cript returned non-zero status.
I also tried to use http instead of git. But it did no difference at
all(maybe even worse response in the "working" folders).
Is this only happening to me (and my neighbours)?
Thanks
Vicente
___
ut if I retry a few times they work, except addons_contrib.
I send you my IP in a private message.
Thank you,
Vicente
On 06/22/2014 04:25 AM, Dan McGrath wrote:
> Hi Vicente,
>
> Curious, can you visit http://git.blender.org/ okay in a web browser? Also,
> any chance you could paste a
to retry a few times to do anything.
Thanks,
Vicente
On 06/22/2014 11:20 AM, Kévin Dietrich wrote:
>
>
> Hi,
>
> just my two cents, but how about the config file in
> .git/modules/release/scripts/addons_contrib ?
>
> Kévin
>
> Le 2014-06-22 11:00, Vicente
the IRC.
Thank you for your help.
Vicente
On 06/22/2014 12:01 PM, Trouble Daemon wrote:
> Hi Vicente,
>
> Replies inline.
>
> On Sun, Jun 22, 2014 at 7:00 AM, Vicente wrote:
>
>> Yes, I can browse in git.blender.org without problems, I can see the
>> commits and
h an
automatic update, but it works.
Thanks
Vicente
On 06/23/2014 10:47 PM, Dan McGrath wrote:
> Hi,
>
> On Mon, Jun 23, 2014 at 6:11 PM, Vicente wrote:
>
>> Still same problem. Tomorrow I will try it from my office, to make sure
>> is a local problem or not. I for
Same error here (Ubuntu 14.04 64bits).
Anyway after that error you can do "make" and it will complete the
compilation successfully. But yes, the scons one is broken (for me too
at least).
Regards
Vicente
On 09/01/2014 02:51 PM, samit_...@libero.it wrote:
> Hi all,
> it'
Hi again,
Yeah, I know. What I mean is the scons generation is broken but the
standard make one is working for me. I don't know if the standard would
work for me if I launch it in a clear environment but I do know that it
works after the scons breaks.
Cheers
Vicente
On 09/03/2014 11:
Hi,
I cannot get the info from other sources so I have a simple question for
you guys.
Is it possible to access/modify the normals of a mesh from the python
API? I would like to make a clone of the normals tools in softImage and
so I need to have access to them from python.
Thanks
Vicente
ustom split normals.
>>> http://www.blender.org/api/blender_python_api_2_74_release/search.html?q=custom+normals&check_keywords=yes&area=default
>>>
>>> On 27.04.2015 01:06, Vicente wrote:
>>>> Hi,
>>>>
>>>> I cannot get the i
ustom split normals.
>>> http://www.blender.org/api/blender_python_api_2_74_release/search.html?q=custom+normals&check_keywords=yes&area=default
>>>
>>> On 27.04.2015 01:06, Vicente wrote:
>>>> Hi,
>>>>
>>>> I cannot get the i
Wops, I figured it out myself.
I forgot to enable the "auto smooth" check-box.
Thanks
Vicente
On 04/29/2015 01:13 AM, Vicente wrote:
> Hi,
>
> Thanks guys.
> I've tried those methods with this simple code in a cube, after
> creating the custom normals laye
'].loops[0].normal
Vector((0.0, 0.0, 0.0))
None of both results match what I have (all the normals pointing to X
axis positive, so I suppose it should be 1,0,0)
Ideas?
Thanks
Vicente
On 05/11/2015 05:07 PM, Bastien Montagne wrote:
> I do not see the problem? Just compute, read, modif
t rounding some internal value. But
you can also see that the error becomes greater as the vertex count
increases.
Is this a bug?
Regards
On 05/11/2015 05:07 PM, Bastien Montagne wrote:
> I do not see the problem? Just compute, read, modify, set custom
> normals, compute, read, mod
because I think that
solving this issue before Freestyle be merged can be way less
troublesome than if you solve it later. But maybe I'm wrong ;)
Thanks,
Vicente
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tance call).
This is the last I've done: https://www.youtube.com/watch?v=t7P4Ba6DncI
B.R. and Merry Xmas,
Vicente
El 24/12/12 08:57, gthr...@aol.com escribió:
> Looking for someone to create some aninmation and also the Video intro
> using Blender software for an amateur documentary
d the most expensive
2EUR, so there is a big range of prices ;)
I'll be waiting for your answer.
Best Regards,
Vicente
El 24/12/12 18:20, gthr...@aol.com escribió:
> Hello Vicente,
>
> Thanks for the responseI took a look at your work and it is
> quality.What w
Sorry, my bad. Wrong email address ;)
El 26/12/12 01:42, Vicente escribió:
> Hello Gil,
>
> The money depends on a few things, so I put here a few questions:
>
> What's the length of the intro? 30 seconds? 20?
> Have you a detailed storyboard? a screenplay? an idea?
> F
Nice! Could you make an addon with it?
Vicente
El 05/01/13 22:34, Antony Riakiotakis escribió:
> Hey guys,
>
> I know user interface not my area of code but seeing the recent
> commits on background alpha reminded me I wanted to do this and showed
> where the code could be foun
of LOD applied only to the viewport
display and not the render result. I guess there are a lot of
applications for this feature.
I hope this could be of help for more people.
Best Regards,
Vicente
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be done. Notice that the previous pictures,
using spheres, were only a concept design, but the real eye rig is
closer to this picture: http://imgur.com/6z519 . And even the eyes will
be part of the body mesh (we need all the body in just 1 object/mesh).
So the usual workarounds won'
the complex deformations " but what if the face of the monkey
was also deformed by other bones or shapekeys? ". I guess that is simply
impossible to do right now. Maybe in a few years...
Thanks,
Vicente
El 18/05/12 15:47, Juan Pablo Bouza escribió:
> Hi Vicente!
>
> First of
for
production.
So, IMHO, I think it should be merged into the trunk.
Vicente
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ot evaluated during the solving?
And also I would like to know if there is an specific place to talk about
the tracking tools apart of this mailing list.
Thanks
Vicente
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Ups, I just noticed there is already a way to do what I suggested in the
points 1 and my question about deactivating frames for specific frames.
Awesome :)
Vicente
On 3 September 2014 10:36, Vicente Carro wrote:
> Hi,
>
> Right now I'm using, at work, other software for doing
As a non-devel user I'm against the idea for exactly the reasons Terry is
mentioning in his last email. It would be a hell for artists to set the
compilation options to have the last git version working.
Regards,
Vicente
On 13 November 2014 15:36, Dalai Felinto wrote:
> +1 to the propo
jects so I can not provide
you links.
Regards
Vicente
On 11 February 2015 at 16:21, Иван Перевезенцев <
ivan.perevezent...@gmail.com> wrote:
> Hello. I working full-time on addon which purpose is to automatically
> generate quad mesh from arbitrary given source mesh. This will sav
n encoding).
Regards
Vicente
On 11 March 2015 at 13:07, Piotr Arlukowicz
wrote:
> Hello,
>
> is there any possibility or future plans to allow Blender to encode movies
> with all ffmpeg options? Things we have already in Output panel for movie
> production are very limited and tr
Hi,
I've checked all the custom-normals related functions that I found but I
can not find one for simply reading the custom normals of an mesh and I
need it for an script I'm doing to precisely modify the custom normals
(based on their previous values).
Are there python function/s to read the cust
is, the custom normals shuld not be
reset/calculated each time the user uses my script, it should rely on the
previous custom normals.
Thanks
Vicente
On 11 May 2015 at 16:01, Bastien Montagne wrote:
> All you have to do is compute loop (split) normals
> (me.calc_normals_split()), and th
you clean it a little bit and
ready to go. If you try to do that with C/C++ well, in the best case
scenario, is going to take way more time. And that if you are lucky.
For us is way more usable something that is fast to develop and slow
to execute than the reverse.
Regards
Vicente
On 3 November
Regarding 2.8, is that one going to be the "VFX industry" release? Or
something like that?
On 18 Jan 2016 10:08, "Ton Roosendaal" wrote:
> Hi all,
>
> Here are the notes from today's meeting in irc.freenode.net,
> #blendercoders
>
> 1) Todos and planning for 2.77
>
> - The updated planning and ta
If Blender is really thinking about an industry/pipeline oriented release
then this discussion makes no sense. FBX is shit but we need it.
Vicente
On 10 February 2016 at 12:53, Owen Hogarth II wrote:
> This +1
>
> On Wed, Feb 10, 2016, 20:47 Fabio Pesari wrote:
>
> > On 0
>
> > If Blender is really thinking about an industry/pipeline oriented release
> > then this discussion makes no sense. FBX is shit but we need it.
> >
> > Vicente
>
> https://www.khronos.org/gltf
>
> Under "Industry Support for glTF". It s
rking
in Blender probably they can agree to have a guy maintaining FBX for
Blender or to give us other solution.
Vicente
On 10 February 2016 at 14:48, David Fenner wrote:
> 2016-02-10 11:28 GMT-03:00 Fabio Pesari :
>
> > , but if it "dies" in
> > terms of fewer cont
If he does that, will the plain text password be removed from the server or
simply he will stop receiving them in the emails?
On 2 June 2018 at 15:59, Dan McGrath wrote:
> Hi Thomas,
>
> To disable this, as it is a per user configuration choice, log into your
> account and turn off password remi
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