[Bf-committers] Concerning modeling operators in relation to object scale

2013-11-01 Thread Hadrien Brissaud
Hello all, following my recent e-mail on bf-funboard suggesting a few improvements to the modeling workflow, I'd like to raise an issue I had forgotten, which may or may not be a bug (?) : Some operators' behaviour consistency is altered when the object's scale is uneven. See this screenshot : htt

[Bf-committers] Degrees, radians, and drivers

2014-02-19 Thread Hadrien Brissaud
Hello, I hope this is the place to post this, anyway, I have a concern for consistency about how rotations are displayed across Blender. I understand internally everything i handled in radians, and the drivers use radians too, however by default the UI shows rotations as degrees, which becomes mis

Re: [Bf-committers] Degrees, radians, and drivers

2014-02-19 Thread Hadrien Brissaud
Is permanently making the unit drivers use to be degrees out of the question too ? On 19 February 2014 14:09, Campbell Barton wrote: > On Wed, Feb 19, 2014 at 11:45 PM, Hadrien Brissaud > wrote: > > Hello, > > > > I hope this is the place to post this, anyway, I have

Re: [Bf-committers] Degrees, radians, and drivers

2014-02-19 Thread Hadrien Brissaud
o: bf-committers@blender.org > > Subject: Re: [Bf-committers] Degrees, radians, and drivers > > > > On Thu, Feb 20, 2014 at 1:20 AM, Hadrien Brissaud > wrote: > > > The variable's current value is in fact clearly displayed both in deg > and > > > ra

Re: [Bf-committers] Mutual dimensions change with proportional scaling

2014-02-21 Thread Hadrien Brissaud
Hi, although the current solution is already an improvement, thar indeed some shortcomings to it, for instance we can't "batch change" several channels that are not one after the other (say you want to change translate x and z but not y). Modo handles this kind of manipulation (vector sliders) in

[Bf-committers] Bone sorted in outliner by alphabetical order ?

2014-03-28 Thread Hadrien Brissaud
Hello, in the outliner objects are sorted by alphabetical order but not bones inside of an armature. Is there a specific reason for this ? If not, would it by any chance be easily fix-able ? Cheers, Hadrien ___ Bf-committers mailing list Bf-committers@

Re: [Bf-committers] FBX import support

2014-04-25 Thread Hadrien Brissaud
Hello Ton and everyone, I wouldn't say I know how these things work, but isn't user adoption precisely driven (or allowed) by software support in the first place ? Why wouldn't a development of Collada support be a wise investment ? It seems that supporting FBX through reverse-engineering is quite

Re: [Bf-committers] FBX import support

2014-04-25 Thread Hadrien Brissaud
he Netherlands > > > > On 25 Apr, 2014, at 15:05, Hadrien Brissaud wrote: > > > Hello Ton and everyone, > > > > I wouldn't say I know how these things work, but isn't user adoption > > precisely driven (or allowed) by software support in the first pla

Re: [Bf-committers] Cloth Simulation

2014-05-02 Thread Hadrien Brissaud
Hello, it might not be an ideal replacement of MD's interactivity but one can already control the cloth simulation to some extent using hooks, as explained in this tutorial : https://www.youtube.com/watch?v=4cZAJ5aKwGo I know it probably does not impeccably answer your needs but I figured it might

[Bf-committers] Blender icons

2014-05-04 Thread Hadrien Brissaud
Hello all, I'd like to try my hand at designing an icon for Blender (NLA editor's "push down" function currently pictured by a snowflake icon), thus I am searching for the SVG icons so I can draw inspiration - to no avail. Where are they ? Is there a way to unpack them from an installed Blender ?

Re: [Bf-committers] Blender icons

2014-05-04 Thread Hadrien Brissaud
> > The existing icons can be found in release/datafiles/blender_icons.svg > > Cheers, > Aligorith > > > On Sun, May 4, 2014 at 11:56 PM, Hadrien Brissaud >wrote: > > > Hello all, > > > > I'd like to try my hand at designing an icon for Blender (N

Re: [Bf-committers] Blender icons

2014-05-04 Thread Hadrien Brissaud
So much to learn. :) Thank you ! On 4 May 2014 14:43, Grigory Revzin wrote: > It's in the git repository among the source files, not in the install > folder. > > Here's a link to it: > > https://developer.blender.org/diffusion/B/browse/master/release/datafiles/blender_icons.svg > _

[Bf-committers] Auto switch between ortho/persp

2014-05-06 Thread Hadrien Brissaud
Hello all, I have a small usability suggestion, but first of all I'd like to know where the best place for suggestions would be. It's not the first time I write to BF-committers and each time I feel like I'm a bit out of place. BF-funboard doesn't seem to get a lot of attention (understandably, no

Re: [Bf-committers] Auto switch between ortho/persp

2014-05-07 Thread Hadrien Brissaud
- > > Ton Roosendaal - t...@blender.org - www.blender.org > > Chairman Blender Foundation - Producer Blender Institute > > Entrepotdok 57A - 1018AD Amsterdam - The Netherlands > > > > > > > > On 6 May, 2014, at 21:51, Hadrien Brissaud wrote

Re: [Bf-committers] Auto switch between ortho/persp

2014-05-07 Thread Hadrien Brissaud
ive option already switches to > ortho when you use the set views with the numpad keys. > > as for the view snapping with alt+mmb sure yeah that could make sense. > didn't actually know you could snap the view while rotating normally. > > // Fredrik > > On Tuesday, May 6, 201

Re: [Bf-committers] Vertex weights access in cycles?

2014-06-24 Thread Hadrien Brissaud
Hi, I believe you can use vertex colors for this. Hadrien On 24 June 2014 22:44, gandalf3 wrote: > I saw this suggested > a > while ago, but it never got any replies.. > This would be /very/ useful, e.g. to hide parts of a

Re: [Bf-committers] proposal: tooltip change for modifiers...

2014-07-10 Thread Hadrien Brissaud
Just my two cents, I feel "editing cage" makes much sense from a user pov (at least more than "topology"). The third message I think corresponds better to what is happening, so I vote for that one ( "Show modifier result in Edit mode"). On 11 Jul 2014 01:59, "Gaia" wrote: > After taking a closer

[Bf-committers] Custom normals

2014-08-03 Thread Hadrien Brissaud
Hello everyone, regarding the future implementation of custom normals ; is it planned to have them editable in the viewport the same way as vertices edges and faces (*ie* Maya style) ? Thank you, Hadrien ___ Bf-committers mailing list Bf-committers@ble

Re: [Bf-committers] Custom normals

2014-08-03 Thread Hadrien Brissaud
s) selection > mode, many edittools and code not only to edit the normals, but also > maintain consistency of normals across 'smooth fans', etc. Not sure we > would get an agreement on such invasive changes. > > Bastien > > Le 03/08/2014 09:30, Hadrien Brissaud a

Re: [Bf-committers] Custom normals

2014-08-03 Thread Hadrien Brissaud
wrote: > Yep, docs will be needed for sure. :) > > Modifier is rather simple to use though, > > http://mont29.wordpress.com/2014/08/01/custom-split-normals-first-testbuild-available/ > and the tooltips should be enough to start using it? > > Bastien > Le 03/08/2014 10:

[Bf-committers] "Show wire" as a global toggle as opposed to per-object ?

2014-08-10 Thread Hadrien Brissaud
Hi everyone, often when manipulating complex objects that are made up of several individual objects (in the Blender sense) I want to show the wireframe of each and every part of it but the per-object toggle does not allow that, instead I have to go through the "check show wireframe, check show all

Re: [Bf-committers] "Show wire" as a global toggle as opposed to per-object ?

2014-08-11 Thread Hadrien Brissaud
Woaw, these tools look amazing, thanks a lot ! I can't find the specific feature though, and it doesn't seem to be listed on the homepage either. I'll keep looking, it must be in there, somewhere ! Gracias ! Hadrien On 11 August 2014 21:58, Daniel Salazar - patazstudio.com wrote: > Oh and als

Re: [Bf-committers] "Show wire" as a global toggle as opposed to per-object ?

2014-08-11 Thread Hadrien Brissaud
In Amaranth find it in the N sidebar under "Display" > Daniel Salazar > patazstudio.com > > > On Mon, Aug 11, 2014 at 7:21 AM, Hadrien Brissaud > wrote: > > Woaw, these tools look amazing, thanks a lot ! I can't find the specific > > feature though, an

Re: [Bf-committers] "Show wire" as a global toggle as opposed to per-object ?

2014-08-11 Thread Hadrien Brissaud
Of course ! I created a bunch of primitives to test this out but still it doesn't show... On 11 August 2014 22:55, Daniel Salazar - patazstudio.com wrote: > Do you have objects in your scene? > Daniel Salazar > patazstudio.com > > > On Mon, Aug 11, 2014 at 7:43 AM, Ha

Re: [Bf-committers] "Show wire" as a global toggle as opposed to per-object ?

2014-08-11 Thread Hadrien Brissaud
> list :) > > > On 11 August 2014 15:57, Hadrien Brissaud wrote: > > > Of course ! I created a bunch of primitives to test this out but still it > > doesn't show... > > > > > > On 11 August 2014 22:55, Daniel Salazar - patazstudio.com < &

Re: [Bf-committers] Checkboxes in dropdown menus

2014-08-31 Thread Hadrien Brissaud
Yes, a distinction between actual checkboxes and radio buttons would be nice ! On 1 Sep 2014 08:24, "gandalf3" wrote: > In some places there are checkboxes inside dropdown menus, e.g. the > /Composition guides/ menu in camera settings. > > Clicking a checkbox in one of these menus will close the

Re: [Bf-committers] Blender developers weekly meeting notes - March 1st, 2015

2015-03-01 Thread Hadrien Brissaud
I think it's great that Joshua is working on this area. There was a discussion earlier on how the NLA strips could be improved to behave more like animation layers - that is, to register keyframing as relative to animation already existing in other strips. Is this part of the plan ? Regards, Hadr

Re: [Bf-committers] Why must sync selection be disabled to select UV islands?

2015-03-18 Thread Hadrien Brissaud
I also felt this need before, only this I could do was lasso selecting the entire island. That could prove difficult if the island was especially convoluted in shape (or if the UV layout was complex with many interweaving islands). On 18 March 2015 at 10:24, gandalf3 wrote: > I would've expected

Re: [Bf-committers] Why must sync selection be disabled to select UV islands?

2015-03-18 Thread Hadrien Brissaud
I have a lot of unwrapping on my schedule and this is going to be very, very handy. Big thanks. On 18 March 2015 at 12:41, Antony Riakiotakis wrote: > Committed, > https://developer.blender.org/rBaff4aa173a78c7bbd7d08666f995d48ea18cdb50 > > On 18 March 2015 at 11:29, Gaia wrote: > > I meant Bor

[Bf-committers] Keymap for graph editor

2015-04-08 Thread Hadrien Brissaud
Hello, I rebound a few keys, namely anim.frame_change to alt+lmb - it works on all animation editors except graph editor, and adding the hotkey there doesn't seem to have any effect. The hotkey looks to be hardcoded ? Does someone have insight on this ? Thanks, Hadrien __

Re: [Bf-committers] Keymap for graph editor

2015-04-08 Thread Hadrien Brissaud
icz > <https://www.blendernetwork.org/piotr-arlukowicz>* > *Polski Kurs Blendera:* http://polskikursblendera.pl > > > > > 2015-04-08 16:11 GMT+02:00 Hadrien Brissaud : > > > Hello, > > > > I rebound a few keys, namely anim.frame_change to alt+lmb - it

Re: [Bf-committers] Keymap for graph editor

2015-04-09 Thread Hadrien Brissaud
le > here is the ability to select all keyframes within the same FCurve, which > is one of those things that is often frequently requested. > > Hope that helps, > Joshua > > On 9/04/2015 2:12 AM, "Hadrien Brissaud" wrote: > > > > Hello, > >

[Bf-committers] Markers and indicator

2015-04-15 Thread Hadrien Brissaud
Hello, the frame number indicator overlaps the markers in the timeline, making it hard to read. Could the indicator be made to stick to the top instead of the bottom ? Any thoughts ? http://www.pasteall.org/pic/86789 Hadrien ___ Bf-committers mailing li

[Bf-committers] Linking a single group multiple times

2015-06-01 Thread Hadrien Brissaud
Hi, linking several instances of a single group (specifically a rigged character) is an old question I reckon, but I figured the answer might have changed with the new depsgraph ? I mean aside from the workaround consisting of importing five characters into a scene and then linking that scene from

Re: [Bf-committers] Development fund grant for Lukas Toenne - 'everything nodes'

2016-02-15 Thread Hadrien Brissaud
A blender but no ice, that's a bummer. Great news, wish good fortune to Lukas and Sergey as well as Jacques and anyone who will be involved. On 15 February 2016 at 20:57, Doeke Wartena wrote: > Whoah this makes me so happy! > > I come from Softimage and I love ICE. The thing I disliked the most

Re: [Bf-committers] Stepping away from Blender development

2016-08-01 Thread Hadrien Brissaud
Campbell, big thanks from a modeler (also super glad you pushed rB8c74ebb64f88 before you went), and wish you some nice time. Hadrien On 1 August 2016 at 16:03, Jonathan Williamson wrote: > Hey Campbell! Best of luck on your projects and have fun! It’s been an > absolute honor working with you,

[Bf-committers] 3D cursor manipulation improvements proposal

2012-09-23 Thread Hadrien Brissaud
r snapping if needed. Once placed, hitting enter would bring you back to the previous mode (object, edit, sculpt... whatever you were in). thanks, Hadrien Brissaud ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

[Bf-committers] Proportional editing distance calculation ?

2013-04-06 Thread Hadrien Brissaud
Hello, I have come across an annoying behaviour when using proportional editing - connected mode. This mode is very useful for situations where we don't want nearby, unconnected areas to be affected by transformations made with proportional editing enabled. This happens with "*proportional edit"*

[Bf-committers] UV editor behaviour on selecting UV islands

2013-04-06 Thread Hadrien Brissaud
Hello, I have a suggestion to make concerning the UV editor. It is a tough one to explain, so I'll try my best to write it very clearly : Often I find myself in need of selecting a UV island in one click and go back to the 3D view in order to identify it (see where it is exactly on my model) and

[Bf-committers] Edit mode - additional selection mode

2013-04-06 Thread Hadrien Brissaud
Hello, I would like to suggest adding a selection mode to the existing vertex, edge and face : "element". This would allow for selecting independant, unconnected groups of faces - "mesh islands", if you wish. This option exists in 3dsmax and I have long missed it, first in Maya, then in Blender. I

[Bf-committers] Regarding the current usage of proportional edit

2013-07-05 Thread Hadrien Brissaud
Hello all, first thing : is it the right mailing list for tiny suggestions like this one ? Please read on and tell me so I don't get it wrong. It is a usability idea. I often use proportional edit when modeling, however I sometimes use "connected" and sometimes not, and I don't systematically rem

Re: [Bf-committers] Regarding the current usage of proportional edit

2013-07-06 Thread Hadrien Brissaud
ty easy. The > piemenus addon in contrib already has functionality for proportional > editing on the 'o' key. > > The best place for suggestions like this is probably the bf-funboard > ("Functionality Board") mailing list. > > -Sean > > > On Fri, Ju

Re: [Bf-committers] Regarding the current usage of proportional edit

2013-07-06 Thread Hadrien Brissaud
Yes this is it. I forgot to specify I was talking about edit mode, indeed. Just refer to the way snapping works in the toolbar : one toggle button for on/off, one menu button for choosing mode. Hadrien On 6 July 2013 16:10, Sean Olson wrote: > @davidj > > I think your confusion with understand

Re: [Bf-committers] Patch: Panel Show Triangle

2013-07-09 Thread Hadrien Brissaud
Hello, I think the arrow helps visually identify the menu, why remove it ? Hadrien On 10 July 2013 00:12, koil . wrote: > Hi. > This patch makes the panel triangle optional. > I was hoping someone could review it sometime, mabey add it to the trunk > later. > > More info here: > http://wiki.b

Re: [Bf-committers] Some ideas for improving the Remesh Modifier

2013-07-31 Thread Hadrien Brissaud
On the user end, giving directions for the edge loops could be done via a number of ways, I'm thinking grease pencil strokes. On 31 July 2013 16:27, Brecht Van Lommel wrote: > The difference with the current remesh tool is bigger than the things > you mention though, those are features that cou

[Bf-committers] Rad displayed in driver debug info to avoid some confusion

2013-08-21 Thread Hadrien Brissaud
Hello, today I spent a lot of time trying to figure out why the returned value for my driver seemed wrong (1.484 instead of 85), before figuring out it was evaluated in radians. I'm not used to jump between systems so the weird value did not ring a bell for me. It would be good to have the "debug

Re: [Bf-committers] Sculpt stroke questions

2013-08-24 Thread Hadrien Brissaud
Hi, this issue your are talking about, could it possibly lead, in some cases, to the brush stroke inverting its effect (pushing instead of pulling in the case the standard drawbrush) on particular areas of a mesh ? It happens to me quite a lot. Hadrien On 24 August 2013 10:01, Antony Riakiotaki

Re: [Bf-committers] Sculpt stroke questions

2013-08-24 Thread Hadrien Brissaud
I don't see any scenario where one would like the backfacing vertices to be affected by brush strokes, but that's just me. Thanks a lot for fixing this, I'll test and report sometime later. Hadrien On 24 August 2013 13:31, Antony Riakiotakis wrote: > Yes. > > The standard brush should be fixed

Re: [Bf-committers] Sculpt stroke questions

2013-08-24 Thread Hadrien Brissaud
d be a good change. However one case where > it would cause problems is using the inflation brush on thin objects (like > fingers) to fatten them. You really want to inflat in all directions, not > just one side at a time. This tends to lead to lumpiness. > > On Saturday, August 24, 2013

Re: [Bf-committers] Freeing the 3D manipulator.

2013-09-19 Thread Hadrien Brissaud
Hello, adding custom orientations is already supported and easily accessible, what benefit does being able to relocate the manipulator give ? On 19 September 2013 22:47, Gert De Roost wrote: > Hello, > > > I added a patch to the tracker that adds two new transform orientation > modes to the 3D

Re: [Bf-committers] Freeing the 3D manipulator.

2013-09-20 Thread Hadrien Brissaud
Hello, are you aware this exactly can be done through the "transform orientations" panel in Properties sidebar ? On 20 September 2013 13:04, Alberto Torres wrote: > 2013/9/19 Hadrien Brissaud > > > adding custom orientations is already supported and easily accessible

Re: [Bf-committers] Freeing the 3D manipulator.

2013-09-20 Thread Hadrien Brissaud
ithout affecting any geometry) you want during modeling with option to > snap to vert/edge/face/surface is something totally different. If not > clear I can always make a short video? > > > Gert. > > > On Sat, Sep 21, 2013 at 12:21 AM, Hadrien Brissaud >wrote: > >

[Bf-committers] Cannot launch Blender 2.78, missing dll

2016-09-29 Thread Hadrien Brissaud
Hi all, just grabbed the 2.78 msi for win64 and installed it, but can't launch - I get an error message saying there's a sdl2.dll missing. The .zip version works fine though. Hadrien ___ Bf-committers mailing list Bf-committers@blender.org https://lists

Re: [Bf-committers] Cannot launch Blender 2.78, missing dll

2016-09-29 Thread Hadrien Brissaud
6 at 19:09, Ray Molenkamp wrote: > I saw your post on BA as well, neither place is great for a lot of back > and forth while trouble shooting, > > please open up a ticket on developer.blender.org with the issue and I'll > see what I can do about > > sorting this out. &

Re: [Bf-committers] Probe Message Privacy Issue

2018-02-28 Thread Hadrien Brissaud
yeah, got that one too, couldn't make sense of it On 28 February 2018 at 23:36, Harley Acheson wrote: > Hello, > > I just got a message from the list manager with a subject of "Bf-committers > mailing list probe message" > > I certainly understand the process and reason for the message. However,

Re: [Bf-committers] Blender developer meeting notes - 2019.10.14

2019-10-15 Thread Hadrien Brissaud
Hi Gustavo, there is an ongoing discussion that you can join : https://devtalk.blender.org/t/particle-nodes-ui/ On Tue, 15 Oct 2019 at 18:10, Gustavo Niemeyer wrote: > Hi Blender devs, > > Sorry if this is not the right place to discuss this: > > On Tue, Oct 15, 2019 at 1:14 AM Dalai Felinto w

Re: [Bf-committers] Rename of Animation module to Animation & Rigging

2019-12-10 Thread Hadrien Brissaud
Hi everybody, great to see movement on this front. I'd like to be involved as well to help in any way possible ! Cheers, Hadrien On Tue, 10 Dec 2019 at 12:29, Clockmender wrote: > Hi, > > I am most interested in joining as a user member. > > Regards, Alan > > iPhone postie! > > > On 10 Dec 20

Re: [Bf-committers] Blender 2.92 Released!

2021-02-25 Thread Hadrien Brissaud via Bf-committers
Yyyy, awesome !! Congrats ! On Thu, 25 Feb 2021 at 18:29, Ton Roosendaal via Bf-committers < bf-committers@blender.org> wrote: > Hi everyone, > > And thanks Dalai too, huge congrats everyone! > > -Ton- > > -- > Ton Roosendaal

Re: [Bf-committers] Proxy Removal for Blender 3.0

2021-09-21 Thread Hadrien Brissaud via Bf-committers
Hi Bastien, as a user I am generally happy with overrides (thanks!!), except when I need to override a material. Last I tested the behaviour was rather unpredictable : an override was -seemingly- created, but on file reload it would revert to the linked material instead, and the override button wa

Re: [Bf-committers] Proxy Removal for Blender 3.0

2021-09-22 Thread Hadrien Brissaud via Bf-committers
lopment on liboverrides happens in master currently, no branch > to try out. > > Cheers, > Bastien > > On 9/21/21 7:15 PM, Hadrien Brissaud wrote: > > Hi Bastien, > > > > as a user I am generally happy with overrides (thanks!!), except when > > I need to override a ma

Re: [Bf-committers] Proxy Removal for Blender 3.0

2021-09-23 Thread Hadrien Brissaud via Bf-committers
ld. > > The drivers on material properties should work though, since a few weeks? > > Cheers, > Bastien > > On 9/22/21 7:20 PM, Hadrien Brissaud wrote: > > Alright, good to see this is known already. For clarity's sake, by > > "overriding material" I d

Re: [Bf-committers] Kapanma Sorunu

2022-07-01 Thread Hadrien Brissaud via Bf-committers
Politiquement l'idée me plaît, toutefois la solution de l'anglais comme langue véhiculaire a cela comme avantage qu'elle ne demande pas de traducteur. Le biais envers l'anglais ceci dit, est bien réel. Cheers, On Fri, 1 Jul 2022 at 21:02, Zack Brown via Bf-committers < bf-committers@blender.org>