Search found 53 matches
- Sun Sep 27, 2009 5:14 pm
- Forum: Coding Blender
- Topic: two questions
- Replies: 2
- Views: 3453
Re: two questions
Hahaha good on ya, Rockhound. I'm glad someone figured that out. I've actually upgraded to Snow Leopard and I'm using the BF python3.1 libs, so that particular issue has disappeared. The last big problem was getting it to build on Snow Leopard with Scons and OpenEXR but building the extra dependenci...
- Sun Sep 20, 2009 3:38 pm
- Forum: Coding Blender
- Topic: Building troubles on osx 10.6
- Replies: 28
- Views: 19171
I wanted to make a note: I couldn't get this building with the SVN tree as of the 19th of September-- things failed for me at the OpenEXR libs during the link phase. Other people have had the issue and turned EXR off in their user configs, but I wanted EXRs. For anyone who wants to get this working,...
- Sun Sep 14, 2008 12:48 am
- Forum: Python
- Topic: Nurbs surface math
- Replies: 5
- Views: 4942
- Sat Sep 13, 2008 7:57 pm
- Forum: Python
- Topic: Nurbs surface math
- Replies: 5
- Views: 4942
On my search for nurbs math/code snippets this seemed to be the most promising: http://www.robthebloke.org/opengl_programming.html Interesting. I have his site as my home page at work, but the Maya / MEL portion. I'll have to have a look at his OpenGL code; the nurbs stuff does indeed look promisin...
- Sat Sep 13, 2008 2:55 am
- Forum: Python
- Topic: Nurbs surface math
- Replies: 5
- Views: 4942
Nurbs surface math
Hi all, I know that the nurbs python bindings are a bit old, but I've been working on something at work (in Maya) that I'd love to see in Blender and I'm wondering if anyone's done any work on getting points on nurbs surfaces using only the U and V coordinates? For what I'm thinking of I'd actually ...
- Sat Sep 13, 2008 2:50 am
- Forum: Python
- Topic: Have u tried open maya API?
- Replies: 2
- Views: 2912
Maya is not written in python afaik, it does however have python bindings, which is probably what you meant. The APIs are pretty drastically different, so there isn't really anything in the way of code portability between the two. LetterRip Just a quick note: If you program in an object-oriented ma...
- Sat Aug 30, 2008 3:15 pm
- Forum: Coding Blender
- Topic: two questions
- Replies: 2
- Views: 3453
two questions
Hi everyone, I've never really had a compilation issue I couldn't find info on, but Blender 2.47 does not make it through the linking stage. Here's the error: Compiling ==> 'buildinfo.c' Linking program ==> 'blender' Undefined symbols: "_PyImport_ImportModuleLevel", referenced from: _blender_import ...
- Fri May 02, 2008 7:58 pm
- Forum: Interface & Tools
- Topic: crazy space fix and manipulators
- Replies: 0
- Views: 1695
crazy space fix and manipulators
Hi all, First, thanks to the person/people who fixed CrazySpace. I was testing out bone angle-based driven shape keys last night and it's about a thousand times easier to deal with now. I have one final suggestion I was hoping could sneak into 2.46. At the moment, if you, for example, have a mesh th...
- Sat May 26, 2007 3:30 pm
- Forum: Interface & Tools
- Topic: katt's crazy-long feature request list
- Replies: 3
- Views: 2194
Just letting you know that I've read through that a few times. A few items on there are similar to things I've planned on looking into at some stage. I think I nearly started coding the node-based constraints one in the way you describe, once up a time... Heh, at least that means my ideas aren't co...
- Sat May 26, 2007 7:11 am
- Forum: Interface & Tools
- Topic: katt's crazy-long feature request list
- Replies: 3
- Views: 2194
katt's crazy-long feature request list
Hi all, I've put together a long document of ideas / feature requests. It's available on the wiki: http://wiki.blender.org/index.php/User:Kattkieru:Blender_25_Suggestions I didn't want to post it into the Feature Requests section as is because it's actually a whole series of small ideas and requests...
- Sun Dec 10, 2006 8:14 pm
- Forum: Interface & Tools
- Topic: Using Qt for the Blender Interface
- Replies: 29
- Views: 15161
We don't know how large a performance penalty something like Qt would impose. Maybe it's worth it. I think that until someone goes ahead and runs the tests, showing what a BlenderQT port could do, talking about performance changes in any fashion is moot. I would like to see that test, though. Would...
- Tue Dec 05, 2006 10:50 pm
- Forum: Python
- Topic: modifer api
- Replies: 0
- Views: 1941
modifer api
Hey all, I've been having the damnedest time getting the modifer api to work. I want to be able to disable the subsurf modifier in all subsurfed objects in a scene. I figured something like the following would work (assuming that the subsurf modifier is first in the list): ob = Object.Get("Object") ...
- Tue Dec 05, 2006 10:29 pm
- Forum: Interface & Tools
- Topic: Using Qt for the Blender Interface
- Replies: 29
- Views: 15161
Not that I'm a blender source coder but I wanted to chime in here: 1) GTK causes lots of headaches under windows, especially if you have multiple programs using it that aren't using the same version. (Dunno if this has been fixed, but Gimp and Gaim couldn't coexist for a while there because of this ...
- Sat Nov 25, 2006 5:03 pm
- Forum: Coding Blender
- Topic: custom properties question
- Replies: 0
- Views: 2433
custom properties question
Hiya, I saw that custom object properties are on the plate for a future version -- will these be animatable using IPOs if they're float / integer values? With drivers this feature could help both renderer writers and animators -- one of the best parts of maya is creating custom variables to control ...
- Tue Sep 26, 2006 6:00 pm
- Forum: Documentation & Education
- Topic: BSoD Physics edits
- Replies: 5
- Views: 4463
BSoD Physics edits, plus other notes
Sorry to bump this. I finally made the edits and left notes on the talk page; if someone wouldn't mind giving it a cursory look to make sure I didn't break anything that'd be great. If these kind of edits are welcome I'd be happy to poke through the docs in my spare time (the Drivers page really nee...