Hi!
> Lip syncing and spoken would be left to a text to speech engine which is also
> able to sing, using a string for the speech and another for the lips.
If you have such an engine, please contribute to the scientific scene,
because such a thing doesn't exist yet in perfection that you could
Hi!
Sorry for the late reply, but I had no internet for 3 days.
Lars: The problem is that the Data API in blender doesn't have such
mutexes and as such isn't thread safe, I guess making blender thread
safe in this way, requires a GSoC project or even more on its own.
Knapp: This is not about i
Hi guys!
There's a serious problem with the way how animation works in regard to
audio. The main problem is, that the animation system pushes the output,
so it sets the data, renders a frame, advances to next frame (setting
the data there) and renders again and so on, this works pretty good for
Am 2011-04-25 08:26, schrieb Sergey I. Sharybin:
> So, question is: do we want to support more codecs (ogg, vorbis, teora,
> vpx, dirac, schro) and have 8mb bigger Blender binary as we've got now?
Ogg, vorbis and theora are definitely needed as they are in the output
file formats and codecs and c
Hi,
I've marked those with NO mostly sure that they are not needed and could
be disabled. The others marked with NO? are at least not used for
encoding but disabling them would disable some input formats. Question
is if we really need to support everything?!
Regards
Am 2011-04-24 22:04, schri
Am 2011-04-24 11:15, schrieb Sergey Kurdakov:
> just to make it more correct
> http://win32.libav.org/win64/
Awesome! I've only looked here: http://libav.org/download.html where you
can only find win32 binaries.
Regards
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Hi!
We should definitely update the one for static linking to the linux release.
Most distributions so far don't have libav in their standard
repositories yet, so most distros and devs will still link against
ffmpeg, also there's no libav build for win64 yet so we'll have to wait
for that too
h blender.
Before I write a proposal for the lip sync project I'd like to know your
opinion about it and if it's prefered over 3D audio.
Also if there're any other audio features you'd like blender to have,
just answer here!
Regards,
neXyon
[1] http://wiki.blender.org/index.php
docstrings, so no direct documentation in the interpreter, although
the help function could be overwritten to retrieve the docs from the DB
* Documentation and code are seperated, extra validation is needed to
check completeness of the docs
Let the discussion begin. :)
Regar
Hey,
I had exactly the same problem last summer! What I did then in the end is
merging by hand when I was allowed to merge my branch to trunk. That wasn't
too much a problem as most files were new and in a separate directory
(audaspace).
Since then I'm poking Ton to update the svn server, because
e
to use with even one music strip of 3 minutes length, so I wondered if
you would be as kind as to add a caching mechanism here too.
Regards,
neXyon
> Hi,
>
> the last three days, I cleaned up / rewrote large parts of the sequencer
> code, to accomplish the following things:
&g
Tom M wrote:
> Joerg Mueller feels .blend file reading: ipo->curve conversion code
> should be moved, he suggests the following patch:
> http://www.pasteall.org/13752/diff
>
Talked to Aligorith now in IRC, he's fine with the patch, Campbell too,
if nobody else has concerns about this (Brecht?
3D Audio was one of the GSoC projects I applied with, but I'm working on
the Game Engine API now as GSoC project, so I don't have time to do much
audio coding and there is no other audio developer. 3D audio works only
with OpenAL in the Game Engine, so no, you cannot do audio with more
than two
Hi there!
So to the feedback I got:
* I've removed the iPad comment, didn't know about all those
restrictions Apple puts on it... it was just an example, now clearly a
stupid one :)
* After first setting multitouch mandatory as I've found a nice way to
do multitouch with 2 mice on linux [1] I
Hi there!
I've had some ideas and quite liked some of the ideas other people told
me, so I've set up some drafts of proposals for GSoC 2010 of projects
that I'd really like to do.
They are 7 proposals all together. So far I've not detailed them very
much as I don't see much sense in working on
Hi there!
The next bigger audio commit has been done, where I've worked on quite a
lot of things again and now I have some things to discuss.
a) New Sequencer Audio.
The biggest part of it is the rewrite of the sequencer audio code. Audio
is now not updated on every frame change, but every tim
Hi!
After a lot of investigation I now finally have a solution. This weekend
I came up with a workaround trying to use ALSA definitely with OpenAL
before using the default backend. Unfortunately that works for some and
bugs for others, same is true if I'd try Pulse backend first.
The reason be
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