Search found 210 matches
- Wed Aug 08, 2007 12:09 am
- Forum: Interface & Tools
- Topic: Blender interface change
- Replies: 66
- Views: 33422
Re: please keep with these ideas !!!!!!!!!!!!!!
Hello folks, the dude, who created that visual is a god !! Please keep up with this concept. I really really loive blender, but I can't understand and learn all these key strokes. I really need a visual click-click interface, where I can select from a palette and not knowing every shortcut. Please ...
- Tue Aug 07, 2007 7:26 pm
- Forum: Coding Blender
- Topic: Building out of XCode possible? OSX / solved: scons instead
- Replies: 26
- Views: 16013
For actual development I don't use XCode. As long as your not doing Blender development... Just a thought, but you might want to consider using one of the supported build systems. .... reccomended build system for mac os X is scons. this is the one i use and check everytime. Should work out of the ...
- Tue May 29, 2007 6:47 am
- Forum: News & Chat
- Topic: Patch for 3Dconnexion Space Navigator under X11 with XInput
- Replies: 3
- Views: 5641
Re: Patch for 3Dconnexion Space Navigator under X11 with XIn
Hi all, I uploaded a patch to add support for the 3D connexion Space Navigator to the blender 2.44 sources. It does not need the proprietary drivers from connexion, instead it uses the XInput evdev device driver. we started an official project with contribution fom 3Dconnexion. While Xinput is a wo...
- Sat May 19, 2007 11:19 pm
- Forum: Interface & Tools
- Topic: Blender interface change
- Replies: 66
- Views: 33422
edit: oh my, I think I'm off topic, I thought it was a general UI discussion, but after re-reading, it's more tool-oriented. Sorry for the inconvenience! Hello, First thing, I know that what will follow will rise the hairs on some people's skin, but I'm just tossing in some thoughts, nothing more, ...
- Fri May 18, 2007 10:50 pm
- Forum: Coding Blender
- Topic: NDOF Input Device Interface
- Replies: 11
- Views: 15245
I sketched out a generalized view of controller device interfacing. You might think about putting this up on the wiki where it can be accessed and maintained a little easier. No need to reinvent the wheel here. HID specification provides all is needed. http://www.usb.org/developers/devclass_docs/Hu...
- Fri May 18, 2007 6:55 pm
- Forum: Coding Blender
- Topic: NDOF Input Device Interface
- Replies: 11
- Views: 15245
Re: NDOF Input Device Interface
The original patch and plugin code can be found at https://projects.blender.org/tracker/index.php?func=detail&aid=3688&group_id=9&atid=127 If the licensing issue is able to be resolved, I see one benefit to using the 3dConnexion SDK for the plugin. It would allow one version of the plugin for many ...
- Sat Sep 02, 2006 11:39 am
- Forum: Documentation & Education
- Topic: installing on a network
- Replies: 1
- Views: 3231
it is probably the access to the .blend folder embedded in the application which cause problems. i suppose you are installing only a copy of blender in /application. Alternatives i see : - installing a copy of blender per user (and none in /application) should work, and blender is so small it should...
- Sat Jul 29, 2006 12:37 pm
- Forum: Coding Blender
- Topic: SOLVED: 2.42 Intel Mac - Fullscreen GUI not responding
- Replies: 2
- Views: 3705
Re: 2.42 Intel Mac - Fullscreen GUI not responding
Hi, I finally managed to compile Blender 2.42 on my MacBook Pro. I got all the dependencies using darwinports and had to edit the darwin-config.py quite heavily (paths to includes and libs only) but finally it compiles. But now I have a problem: When starting Blender from the terminal it goes fulls...
- Sun Jun 25, 2006 11:43 am
- Forum: Interface & Tools
- Topic: The key
- Replies: 4
- Views: 3068
- Mon Jun 05, 2006 7:59 pm
- Forum: Testing Builds
- Topic: bf-blender / OS X (pre2.42 test build)
- Replies: 12
- Views: 11800
- Mon May 22, 2006 9:24 pm
- Forum: Coding Blender
- Topic: Using CoreImage in the Compositor and or the NLE on Mac OS X
- Replies: 2
- Views: 2968
Re: Using CoreImage in the Compositor and or the NLE on Mac
While playing around with the Sequence Editor today, I realized that some of the Built-In Plug-Ins could be replaced by CoreImage Versions under Mac OS X so that the GPU would be able to render it far faster than my current processor does. Core Image is a Mac OS X technology which offers GPU-Enable...
- Sat May 20, 2006 1:28 pm
- Forum: Coding Blender
- Topic: Project proposal: library of C++ components.
- Replies: 9
- Views: 6656
Right now, I think C++ is the way to go, specially for large projects like blender, and that is what the big companies are doing. Look at the adobe source libraries for example. True, it's slower to compile and needs more memory, but I also write less code and with fewer errors. I always prefer "ma...
- Wed Mar 15, 2006 7:40 am
- Forum: Testing Builds
- Topic: Os X gcc 4 test builds
- Replies: 15
- Views: 17528
l is python a requirement for the everyday opperation of blender? or will it just reduce the plugin support to zero? being reliant on python IMO is asking for trouble, unless its packaged in a "non-install" situation with it. no test builds, nor official builds work on the macs. Alltaken official b...
- Mon Mar 13, 2006 10:36 pm
- Forum: Testing Builds
- Topic: Os X gcc 4 test builds
- Replies: 15
- Views: 17528
- Sun Feb 26, 2006 4:10 pm
- Forum: Testing Builds
- Topic: Os X gcc 4 test builds
- Replies: 15
- Views: 17528
Os X gcc 4 test builds
before commiting changes to build system, i need the 2 binaries present there to be tested. especially on 10.3.9 please report here anything that behave differently than on standard cvs. respond please in this thread, no bug report in tracker for this at it is not yet official build against CVS on S...