There should really be a pre-flight check, to prompt the user what to do
BEFORE even preparing rendering. It would catch unavailable drivers,
missing textures, non-writable target devices etc.
Am 31.08.2014 19:29, schrieb Daniel Salazar - patazstudio.com:
About the Reload Trusted issue, don't
And still 9,200/day if we dropped linux and osx support :P
Am 27.08.2014 19:19, schrieb Ton Roosendaal:
Hi,
Analytics was hooked up with the downloader on blender.org, there are over
10k downloads per day via our site!
Full month of july stat:
It often fails to complete the upload, it may depend on the browser you
use (it used to work for IE, and fail a lot with Chrome/Firefox).
It should work with Firefox, as long as it's a new build, or if you
update an existing one, either change the info OR the build. When I
changed the info and
They charge for MKL, so the free version should definately not use /
require it.
Direct download links for Anaconda Windows builds:
http://repo.continuum.io/archive/.winzip/
I checked the content in 7zip and it seems to contain py2.7 builds only?
Or is it compatible with py3.3?
Am
Hey Patrick,
there are different kinds of properties, see:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties#Summary
There are only ID-Properties internally, but ID-Props and static props
are separated from python perspective.
What you seem to use are
The E shortcut works also for objects,
an icon to make it more discoverable and clickable is planned:
https://developer.blender.org/T37521
Am 09.02.2014 06:49, schrieb Garrett Williams:
With the new ability to press the E key over an object picker(parenting,
for example), it seems an
Hey Gaia,
thank you for your improvement work, the quit prompt really deserves
some lovin' :)
I propose the following prompt:
-
Unsaved changes:
C:\the\path\to\file.blend
[Overwrite] [Save as...] [Discard Quit] [Abort]
Just noticed another issue:
If the image datablock is float (and not int), it doesn't update on
inversion.
One can call Image.update() and Area.tag_redraw() with python to force
the update. But should be handled by C op for sure.
Am 30.10.2013 18:15, schrieb Antony Riakiotakis:
Codemanx
There are two pictures in the ba.org thread, so check it out:
http://www.blenderartists.org/forum/showthread.php?256747-The-Hive-system-version-0-91-releasedp=2133217viewfull=1#post2133217
Looks similar to CryEngine's FlowGraph. Once it will be integrated into
Blender and use native PyNodes,
Am 29.06.2013 16:41, schrieb Ton Roosendaal:
- Where Python is too slow (I/O), we can also improve the api a lot still.
For our UI now it's more than fast enough.
There are two areas where it's notably slow: user preferences input and
addon UI - due to the high number of layout elements I
GG-slide with clamp turned off can be used to extend like described, but
snapping isn't supported, so this was either achieved with an addon or
just snapping without caring about the direction of the connected edge.
Am 12.05.2013 23:08, schrieb Blender Attitude:
Did you try double typing the G
Well if moving on the face is ok, then standard snapping will do:
http://youtu.be/v-Ly-BeqFpQ
Am 12.05.2013 23:12, schrieb Knapp:
On Sun, May 12, 2013 at 11:10 PM, CoDEmanX codem...@gmx.de wrote:
GG-slide with clamp turned off can be used to extend like described, but
snapping isn't
Hey Mont,
good work on the UI stuff, this is always great for python scripters :)
Two questions about the patch:
** enum-operator-generated menus are now PULLDOWN in headers too.
Does that mean the visual order is inversed?
** All bit-flag enums expanded in ROW buttons now have a handling
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
Maybe as simple as:
Connected (Distance)
Connected (Geometry)
?
There should be a more in-depth tooltip text of course.
Am 12.04.2013 21:51, schrieb Jace Priester:
I can think of a reason. Say you want to use proportional edit along a
curve, either an actual curve object or mesh representing
Maybe a good time to discuss (again) about the UI organization of the
Properties editor? There's i.e. a UI proposal for the modifiers since a
long time. And there is no group editor (like regular editor but not
limited to context object) - if scripters were able to add tabs, and
addon would
I like the overall idea of such a widget, but i find it rather confusing
that it's a wheel you have to spin for different actions. It makes
perfect sense for rotations, but for scew/scale/move? The arrow icons
rotate with the wheel menu, making it really unpredictable...
Here's my own
' you
click 180' shift 90 or 180 shift 45 to make 225'. It can be probaly hard to
do.
I don't understand why need number of turns greater than 360' ?
Dnia Środa, 27 Marca 2013 23:50 CoDEmanX codem...@gmx.de napisał(a)
Toggling between CW and CCW is basically done by changing the sign
Hm i actually had a custom entry in the enum, didn't think about the
benefit of a custom button to set/add/subtract the set angle - that
would be handy of course!
BUT: the spin tool isn't a live operator, so you need to set its
parameters in the redo panel. Redo + operators to change a
Why a custom enum? The set/add/subtract thing is operators, not enum.
Am 28.03.2013 16:28, schrieb Antony Riakiotakis:
That's exactly the reason why you need a Custom enum
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I remember a recent discussion about moving from MSVC 2008 to 2010, it
was rejected / post-poned for a simple reason: the build team members
don't own 2010 and can't afford the required amount of licenses. And
community members who want to compile Blender with CUDA support would
have to
Toggling between CW and CCW is basically done by changing the sign of
the angle value, so a small button could be added to toggle the sign -
or a checkbox as you suggested, but its state would have to be updated
if the sign of angle value changed.
Some convenience buttons for common rotations
If ideasman is fine with your code, then it's ok to move to trunk!
Am 25.03.2013 17:33, schrieb Bartek Skorupa (priv):
Hey,
@CoDEmanX:
I don't quite get what you mean by:
But please don't do this if the amount of props varies (prop1-propN)!
Could you elaborate, please?
Bartek Skorupa
Proper formatting:
props = layout.operator(NodesLinkActiveToSelected.bl_idname,
text=Replace Links)
props.prop1 = True
props.prop2 = True
props.prop3 = False
But please don't do this if the amount of props varies (prop1-propN)!
Use a CollectionProperty instead. I think i did this in the Game
+1 for keeping zip AND 7z!
I often need a portable blender and therefore download an archive, not
exe. 7z is about the size of the exe, while zip is quite larger and
internet connection isn't always fast...
Am 09.03.2013 21:23, schrieb Bastien Montagne:
Not a Windows user, but I seriously
1.) you can set the plugin-icon for any custom menu entry, see python
template Addon Add Object. This isn't used by most addons though, and
I actually like it - the plugin icon (as well as the old 2.49 snake
icon) kind of annoy me in menus - most menus don't have any icons, and
the ones with
The addon's name could be added to the tooltip, but screencasts wouldn't
benefit then... for video tutorials it would make sense to indicate
whether users need an addon or if need just the built-in functions.
append_after(bpy.ops.*) looks ok, but shouldn't it rather be
It's 3 clicks from wiki start page to svn page:
http://wiki.blender.org/index.php/Dev:Doc/Tools/SVN_checkout_and_usage
Am 23.02.2013 20:57, schrieb Erwin:
At a first glance that wiki page has no information about the subversion
repository. It usually takes me a while of searching too.
So
I agree as well, especially when it comes to game engine export, it
would be great to have that visual feedback. Several engine formats
don't allow verts without weight / with no vgroup and I've seen exporter
addons complain about such verts. A visual feedback would help users to
find these
maybe it can be implemented as RenderLayer.copy(scene=context.scene), so
it could be used with python and UI.
Am 01.02.2013 23:31, schrieb Juan Pablo Bouza:
Hi!!
Moreover, I think that there should be an option to copy a render layer from
one scene to another one
In many cases you
Am 25.01.2013 14:00, schrieb Xavier Thomas:
-Third, look for small bug or simple feature in the area you are interested
in.
http://projects.blender.org/
Especially the Simple Todos on Todo list are a good point to start:
It shouldn't be a panel that generates stats on every redraw.
Campbell:
Counting geometry on every redraw (from python), is just too slow and
will interfere with workflow on higher poly models.
Would suggest to have a tool that is more comprehensive and runs from
a menu/button rather then on
OBJ import can take quite some time and use a lot memory, but only if
you use splitting (keep vert order imports way faster). Is there
something else causing the bad performance?
Multiprocessing would be great, for splitting it might work. But
probably not for any code that calls bpy api
Am 23.12.2012 19:30, schrieb Tobias Oelgarte:
I see this number every time in the
splash screen, but more importantly i usually need to know the revision
number instead of the version number.
I bet most people don't care at all, some do care the version number as
they wanna follow a tutorial
Hi Paal,
have a look at the projects of this year's Google Summer of Code,
(external) programmers contributed great stuff to Blender:
http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Overview
You could do something similar, but a lot of other things need to be
done as well,
to get something done here. Maybe the layout is wrong
but at least it would be just cool if we could get the
functionality.
Gaia
On 06.12.2012 22:25, CoDEmanX wrote:
3 variations of possible filter integration:
http://www.pasteall.org/pic/show.php?id=41437
Am 06.12.2012 18:44, schrieb
Could anyone (=ZanQdo?) write some lines about the film response addon?
It's new and official, already mentioned in the release notes for 2.65
but wiki has just a single sentence:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Film_Response
Am 06.12.2012 17:52, schrieb
3 variations of possible filter integration:
http://www.pasteall.org/pic/show.php?id=41437
Am 06.12.2012 18:44, schrieb Gaia:
I played with my 2d image editor and created this mockup:
http://www.pasteall.org/pic/show.php?id=41429
I added a drag handle to the lower right corner of
The popup closes too easily indeed (if you click on search list entry
outside of the popup's rectangle), but one can add an empty column,
scale it's height and add a separator to match the search list size to
workaround this problem:
It's pretty easy to handle:
http://www.pasteall.org/37405/python
Am 21.11.2012 04:55, schrieb Brecht Van Lommel:
Tessfaces includes both triangles and quads, it doesn't triangulate
entirely, so you'd need to handle the quads still.
Brecht.
On Wed, Nov 21, 2012 at 4:30 AM, Ummi Nom
Forget cycles, render ascii! xD
http://nopaste.php-quake.net/406431
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13:55, schrieb Abhinav Yadav:
thats cool , is it a script or a complete add-on.
On Thu, Nov 15, 2012 at 4:57 PM, CoDEmanX codem...@gmx.de wrote:
Forget cycles, render ascii! xD
http://nopaste.php-quake.net/406431
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, Nov 14, 2012 at 1:00 AM, CoDEmanX codem...@gmx.de wrote:
Alright, maybe what i had on mind isn't possible in your case.
As Blender has a tessface cache, I thought it should be used throughout
the application for everything that requires tessellated mesh geometry.
Polygon and tessface data can
Sounds to me like there is an inconsistency somewhere in Blender, which
causes the difference in mesh geometry between what baker uses and the
stored/exported data... Shouldn't everything in Blender use tessfaces,
if triangles are required?
When baking with an all quad mesh, the triangulation
permanent triangulation.
It's a sensible practice which is already used by artists in other modeling
products.
Morten M.
I hope that clears everything up :)
-Andy
On 13/11/2012 23:12, CoDEmanX wrote:
Sounds to me like there is an inconsistency somewhere in Blender, which
causes
We already have tesselation (tris+quad), and you can turn the quads into
triangles by taking vert 0,1,2 and 2,3,0. That will give you a
triangulation like seen in Blender viewport. So why not use tessfaces?
I'd like to have a viewport option to show triangulation edges, but I
can't see the
It shouldn't add the same panel multiple times, unless you change
bl_idname or the unregister_class call is bad. Any errors in console?
For manual removal, you can do in pyconsole:
bpy.utils.unregister_class(bpy.types.SCENE_PT_layers) # replace
SCENE_PT_layers with bl_idname!
Am 25.10.2012
I agree.
However, this can be fixed with a simple addon, core code:
from bpy.app.handlers import persistent
# Auto-enable fake user to rescue unused actions
@persistent
def fakeuser_for_actions(scene):
for action in bpy.data.actions:
action.use_fake_user = True
This addon needs
My bad! Turned it back into utf8, hope it's ok now.
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-extensionsrevision=3602
Am 08.07.2012 15:55, schrieb IRIE Shinsuke:
Hi CoDEmanX,
r3595 causes another error:
Traceback (most recent call last):
File /usr/lib/python3.2
Commited fix:
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-extensionsrevision=3595
Should now work as expected.
Thanks for reporting!
Am 08.07.2012 06:08, schrieb IRIE Shinsuke:
Hi,
When I was byte-compiling release/scripts/addons/ (r3577), I got a
syntax error in
1.) I'd like to see some improvements for 2.5D creation. Ideally,
Blender would work similar to Adobe AfterEffects.
Composing movie clips and FX should become very intuitive, especially by
a new properties editor, which would support group manipulation (values
adjustable simultaneously).
It
I use a rgb to luminance conversion in my Blender-CoD like:
c_lum = c[0] * 0.3 + c[1] * 0.59 + c[2] * 0.11
but correct seems to be:
Y = 0.2126 R + 0.7152 G + 0.0722 B
http://en.wikipedia.org/wiki/Luminance_(relative)
Am 22.06.2012 20:19, schrieb Dalai Felinto:
The second looks like an sRGB
How about using RNA with SKIP_SAVE flag?
bpy.types.World.temp_var = StringProperty(description=Label of the
control, options={'SKIP_SAVE'})
Or in C:
prop = RNA_def_int(ot-srna, prop_name, 1, 1, INT_MAX, Prop Name,
, 1, 10);
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
Am
Format specs:
http://www.crystalspace3d.org/docs/online/manual/XML-File-Format.html
you could write an import script, seems to be rather simple XML-based
format.
Am 13.06.2012 15:23, schrieb John Smith:
Hi,
I know there is a tool to export Blender to Crystal Space (CS,
it exists: Export mesh Pointcache data (.pc2)
in addons\io_export_pc2.py
Version 1.0
Am 07.06.2012 14:23, schrieb Christophe Leyder:
Hey all, we're trying to import an animated mesh into Blender from
Softimage for smoke simulation, Collada isnt working at all and FBX isnt
there. The only
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