning: texturing a value is essentially 'wiring' the output of a
function that value, similar to animation. the texture itself, is less
specific than the thing it textures.
so basically for
I haven't, but I'm using linux (64 bit) so the driver situation is a bit
different there (using an intous 3 or 4)
On Sun, 2010-04-11 at 23:19 +0100, Michael Williamson wrote:
> /
>
> Hi all,
>
> I'm wondering if anyone else has experienced the following issues with Wacom
> tablets under 2.5, or
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