automatic.
Just a stupid thought before coffee :)
Gaia
On 10/11/2019 5:37 PM, Brecht Van Lommel wrote:
We could consider adding a new splash at the start of the release cycle,
instead of at the end. It makes some sense for a specific Blender version
to always have the same splash.
On Fri, Oct 11,
then will forward this to the opencollada people :)
cheers,
Gaia
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); /* XYZ order */
i am not sure though if this helps.
- gaia
On 25.03.2018 13:34, Recep Aslantas wrote:
Hi,
Which rotation conventions does Blender use for Euler rotations (XYZ, YXZ...)?
Intrinsics rotations or extrinsic rotations?
Since I'm testing the math with COLLADA files which exported
Thanks for this link! I didn't know this guideline before. I follow it now.
cheers,
Gaia
On 28.02.2018 19:55, Brecht Van Lommel wrote:
Hey everyone,
As a reminder for all committers, please follow the commit log rules here:
https://wiki.blender.org/index.php/Dev:Doc/New_Committer_Info
not arrive at the 2.79a
branch, i found it in master and fixed it also in blender2.8 and all is
well now :)
cheers,
Gaia
On 02.02.2018 10:36, Bastien Montagne wrote:
Eh… for some reason, we don't have same code in 2.79a and master
for DocumentWriter.cpp, and that issue is not present in 2.
i found a nasty mistake in one of my recent fixes where i have
unintentionally commented out 2 lines which now disable Collada
animation export. Please can you consider to add this fix to 2.79a?
rB78a77fe622b8 -- fix: unintentionally commented out collada animation
export
thanks,
Gaia
Is that the right way to go? Or do i just do my fixes in
master and blender2.8 separately? Or is there yet another way to do it?
Please can i get an advise?
cheers,
Gaia
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O2 /Ob2 /D NDEBUG
CMAKE_C_FLAGS_RELWITHDEBINFO = /MT /Zi /O2 /Ob1 /D NDEBUG
CMAKE_C_FLAGS_MINSIZEREL = /MT /O1 /Ob1 /D NDEBUG
Please let me know if anything is annoying with the build.Then i try my
best to talk the collada people into fixing it :)
ch
can set the
export option manually in the export panel instead of relying on Blender
to decide what is correct and what not.
cheers,
Gaia
On 03.01.2018 12:36, Bastien Montagne wrote:
For the record, created a phab task to track the release status
(thanks to Campbell for the suggestion):
https
hi.
I believe this one (Collada - crash during export) should be added:
rB1f95347882 ( Fix T53322 ) But maybe Campbell should decide.
cheers,
Gaia
On 27.12.2017 12:05, Bastien Montagne wrote:
So… looks like our list of commits to backport is too long, even the
ML server does not want
a tip how to proceed as i am
totally stuck :(
thanks a lot,
cheers,
Gaia
On 03.07.2017 16:37, Bastien Montagne wrote:
> This is a reminder to all developers : when you commit something in
> master, that goes beyond the oneliner and has even a remote possibility
> of creating a
assigned.
Any hint for change or improvement is very welcome!
Thanks a lot!
cheers,
Gaia
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Ok, bzzt_ploink pointed me to a better location:
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/collada/...
Is it ok to begin adding testfiles there?
-gaia-
On 18.06.2017 21:01, Gaia Clary wrote:
> 2.) Where is a good place to setup such a test collection?
> I
but i no longer can find it.
Thanks for any tip and advise on that :)
Cheers,
Gaia
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and report any remaining issues with building the
libraries or building blender with the libraries. If you know a fix
for your find, you either can forward the fix to OpenCollada project
or tell me about it. Then i will take care :)
thanks,
cheers,
Gaia
[Reload as | Ignore]
In that solution the user gets the file selection box only for
the "Reload as" option.
This approach would be more convenient and avoid the spreading of
property fields all over blender.
gaia
On 04.06.2017 13:58, Joshua Leung wrote:
> Hi,
>
>
ed to have auto run enabled.
Anyways, it was just a proposal, if its not useful, then its ok for me.
I asked at least :)
cheers,
Gaia
On 04.06.2017 10:26, Sergey Sharybin wrote:
> Hi,
>
> This isn't a good idea. You should not expose same user setting all over
> the interface. All
how.php?id=116080
If this is an acceptable improvement, is that something that
could possibly already go into Blender 2.79 or would that be only
good for Blender 2.8 ?
cheers,
Gaia
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care :)
thanks,
cheers,
Gaia
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Hi;
I have added a few lines to the wiki page so it may become
more clear what you have to install and why you need to
install it. I hope that helps a bit:
https://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows/msvc/CMake
On 05.11.2016 15:04, Nishant Varshney wrote:
> Sir the link
Hi;
thanks for this information.
Would you mind to create a report for this?
Here is the link:
https://developer.blender.org/maniphest/task/edit/form/1/
You also can assign me to the report.
thanks
gaia
On 03.11.2016 08:59, Recep Aslantas wrote:
> I've another issue about node transform, si
The 'Both' option was made especially for fixing a (blender unrelated)
issue with an Importer from another target system. But this issue has
already been fixed long time ago. I just forgot to remove the option
from the Blender exporter, thanks for the reminder!
gaia
On 02.11.2016 12:11
to 'unchecked'?
cheers,
Gaia
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ton should look similar to the exported skeleton (bone
lengths).
thanks,
Gaia
On 22.09.2016 12:39, Sergey Sharybin wrote:
> Hi,
>
> We are working on getting 2.78 finally released.
>
> here are the lists of revisions ported to the branch since Release
> Candidate 2.
>
&g
e imported correctly (same size, same location)
cheers,
Gaia
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this for release 2.78 (my favorite choice,
this should be doable in one day), or should i wait after the release is
out?
cheers,
Gaia
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as before.
cheers,
Gaia
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,
gaia
On 01.08.2016 14:50, Campbell Barton wrote:
> Hi, writing this mail to say that I'll be taking time away from
> Blender development,
> I'm stepping down as maintainer/module owner.
>
> I'll be taking an extended period of time off, to work on my own
> projects for a while, ex
is: delete the application data folder, restart blender
and all is well. IMHO this is not a fix but an odd workaround.
Thanks for taking care :)
cheers,
Gaia
||
||
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module:
The challenge is not the exporter but the Importer.
And i am almost sure this is true for FBX and for Collada equally.
cheers,
Gaia
On 10.02.2016 21:41, Juan Linietsky wrote:
> Guys I'm sorry. I've seen this situation happening over and over to no end
> for more than a decade.
>
Hi.
If you have a working Collada Importer and/or a corresponding Exporter
for Blender and if you think your solution works better than Blender's
own Collada Module, then please tell us where we can take
a look at your solution.
Please can you make it easy for us to find the code by providing
Can the Collada Fans please move over to the other thread that i just
opened?
I believe the FBX guys will be thankful for that :)
thanks
On 11.02.2016 00:30, Todor Imreorov wrote:
> Until the code clean up can this exporter at least be included as a
> "testing" addon in trunk? That way you will
I updated to "visual studio 2013 update 5" and now building works again.
cheers,
Gaia
On 24.11.2015 20:05, Gaia Clary wrote:
> i found a hint that maybe vs 2013 update 3 fixes this issue.
> i try that and report if it helped.
>
> cheers,
> Gaia
>
> On 24.11.2015
, especially because plugins need to be built for multiple
platforms.
cheers,
Gaia
On 03.11.2015 14:14, Dalai Felinto wrote:
> Hi,
>
> I'm missing the main point here which would be, what is the advantage
> of a C/C++ plugin system over the current Python addon interface?
>
> I'm cu
from Bone Heat" Operator. Of course if
someone can do this in a snap, then i would not be sad if you just go
ahead and make a patch :)
thanks for any feedback and help on this.
cheers,
Gaia
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gt; Hi,
>>
>> On Sun, May 3, 2015 at 12:38 PM, Gaia <gaia.cl...@machinimatrix.org> wrote:
>>> 1.) Both algorithms work by first calculating an initial set of weights for
>>> a
>>> given skin/skeleton combination, then this initial set is smoothed by
&
I got a bit scared about implementing this when i looked into it last time.
Because of this i did not dare to touch this topic again until now.
well, i try another round now. But i doubt that i can do it easily.
well, maybe with a bit of help...
cheers,
Gaia
On 14.09.2015 09:36, Daniel Salazar
if it is
a good idea to use them or not, nor did i do any in depth
tests.
-gaia-
On 31.05.2015 21:51, TARDIS Maker wrote:
I guess the devs where getting a bunch of bug reports for it and stuff, and
they weren't able to take care of them. The main problems with it are that
it really only works for the 3D
@Campbell Yes, you are right. I changed the e-mail Subject.
On 17.05.2015 01:51, Campbell Barton wrote:
@Gaia, the original post wasn't clear that (I think) you meant.
generic dragdrop [for importers].
What about a brain dead simple path dragdrop ?
Example for .obj:
- in blender open
if you like.
It is vacant at the moment ;-)
thanks
-gaia-
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in Blender as well.
However i still believe this list is general purpose enough to be
at least discussed and improved :)
what do you think?
cheers,
Gaia
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different style) .
-gaia-
On 08.05.2015 22:59, patrick boelens wrote:
I agree custom icons would be more versatile and fill a need, but I also
think a good set of default icons can ease the lives of a lot of devs. It's
just cumbersome to have to worry about icons, especially if you want to match
for your own workflow, or only
minor changes to existing tools may be rejected for inclusion in Blender.
While there is great value in developing your own tools, they need to serve
a common use case to get included in the blender.org official releases.
-gaia
if an Addon gets included or not.
Rule of thumb: The Contribution needs to be useful for more than one or two
people.
On 07.05.2015 21:46, Campbell Barton wrote:
On Fri, May 8, 2015 at 5:24 AM, Gaia gaia.cl...@machinimatrix.org wrote:
On 07.05.2015 19:48, Campbell Barton wrote:
While
of opencollada:
https://github.com/KhronosGroup/OpenCOLLADA/commit/3335ac164e68b2512a40914b14c74db260e6ff7d
The reasons for updating was a missing API call which now has been included and
is already used from within Blender's Collada exporter.
-gaia
that it will take me a long time to get this solved, so
if someone knows how to implement the bone glow easily
into blender, then please feel free to do so or at least share
the howto.
thanks
-gaia-
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,
then just send me your issues. I will then forward this to the Collada
maintainers,
so that building the Collada libraries becomes painless for blender developers.
Thanks
Gaia
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Please note that another bug in the Python API to custom normals
was recently fixed as well (fix will be available in 2.75),
see here: https://developer.blender.org/T44359
-gaia-
On 27.04.2015 10:12, Alexander Romanov wrote:
Blend4Web addon has a tool for normals editing. But it has not quite
agree that using any select tool in vertex selection mode
might be less useful than using it in face selection mode.
cheers
gaia
On 18.03.2015 11:00, Antony Riakiotakis wrote:
Rubber band tool?
On 18 March 2015 at 10:40, Gaia gaia.cl...@machinimatrix.org wrote:
I made a simple experiment:
- i
because
i have actually chosen to keep UV in Sync with 3dView...
Now here is my problem with your argumentation:
If you say, the selection by UV Island is wrong and unusable,
what makes it ok to have the rubber band selector available,
which actually suffers from the same issues?
-gaia
Yeah, just tested, looking good :-)
cheers,
-gaia-
On 18.03.2015 12:41, Antony Riakiotakis wrote:
Committed,
https://developer.blender.org/rBaff4aa173a78c7bbd7d08666f995d48ea18cdb50
On 18 March 2015 at 11:29, Gaia gaia.cl...@machinimatrix.org wrote:
I meant Border Select (shortkey b
is defined by reaching the goals rather than
reaching
a point in time, then this might be a good motivation for developers to help
getting the bad bugs out of the system as soon as possible, because only
then
they can proceed with new shiny stuff ;-)
cheers,
Gaia
On 09.03.2015 07:54, Campbell Barton
all release fixes have been propagated to the development branch.
Would something like this make sense?
cheers,
Gaia
On 06.03.2015 11:17, Eugene Minov wrote:
Hi!
I'm not a developer but just read the thread and have been thinking, what
if instead of making branch per feature, try to make
to the release branch one by one. This acts as an extra level of
protection against accidental last-minute cleanups sneaking in.
On Fri, Mar 6, 2015 at 11:38 PM, Gaia gaia.cl...@machinimatrix.org
wrote:
I just was thinking about something similar, but possibly easier to
maintain:
- A development
). Right now i can build blender when i disable
WITH_IMAGE_OPENEXR
Do i have to install the openexr libraries separately or is this a
broken build?
-gaia-
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this have to be added in C or in Python?
thanks
gaia
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)
For 2.73 i propose to partially revert to the 2.72b behavior.
This commit should do it:
f78490182efc5d4c1145321f449cbd0d7fb08bb6
For 2.74 i can look into this again and try to import the mesh animation
data as well.
-gaia-
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Bf
-small-improvement-for-armature-imports
It would be nice to get some feedback for improvement.
thanks
-gaia-
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why building does not work
any longer ;-/
-gaia-
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done
===
i restart visual studio 2013 pro
i wait for a minute until visual studio tells its ready
i rebuild INSTALL
i wait a while
Here is my error report: http://www.pasteall.org/55401
http://www.pasteall.org/55401
-gaia
DESTINATION ${CMAKE_INSTALL_PREFIX}/2.72/python TYPE
DIRECTORY FILES
D:/blendergit/cmake-build/source/creator/2.72/python/lib REGEX
/\\'site\\-packages\\/[^/]*\\'$ EXCLUDE)
ENDIF(NOT CMAKE_INSTALL_COMPONENT OR ${CMAKE_INSTALL_COMPONENT}
STREQUAL Unspecified)
Now what next please ?
thanks
-gaia
://www.pasteall.org/55288
However, when i disable WITH_CYCLES_OSL then i can build blender.
So my question is:
Why does CMake complain about missing cmake variables?
And what can i do to fix this ?
Maybe i forgot to install something ?
thanks,
Gaia
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further.
thanks for fixing.
Gaia
On 21.11.2014 13:11, Campbell Barton wrote:
On Fri, Nov 21, 2014 at 12:45 PM, Gaia gaia.cl...@machinimatrix.org wrote:
Hi;
I have an issue with building blender from a fresh setup:
fetch the blender sources and the runtime libraries for windows-7 (64 bit
Hey;
Here is a (hopefully easy) complete build setup guide
for Blender on windows:
http://blog.machinimatrix.org/building-blender/
I hope it will be helpful for some people.
If necessary i can improve the guide over time,
but that obviously needs feedback from users.
cheers,
Gaia
or operable batch etc.
On Fri, Nov 21, 2014 at 2:17 PM, Gaia gaia.cl...@machinimatrix.org wrote:
Hey;
Here is a (hopefully easy) complete build setup guide
for Blender on windows:
http://blog.machinimatrix.org/building-blender/
I hope it will be helpful for some people
On 23.10.2014 09:04, Vlad MS wrote:
...
5.Why are weight tools showing in non weight modes?
Weight tools are displayed in Weight Paint Mode and in Edit Mode.
They are best used together with the Mesh Display option Show Weights.
Note that in Edit ode only those weight tools appear which also
What about this one ? A change in the label of a Collada export option:
https://developer.blender.org/rB2040666fd1526c8ea21f2512dd6750ea11d3dc0c
cheers,
Gaia
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(maybe just add
a comment to the Blog page if you like to do so).
I could eventually move all of this to a new Blender Dictionary page.
Please also tell me when you have a better idea about all of this .
thanks,
cheers,
gaia
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,
Gaia
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documentation somehow :)
cheers,
Gaia
On 10.07.2014 12:20, Bastien Montagne wrote:
Not really possible currently, this icon is part of the 'generic' UI of
modifiers, nothing specific to the Mirror modifier here…
Le 10/07/2014 12:09, Gaia a écrit :
Hello;
I'd like to propose a tooltip change
Both projects have been added to the Collada module.
-gaia-
On 28.04.2014 13:29, Ton Roosendaal wrote:
Hi,
BTW: what happened to this?
We had Collada projects in 2011/2012 for animation:
http://wiki.blender.org/index.php/User:Phabtar/Full_COLLADA_Animation_Support_for_Blender
http
the correctness of the transcript below.
thanks
-gaia-
Transcript: The Blender Cloud
http://www.youtube.com/watch?v=1QUmbQRiaHU
(Advertising video by Gabriel Hackett)
Transcript:
The Blender foundation presents
The future of Open Content
a new way
. But what i know for sure is, that a
Collada
Importer is way more complicated than an exporter.
But ... well... Now what is Mixamo stocks as payment exactly ?
cheers,
Gaia
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with:
/Download is in preparation and will be available soon/
Thanks for reading
Gaia
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believe that allowing to set the load_ui flag from the API is
harmless.
But regarding the use_scripts flag i am not so sure because of security.
If there is no immediate complains about this idea then i will cleanup
my patch and prepare a Task for review.
cheers,
Gaia
something from there ?
thanks,
Gaia
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,
for the Cone maybe something like:
(Pyramid = vertices:4, Depth:sqrt(2), Rotation:45)
(Tetraeder = vertices:3, Depth:sqrt(2), Radius1:sqrt(2/3))
Just a thought though :)
cheers,
Gaia
On 15.03.2014 21:50, Eugene Minov wrote:
To create a cone one must enter a radius.
To create a pyramid one must
hi;
please can you create some advertising logos which can be used to make
advertisement for the project ? It would also be fine to have a We
support Gooseberry logo as well for active supporters.
thanks
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Hi;
In the theme editor we have Bone Color Sets which currently are only
used for bone groups.
I'd like to propose a few minor changes:
1.) Rename the section in the User Preferences from Bone Color Sets to
Color Sets
Reason: I think we can (re)use these color sets for other contexts as
well.
on how this can be solved best
cheers,
Gaia
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Hi, Juan;
What is missing in the blender Collada exporter ?
What does not work for you ?
And has it been reported somewhere ?
cheers,
Gaia
On 10.02.2014 16:12, Juan Linietsky wrote:
Hi guys!
I'm writing to let you know we have finally released Godot as open source,
MIT licensed at:
http
feedback
cheers,
Gaia
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Hi, Jonathan;
While playing with the Tabs i got worried about the order of tabs and
the default tab.
I added some remarks to the discussion section of your wiki page.
cheers,
Gaia
On 15.01.2014 20:34, Jonathan Williamson wrote:
Hi everyone!
There's been some concerns raised on the new
(imo). But now the text in the confirm
box could be changed from
Quit Blender
to (for example):
Unsaved Changes. Quit anyways ?
What do you think ?
cheers,
Gaia
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//
//to the surface of a 3D object by use of a UV Map/
Can someone please approve/improve/correct this definition ?
Or ... maybe the term UV Texture is just a relict from the ancients
and should be avoided nowadays ?
Thanks,
Gaia
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.
Any hint what could have gone wrong ?
-gaia-
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,
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On 27.11.2013 15:55, Brecht Van Lommel wrote:
On Wed, Nov 27, 2013 at 1:50 PM, Gaia gaia.cl...@machinimatrix.org wrote:
---
1.) Add a checkbox to the File - Open panel:
---
[ ] open
affected.
When the number is 0 then the corresponding checkmark gets
greyed out.
Is this OK to do ? I guess the numbers are easy to find
and they will only be collected when a user calls
the export panel.
cheers,
Gaia
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Hey, Jonathan;
what about this ?:
[ ] Include 23 children
[ ] Include 1 armatures
[ ] include 110 shape keys
[ ] Include 3 UV Textures
[ ] Include 10 Material textures
[ ] Include 21 Deform bones only
-gaia-
On 26.11.2013 16:24, Jonathan Williamson wrote:
Hey Gaia,
I think
somewhere.
I was thinking about calculating the numbers once and reuse them until the
File Selector window is closed. I guess this will be OK ?
On Tue, Nov 26, 2013 at 9:27 PM, Gaia gaia.cl...@machinimatrix.org wrote:
Hey, Jonathan;
what about this ?:
[ ] Include 23 children
[ ] Include 1
is where to store them :) But yes, that should be fine i
guess.
On Tue, Nov 26, 2013 at 10:32 PM, Gaia gaia.cl...@machinimatrix.org wrote:
On 26.11.2013 16:31, Sergey Sharybin wrote:
One developer-side note: if you're gonna to calculate things from a draw
calllback. This callback is called
On 23.11.2013 14:55, Jonas Wielicki wrote:
On 22.11.2013 16:53, Gaia wrote:
blendercasting:
- Similar as with screencast i start a session recorder
- Mouse movements are tracked and recorded.
- The recorder tracks what functions i have clicked at what time
and where on the screen
and there are
applications (of Blender's complexity) out there that do this very
well.
This actually keeps me on track :) Actually this is a good argument for
continue thinking about how it could be done better :)
Brecht.
On Fri, Nov 22, 2013 at 4:53 PM, Gaia gaia.cl...@machinimatrix.org wrote
first:
- recognized as mostly doable
- seen as useful improvement,
- accepted by tutorial makers
- accepted by users
- recognized as implementable by others
than Sergey, Brecht, Campbell...
- accepted by bosses (allowed to be implemented)
-gaia-
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present for Christmas 2014 :)
cheers,
Gaia
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more: Documentation, Buildbot, Feed are external links
Could these links be marked as leaving the site ? And/Or maybe
they could open a new page in another tab instead of leaving
developer.blender.org ?
*
*-gaia-
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Bf
---+--+-
note: the top 10 Subprojects title would not be a link,
only the part labelled more ...
note: Sculpt Paint is just a shortcut i used
to keep the line length below 72.
I apologize for the noise :(
-gaia-
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and buttons.
Would it be possible to show the buttons as links
instead ? That would make the page look more
organized (imho)
-
-gaia-
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http
Hopefully this can help later to optimize the user
interface of the exporters as well.
cheers,
Gaia
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