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On Feb 28, 2018 3:37 PM, "Harley Acheson" wrote:
> Hello,
>
> I just got
12:00 PM, Jörg Müller <nex...@gmail.com> wrote:
>
>> Hi Jeffrey,
>>
>> there is already a discussion going on in D2716. In sum:
>>
>> - I reverted the change Campbell suggested, going back to cmake 3.0 which
>> is required for building audaspace.
>> -
e especially helpful if developers from the other
>> supported platforms (Windows and MacOS) could have a look.
>>
>> Thanks and cheers,
>> Jörg
>>
>> [1] https://developer.blender.org/D2716
>>
>
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gt;>>>>
>>>>>> Actually, there is MultiEdit addon for that. Check it out. You can
>>>>>> participate in development if you want.
>>>>>>
>>>>>>
>> http://www.blenderartists.org/forum/showthread.php?339369-MultiEdi
>> Bf-committers@blender.org
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;> Dave Plater
>> _______
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>
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That seems to have done it. Thanks, Bastien. The libs built and blender
built and runs. Thanks!
On 01/11/2016 12:58 AM, Bastien Montagne wrote:
> Hi Jeffrey,
>
> Thanks for the logs. Added wave to our built boost modules, let's hope
> it'll fix things... Please let me know. :)
>
&
for boost_wave lib. I can revert to the commit just before the upgrades
and everything builds and I can run blender. For the sake of comparison,
I've included the pre-upgrade lib build log at [2].
Centos 7 x64
[1] http://www.pasteall.org/63334/text
[2] http://www.pasteall.org/63335/text
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it in a private place and fix
> my PATH to use it. So maybe this isn't such an onerous requirement.
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ast its
> end of life?
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ific for opensubdiv.
>
> To enable opensubdiv for local builds, should I build opensubdiv using
> this[1] and then include it as directory to cmake for building blender for
> the missing opensubdiv directory?
>
> Or there's another way?
>
> 1. https://github.com/PixarAnimationS
the blend go round :)
On Aug 4, 2015 9:39 AM, Jeffrey italic.rendezv...@gmail.com wrote:
And a big thank you from me, as well! Is there a particular place you
want us to file reports or just on the bug tracker like normal?
On 08/04/2015 05:56 AM, Johnny Matthews wrote:
I think David sums it up
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with some local changes to workaround
GCC linking issues which i'm in process of backporting to an upstream.
On Sun, Jul 12, 2015 at 5:38 PM, Jeffrey italic.rendezv...@gmail.com
wrote:
I had a question about OpenSubdiv. I noticed in the commit logs there
was a recent update to start supporting
- Producer Blender Institute
Entrepotdok 57A - 1018AD Amsterdam - The Netherlands
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better
glsl rendering. So we kindly ask for some more attention from active devs =)
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.
So I just wanted to know if any talented developers could make this
possible so blender can be a very effective video editor.
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with placeholders? This allows cutting together sequences that
aren't quite finished rendering yet. I have wanted this feature for a
number of projects, produced from both blender and external applications
like Maya.
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noting that some encoding schemas will see a degradation
in quality when encoding across threads.
With respect,
TJS
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OpenGL render options Alpha Mode*?
Try setting to *Sky* instead.
On 03/24/15 17:36, Jeffrey wrote:
Hey devs. It occurred to me today that while in Cycles mode, it is
impossible to render a viewport playblast using the world background
(even with World Background and Only Rendered enabled
?id=85782
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must use HDF5 or Blender's cmake configure will throw an error.
make
make install
On 03/08/2015 04:21 AM, Thomas Volkmann wrote:
Hey Jeffrey,
can you give a short overview how you managed to build Alembic on Fedora?
That would be awesome!
Thx,
Thomas
On 03/08/2015 07:06 AM, Jeffrey
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I want to give my opinion on this as well, since I also sometimes run
absurdly old hardware.
I am sometimes stuck on an old laptop, a Panasonic Toughbook CF-50 from
~2000.
Pentium M 1.7 GHz single-core processor,
upgraded to have 1 GB of ram,
ATI 9600 GPU with a whopping 64 MB of vram.
On that
Feel free to get rid of mine. My MinGW builder never successfully built.
JesterKing said he got his buildbot working locally, but I could never
recreate that. I could get my local builds working, but never buildbot's.
I'm not running Windows these days because I discovered I could ditch it
Sounds good to me! Good luck, Antony.
On Fri, Jan 16, 2015 at 3:01 AM, Sergey Sharybin sergey@gmail.com
wrote:
Ok, so think the plan then would be:
- Jeffrey's builder goes to a deserved retirement (so Jeffrey can wipe the
bloody windoze from his machines ;)
- Antony finishes his work
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RedHat Enterprise Linux. :-P
Sounds like something for Blender 2.8.x
--Ichthyo
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:)
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Yeah, it's been doing that for a while. I have no idea how that started,
but it's at least fixable for the time being.
On Wed, May 7, 2014 at 3:35 PM, John Alway jal...@gmail.com wrote:
Thanks, Jeffrey!
Funny, I just downloaded the Win 32 bit version, Blender 2.70, and I got
an error when
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Take as long as you need. My semester is getting difficult to manage, so
we'll see when I can fiddle with it.
On Mon, Apr 14, 2014 at 1:16 AM, Martijn Berger martijn.ber...@gmail.comwrote:
Hi Jeffrey,
In cuda 5.5 and 6.0 there is a regression with texture memory handling that
costs us
in an environment without msvc 2008.
So feel free to poke me on that.
On Mon, Apr 14, 2014 at 8:34 AM, Sergey Sharybin sergey@gmail.com
wrote:
Hi,
Earlier we do this is better. Would give more time to find all possible
issues and so.
On Mon, Apr 14, 2014 at 1:35 AM, Jeffrey H
, if you
have any questions or concerns, please email me; I am also in IRC
(#blender, #blendercoders).
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/oTbHUeTWHIA90S
coLnz8T3OwCCqlVY7jAywn/qulzosxdfAeYH3sOykCGx6LWTaZwhnInYVs3Excc=
=fUCz
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be time consuming so I do not plan to do it very soon.
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, but it is too
expensive to ship my workstation back and forth for only a month.
I want to wish you all a fine holiday season before I lose time during
finals. I will be in IRC during break, just as I normally am. Happy
blending!
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that's useful and non-redundant. Thanks for making such a great
application.
Shane
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With best regards, Sergey Sharybin
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later to see how it does. It's a pain because I have to install and
uninstall the 32/64 bit python each time to test.
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Greetings, bf-committers. Buildbot is now back up and running! Thank you
for your patience; builds will continue normally.
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Friday (the
30th), with Saturday being the latest I get back online.
If you have any questions, please feel free to email me or find me in
#blender and #blendercoders.
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On Mon, Jun 24, 2013 at 8:23 AM, Jürgen Herrmann shadow...@me.com wrote:
Hi there,
I realized that there seems to be a problem with the MinGW64 Buildbots
lately.
I could spare some more processing power to provide an additional one, if
needed.
I use rubenvb's MinGW-w64
.
Also you might try and do one of the items from the polishing lists
and submit a patch just to see if you can successfully hack the code
base and prove to us that you can.
Tom M.
LetterRip
On Wed, Mar 23, 2011 at 5:09 AM, Mitchell Jeffrey buc...@gmail.com
wrote:
Hi all,
I've just been
Hi all,
I've just been having a look at some of the project ideas on the Summer of
Code wiki page. Automatic seam creation for UV unwrapping, camera
tracking/motion capture and nodification of game logic have all caught my
attention.
While I have little experience in any 3D modelling or
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