Alembic doesn't contain any information about the unit. You have to make it
a convention in your project. If in blender 1 unit = 1 meter for you, then
you need to set the proper unit system in Maya which will be in cm at the
system level. We did a patch on the alembic I/O of Maya (you can find it o
hey cited this research "On Filtering the Noise from
> > > the Random Parameters in Monte Carlo Rendering", on this paper they
> > > talk about a method to reduce the noise which works in image space.
> > > Maybe in a possible schedule the second mi
Hello,
Disney has several recent research on the subject...
https://www.disneyresearch.com/publication/pathspace-decomposition/
https://www.researchgate.net/publication/281678889_Boosting_Histogram-Based_Denoising_Methods_with_GPU_Optimizations
2016-03-20 19:24 GMT+01:00 Fabrizio Destro :
>
Sphinx is great, it just miss a very good editor to be user friendly. There
as been some attempt so far, but not so complete. Rather than going for yet
another system, maybe developping this missing brick as an open source
project could be another angle.
2016-02-28 12:22 GMT+01:00 Dan McGrath :
>
+1 we had same issue with pip
2016-02-13 2:11 GMT+01:00 Alex Fraser :
> On 13 Feb 2016 9:33 a.m., "Jens Vewrwiebe" wrote:
> > Install script ?
>
> I think Xavier was talking about running `pip`.
>
> > Simply remove the filter for distutils in the install patterns
>
> Yes, if I understand correct
Thanks a lot guys for the informations and extra arguments.
cheers,
F.
2015-12-31 13:47 GMT+01:00 Campbell Barton :
> On Thu, Dec 31, 2015 at 3:15 AM, François T.
> wrote:
> > Hello guys,
> >
> > I'm asking here because I'm not quite sure it is a bug or d
Hello guys,
I'm asking here because I'm not quite sure it is a bug or design matter.
We are using blender on our renderfarm (Deadline) to generate some datas
with a python script using the following command :
blender --background --python script.py
If the python script crash or raise an error, b
- Cython does not have as much performance as pure C/C++
- Python is still the best choice for prototyping and pipeline stuff
- C/C++ API can be used for better performance without having the nightmare
to dive into Blender core code to just add one modifier
Most of the modifier we are developping
Hello guys,
https://developer.blender.org/T45470
Following this ticket which doesn't seems to be a bug, but a missing
feature, it is a show stopper for us.
Is someone knows if he will pick it up or is there no way to know about an
ETA for the moment ?
thanks a lot
F.
--
Hey Campbell,
thinking about a older comment you made about users will want to only test
the shiny one with all the new features. I kind of agree with that, I would
probably be the first. But who says that this version tested/compiled via
CI should be available to public ?
Like the way only certif
nd I think
> the sequencer would be better. I also agree that the current state of the
> sequencer make this task cumbersome at best. So what is needed really in my
> opinion is a good redesign of the sequencer with grading in mind not only
> NLE. This is desperately needed for almost a decade
I would second Troy on that, if you are going for a node as simple as a
vignette, try to make it as accurate as possible which can handle real AC
and could do reverse vignette, and part of this is usually linked to the
Lens model.
Going for a simple node which only do a mask or compute the length o
That's very cool ! Thanks Campbell !
2014-04-22 4:46 GMT+02:00 Campbell Barton :
> To follow up on this topic, Andrea Weikert committed UNC support yesterday.
>
> While you can't yet browse network shares, you can use them in your
> projects.
>
> https://developer.blender.org/rB5afb0abfbd7b93d6b
>
> He raised the point that “filmers prefer Aces but animation/vfx pipelines
> (apparently) not. Blender is about the latter”. Our understanding is that
> ACES is extremely beneficial for visual effects pipelines because they
> mix so many different sources of images.
That's not entirely true,
it could be useful for previz.
2014-02-14 7:31 GMT+01:00 Sergey Sharybin :
> The barrel thing you're proposing could work fro martistics POV, but it's
> not gonna to be any useful for VFX pipeline.
>
> Currently Libmv uses third degree radial distortion, and internally it's
> also capable of han
well I'm at ubisoft too, so I guess we are both finding similar issues ;)
2014-02-03 JF :
> The UNC issues is the biggest for me. I get some opportunity to use
> Blender at Ubisoft in ourpipeline but because of this , I cannot do it
> smootly. And asking to map network path on all Ubisoftcompute
tu es à ubisoft ? où ca ?
2014-02-03 JF :
> The UNC issues is the biggest for me. I get some opportunity to use
> Blender at Ubisoft in ourpipeline but because of this , I cannot do it
> smootly. And asking to map network path on all Ubisoftcomputers just "for
> me" seam to not be a good solu
Hi everyone,
I haven’t been around for a while now, but I had the chance to integrate
Blender in a small part of a recent project in my company for the
matchmoving part (we don’t do much of those where I work now). I have seen
all the progress an new sweet features in it, and I wanted to congratul
hey,
from a post I did a little while ago :
http://www.francois-tarlier.com/blog/blender-vfx-wish-list-features/
[Bonus] Hair Simulation
> This is not directly VFX related but as I understand, you had trouble with
> hair simulation on Sintel. I did talk about it with Daniel Genrich at the
> time,
Yes I do agree, but I don't see why the transformation would happen at the
EXR render. do you have a case ?
2013/7/9 Troy Sobotka
> On Jul 9, 2013 5:48 AM, "François T." wrote:
> >
> > Troy, I'm not quite sure to understand what you are asking. You would
&g
oups, meant Troy... (I'm talking to a Toby at teh same time :p )
2013/7/9 François T.
> Toby, I'm not quite sure to understand what you are asking. You would like
> the color transform "baked-in" EXR ? IMO, exr should always be linear,
> especially if you have to
Toby, I'm not quite sure to understand what you are asking. You would like
the color transform "baked-in" EXR ? IMO, exr should always be linear,
especially if you have to move it around other parts of a pipeline. The
ability to baked transform into a LUT seems more reasonable no ?
2013/7/8 And
thanks for the anwser Campbell. I thought the build-farm was at the
foundation, that's why I asked. I didn't know the process, thx for the
explanation ;)
cheers,
F.
2013/5/17 Campbell Barton
> On Wed, May 15, 2013 at 11:33 PM, François T.
> wrote:
> > Hello guys,
>
Hello guys,
I was wondering if it would be possible to have the buildbots compiling the
bpy module for each plateform as well ?
cheers,
F.
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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
>
2013/1/14 Bartek Skorupa (priv)
> I wouldn't consider it a bug. Color Balance makes no assumptions more than
> that it receives LINEAR to work on.
> Every other node assumes the same, so there's no problem here.
>
Except if somebody changed it, this was not true.
> Conversion to sRBG inside th
Agreed,
Yet, LGG in linear is almost unusable, so the user will have to do a gamma
conversion before the LGG node if he wants the same xp
F.
2013/1/14 Troy Sobotka
> ves.
--
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LGG formula is not well suited for linear workflow.
http://www.francois-tarlier.com/blog/liftgammagain-vs-asc-cdl/
http://www.francois-tarlier.com/blog/?s=lift
I would guess that's the reason why it is not implemented by default in
"Color Correction" Node
I guess the same formula which I used in "
same here, whished that for ages now !
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IMO, the term associated/unassociated is very technical. As Bretch mention,
he likes it because its how data are stores. But while it probably speaks
to him, honestly, before reading in depth about mechanics and formulas and
algorithm, as an artist I never saw it in softwares (or never thought it
w
Hello,
Here is a small patch to add support to JefeCheck flipbook.
It's a free High-res flipbook close to rv or framecycler with multi-track,
multi-layer, LUT, FX, remote sessions features.
This patch let you use JefeCheck as default sequence player.
I don't know if this can be added to trunk thou
>
> And from this POV defining masks in clip editor totally makes sense
> because it requires
> close interaction with tracking stuff.
>
> I can't say I do agree with that statement, but I get the point... yet
sometimes those kind of thinking brings really bad design which tends to
stick around fo
+100 for that in the viewer (whatever if its ImageViewer or Composite or
new space. You should be able to work directly on your comp. and there is
no point to link mask to a footage. a Mask should be rasterized in comp and
plug into alpha or matte socket
Having it in MCE is nice for garbage tracki
IMO linking track to mask should be done in compositor by linking data
together.
Lets drop tracker, and talk about animation. Let say you have a 3 object
animated in your scene. You get its position to screen and need some kind
of shape around it (for whatever reason you can image). So you would li
maybe its a good time to introduce a shuffle kind of node, which would let
you select any pass in a multi-layer and/or channels ? that would replace a
long list of passes in the reader node and also help on some small
operation with channels.
cheers,
F.
2012/5/18 Lukas Tönne
> I'm sorry this t
2012/5/6 PabloVazquez.org
> Thanks everybody for their feedback.
>
> That's why I made the page and started the discussion.
>
> 3D Manipulator:
> I agree it should be on by default.
> Somebody proposed it and I added it to the list because in all the
> courses I give, I find the students (even th
>
> *Trackball Rotation* instead of Turntable *(used to be this way)*
really ? you are sure people does prefer Trackball ?
Disable/Hide the *3D manipulator* (clutters 3DView and is "bad practice"
> for starters)
Why is it bad practice ? actually becareful to not make things frustrating
for start
actually whats the best way to use external module ?
so far, I have once needed numpy in one of the script and did an append
from my OS installed python, but not sure it is the best way.
F.
2012/4/23 trouble daemon
> +1
>
> I gotta say that I kinda agree with the whole size thing being minor
>
DF it may seem a good/bad idea to make it transparent.
> > Right now there's a clear and consistent rule at least, and you can
> > control it with the light path node.
> >
> > Brecht.
> >
> > On Sun, Apr 22, 2012 at 11:32 PM, François T.
> wrote:
> >> As AO i
As AO is geometry based, as far as I know, it is not supposed to make
difference on its transparency, as at least the basic algorithm only check
for mesh data, but not the material.
2012/4/22 Agustin Benavidez
> I am pretty sure it does work with transparent BSDF, and not with caustics
> i.e. u
@lukas : at some point Joeren were working on dot to brake compositor lines
create angle and organize pipe. Are you aware of this ?
cheers,
F.
2012/4/22 Ton Roosendaal
> Hi all,
>
> 1) Blender 2.63 Release Candidate
>
> - Testing is in progress still, a bit more testing is always good.
> Cam
your video made me laugth :)
+1
2012/4/12 Nate Wiebe
> I agree with Bartek, and having some kind of hover over socket and the name
> of the socket is somehow displayed would be amazing.
>
> -NateW
> ___
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works perfectly !
thanks a lot :)
2012/4/10 François T.
> Great thanks
>
>
> 2012/4/10 Lukas Tönne
>
>> > Maybe I missed it, but I can't find a property which would be the size
>> of a
>> > node. That would be very helpful when scripting node to org
That's pretty much what I was thinking of. I was just pushing a bit further
to be able to see the socket's name. But that seems fine as well, just a
bit more power user IMO (you need to know the names and order of all
sockets)
2012/4/10 Tom M
> Actually just make the channels visible as the nood
What about de-collapsing a node while connecting ?
What I mean is :
nodeA (uncollapse) , nodeB (collapse)
- click on output nodeA to connect to a nodeB socket
- drag over nodeB
- nodeB gets uncollapse
- I release on the socket I want
- nodeB gets back to collapse mode
??
2012/4/10 Lukas Tönne
>
Great thanks
2012/4/10 Lukas Tönne
> > Maybe I missed it, but I can't find a property which would be the size
> of a
> > node. That would be very helpful when scripting node to organize them.
> > Would it be possible to add it ?
>
> Indeed, these are missing in the API. See below [1] for a quick
oh do you have a patch that we can try or submit to someone who has
authority ?
While I'm at it :
len(scene.node_tree.nodes['RGB'].outputs) = 1
len(scene.node_tree.nodes['RenderLayer'].outputs) = 28
RGB which is a rgb input node return 1 output which is correct.
But the RenderLayer return 28 even
Hi,
Maybe I missed it, but I can't find a property which would be the size of a
node. That would be very helpful when scripting node to organize them.
Would it be possible to add it ?
cheers,
F.
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I'm with Bartek on this one :(
2012/4/9 Lukas Tönne
> > I missed it because now you select socket by left clicking. I was
> > trying to select them by right clicking (as it was in 2.49) and when
> > it failed I was sure we still don't have this option available.
> > This feature is a real time s
Hi,
could you provide a OSX or Win build, I'd love to check that out. or maybe
a video on youtube which shows it ?
cheers,
F.
2012/3/30 pete larabell
> Hey all!
>
> I've posted a build of r45292 with the 2D Mask rasterizer in the
> compositor to graphicall.org
>
> The link is HERE: http://gra
2012/2/20 Andrew Hunter
>
>
> More likely, you will end up processing the r3ds in redcine-x pro with the
> redlogfilm gamma setting to preserve dynamic range and saving to exr or
> tiff and using those as your master files.
>
>
This is what I have been doing so far, since I believe every "open"
s
erdam The Netherlands
>
> On 18 Jan, 2012, at 14:26, François T. wrote:
>
> > yes sure. Except not just for EXR but any other file format would be
> nice.
> >
> >
> > 2012/1/18 Ton Roosendaal
> >
> >> Hi,
> >>
> >>> You act
;
> -Ton-
>
>
> Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org
> Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands
>
> On 17 Jan, 2012, at 21:16, François T. w
Yes it is true that RenderLayers are a bit of a mix up in Blender where it
is actually Layers/Scenes manipulation and passes at the same time, which
makes complicated the way to add another pass (except by going through a
mat overall).
But I was trying to keep things simple and stick to the actual
2012/1/17 Alex Glawion
> Francois,
> I agree with you 100%. I recently made a short film with roughly 80
> shots, 5-10 renderlayers per shot, 3-5 passes per renderlayer.
> All these image/pass/renderlayer sequences had to be saved via
> FileOutput node.
> Imagine setting up (changing filepaths) i
> I know this isn't an answer for all your problems and it doesn't fix
> the need of a composite node to render animation, but have you tried
> creating a node group for passes?
> You can create a generic node group with each pass connected to one
> file output node mapped to a relative directory (
Ton :
My bad for calling it better or whatever, I'm sorry that's all you
understood and remember from my mail, in which I tried to explain each
point of the current process and how I "wish" it to be !
But maybe the best way to understand it is if you try to render each pass
into different image se
>
>
> I have however a few questions:
>
Note that all my points are in case you are NOT using Multi-Layer and NOT
using compositor
> What do you mean saying that "Only the first RenderLayer gets rendered"?
When you render to MultiLayer exr - all passes of all render layers
> get stored.
>
Let s
have you read the entire mail ? ^^
2012/1/16 Nate Wiebe
> You should be able to do this with the File Output node if I'm not
> mistaken.
>
> -Nate
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Hi everyone,
Yet another proposal, so I know nobody have times for proposal and stuff
but since I passed the entire day linking renderlayers passes to fileOut
one by one, my head hurts ! So I have to give it a shot !
Once again, I guess I'm the only one using Blender with other apps because
I real
Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands
>
> On 11 Jan, 2012, at 11:51, François T. wrote:
>
>> does that support files name (image sequence) as well ?
>>
>>
>> F.
>>
>>
>> 2012/1/11 Sergey Sharybin :
>>> Hi,
>&g
does that support files name (image sequence) as well ?
F.
2012/1/11 Sergey Sharybin :
> Hi,
>
> Longer names support for objects was just commited to svn. I've mentioned
> this in commit log already, but somebody might not reading that logs.
>
> Both of forwards and backwards compatibility is
>
>
> > Much better stakeholders would be Linden Labs (2nd life), or
> > CryTek... or Daz?
> > Three names of companies who make plenty of dollars with software
> > licensing. Why
> > don't they put an employee as developer in our team, to ensure
> > Collada exports
> > smoothly for their products?
exactly it is off topic.
There is no comparaison to collada or fbx or whatover format which are
still editable after import/export.
Alembic is a BAKE format and will never be a replacement to other above
mention cross platform exchange format. Yet I can see is importance, but
don't have any place i
>
> I had a quick look at the code, and decided it was overly simplistic and
> wouldn't handle a lot of valid cases correctly. A mesh shared between
> two objects for example, I think would end up stored as two meshes
> rather than one with multiple links to it.
>
this is too bad because AFAIK col
@Juan, Yes I saw your post, but didn't take a look at the script yet (slow
super mega crappy connection those days). But my point was to encourage
this axe with your script as a starting point or starting blank if it
needed but with the same philosophy . Keep it simple, no dependency, with
basic fe
I'm probably a bit too late for the fight and tried to read all the thread
for this (there is several email with different subjects).
I do understand the complexity with collada, and yet I don't understand all
the issue you mention, but i'll trust you for this. Two years ago I wrote a
simple LUA DA
+1
2011/12/19 Matt Ebb
> On Mon, Dec 19, 2011 at 8:03 PM, François T. >wrote:
>
> >
> > As usual I'm more for the teaching rather the hiding :)
> > As Matt said, only comp expert are going to want to mess with this anyway
> > (I'm even sure some exper
>
>
>
> If it does, it makes more sense to go with added complexity and force
> the artist to learn the ins and outs of alpha for certain operations.
>
>
As usual I'm more for the teaching rather the hiding :)
As Matt said, only comp expert are going to want to mess with this anyway
(I'm even sure
>
> The advice I got from the comp lead on my previous project was that his
> recommended convention for working in Nuke with premultiplied inputs was
> always to manually un-premult before any colour/filtering operations and
> premult back again at the end of that chain before over-ing with other
that actually depend on how premult is implemented
2011/12/16 Bartek Skorupa
> Re wiki page: When explaining math behind mixing "Over" image with
> background (straight alpha) it should be: [(Over.RGB * Over.Alpha) +
> (Background.RGB * (1 - Over.Alpha))].
> Formula at the page is: [(Over.RGB *
I asked for the same request for any kind of object (especially empties).
The answer I had from Campbell was : "super easy to do, nobody has time to
do it" :)
that was a year ago, and I doubt the status changed :p
2011/12/15 Jace Priester
> Hi everyone,
>
> I'd like to request a feature added
7:55
> > To: bf-blender developers
> > Reply-To: bf-blender developers
> > Subject: Re: [Bf-committers] Color wheel proposal
> >
> > +1. It would make me very happy!
> >
> > Jonathan Williamson
> > http://blendercookie.com
> > http://mavensee
color picker is another up coming proposal ;)
2011/11/22 Knapp
> Just wanted to add that the color sucker/sampler would be much more
> useful if it could sample colors of thinks not in blender. IE sample
> colors from pictures in my Google image search. Other programs can do
> this.
>
>
>
> --
>
Yet another one :/
I have been trying to do lots of grading lately in Blender, and lost half
of my hairs, so here is my proposal to make it (yes IMO, I know) more
confortable
*1 - where ever I click on the color wheel (CW), the mouse jump to cw cursor
*
right now its the other way around. While I
11 at 10:43 AM, François T.
> wrote:
> > http://www.pasteall.org/pic/21161
> >
> > At least on the color balance node the color wheel doesn't match which
> > makes the one in the Node itself un-useable (before you ask its same deal
> > with or w/o CM)
> >
http://www.pasteall.org/pic/21161
At least on the color balance node the color wheel doesn't match which
makes the one in the Node itself un-useable (before you ask its same deal
with or w/o CM)
While I'm at it, on my Mac the precise mode on any color wheel does not
work anymore (can't remember i
last bit of your timecode is not second but frames
I agree Blender shouldn't substract. but keep in sync with the actual frame
number (if its there)
2011/11/17 Ejner Fergo
> On Thu, Nov 17, 2011 at 12:55 AM, François T.
> wrote:> Maya is not locked to 1, if you
> set a backgr
Maya is not locked to 1, if you set a background sequence, it will sync up
to the frame number (if started at zero Maya will start there as well)
If you use AE, now you have an option to start at 1 but still default is 0.
But rather than Apps on something even more general Timecode start at 0 :)
no not all of them start at 1. starting at zero makes as much sense IMO
2011/11/16 Ejner Fergo
> Hi Campbell,
>
> Thank you for committing the patch!
>
> I've been looking more into the (local) rotation problem in Nuke &
> Houdini. Turns out a small change is needed on line 404, but the
> change
> First of all wanted to mention that there's no "Enhanced" or "Super mega
> cool slow" trackers. Well, there can be "Super mega cool" but it'll be
> _really_ slow. KLT and SAD are just different and there can be different
> kinds of features and motions when SAD would give much nicer result than
>
>
> I also would expect "Solve Camera" in the
>
Reconstruction mode, instead of in Tracking mode.
>
I understand why, but for a workflow matter I disagree.
When you are going to fine tune your solve to low down the error, you'll
tweak your trackers a lot and hit solve very often. If you have to c
>
> *What do you propose instead? There has to be some name, either "point" or
> *
> * "track". The problem with "track" is that it's highly overloaded. Same
> with
> marker. It's not an issue of computer vision, it's an issue of simply
> deciding on names. It IS important to have a way to refer to
yeah I kind of agree with all that. So far all those naming as been chosen
based on a technical naming side (ie bundles means something to a computer
vision developer, doesn't mean a thing to an artist)
Same confusion with, markers, trackers,
Same with algorithm FAST, SAD, ... all technical st
Than maybe the better would be to add themes options for the backgroung and
> grid colors for the scopes.
>
thought about it, but it won't solve the issue, I think some kind of "fix
background" behind the lines should be there. so no matter what funky theme
you got, you can still see them ?
>
>
> *With big resolution it is slow indeed. The indea was to make it use a*
> * background job so that it does not freeze the UI while updating
> (threading
> is also an option). I had a patch in the tracker for this but due to some
> update notifier problem it was causing lots of redraw of the im
Hi all,
I have been playing with the compositor and scopes today to bring footages
to neutral. I'm not even going into Color pipeline topics, but just about
controlers. I don't know if I'm the only one who things that fine tuning is
a real challenge but here is what I rekon so far.
- *Scopes are
in addition to that, in many space as in compositor, the trackpad does not
zoom to the mouse position (when this is turn on in pref). which is a bit
annoying to be honest. and the sensitivity is really high (again mostly in
compositor since its what I use, but maybe in other places)
After all its b
big +1
2011/10/25 Benjy Cook
> +1, but I agree with Martin regarding laying off on tying the API doc with
> the Wiki User Manual.
>
> I would be willing to help with the mapping.
>
> Benjy
> On Oct 25, 2011 9:10 AM, Martin Bürbaum wrote:
>
> > Sean Olson wrote:
> > > Additionally, we would hav
I personaly preferred the non-emboss, solid and slick one, but it is only
subjective
F.
2011/10/24 Brecht Van Lommel
> Hi,
>
> Panel headers a bit darker now and increased button embossing:
>
> Before: http://www.pasteall.org/pic/show.php?id=19452
> Latest: http://www.pasteall.org/pic/show.p
Even though I like it better with your modification, I do agree with Matt
this is just a design subjectif point of view. not sure if it MUST be
changed or not.
2011/10/24 Αντώνης Ρυακιωτάκης
> Matt Ebb +1
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if you are a computer vision guru, join Libmv
if you want to do your own Video Edior... well yet another one :( (blender,
cinelerra, and lightworks on its way) .
though drop GTK for QT in my opinion, and I'm not sure why you would bother
with OCV though
F.
2011/10/11 Knapp
> Why do that? Blende
Ah Ah Ah :D Brillant !
2011/9/30 Ton Roosendaal
> Hi devs,
>
> Congrats with the Autodesk-3Dworld award for Blender 2.5 :)
> http://www.blender.org/bf/IMG_0101.JPG
>
> -Ton-
>
>
> Ton Roosendaal Blender Foundation t.
modified the object's position.
> >
> > cheers
> >
> > Matt
> >
> >
> > On Fri, Sep 30, 2011 at 9:26 AM, François T. >wrote:
> >
> >> oups sorry didn't even know about it. I'll subscribe to it then.
> >> just one
oups sorry didn't even know about it. I'll subscribe to it then.
just one thing though, so this is updated only if the user moved the object
himself, but not if we change position via py script ? that's what you are
saying ?
thx
2011/9/29 Matt Ebb
> On Fri, Sep 30, 2011 at 8
Hello,
I have a script which creates an empty and snap it on each bundles (tomato
branch)
I create the empty like that :
> bpy.ops.object.add(type='EMPTY',view_align=False, enter_editmode=False,
> location=(10,0,0))
> empty_tmp = bpy.context.active_object
later in the code in a loop I change it
ah ! so thats what it was ! make sense now :)
2011/9/19 Troy Sobotka
>
> http://projects.blender.org/tracker/?func=detail&atid=498&aid=28085&group_id=9
>
> Thanks to anyone that can find time to check in on the patch.
>
> With respect,
> TJS
> ___
> B
g/index.php/User:Phonybone/Particles2010
>
> Also a +1 here for the Reroute node. Btw what does "This sub-menu will
> not be visible on screen" mean? The Frame node could also live in this
> Helper sub-menu.
>
> Best regards,
> Ejner
>
> On Thu, Sep 1, 2011
what is this frame thing you guys are talking about, I don't see what you
are talking about ?
talking about groups, any reason why the expand is blocking everything else
?
cheers,
F.
2011/9/1 Lukas Tönne
> > Isn't that basically how group nodes work?
>
> Sorry, going a bit OT here :)
>
> No,
> Not too keen on how the wires get 'pinched' though, I can imagine that
> getting annoying. It would probably be better if it tried to keep the
> beziers tangent and smooth between the incoming and outgoing wires.
>
not that I care since I'll use straight line now, but I agree with Matt for
those
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