2005-12-27 01:00 GMT # Windows + Linux # Orange + bf-blender

User-contributed CVS development builds. Please test and give feedback!

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rcas
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2005-12-27 01:00 GMT # Windows + Linux # Orange + bf-blender

Post by rcas » Tue Dec 06, 2005 12:53 pm

As of 2006-01-03 I have suspended the builds, there are lots of other people in the Forum posting builds when new things hit cvs, so I will stop doing it for now. Check my post on page 2 for more information.

PLEASE DO NOT RESPOND TO THIS THREAD
If you have troubles create a new thread or post your Bug to the Bug tracker.
Also, the Orange Branch is unstable at the moment.
And LINUX compile is mostly delayed.



Windows :: Cygwin, make, Python 2.4
Linux :: Scons, Python 2.4 (Stripped Blender version, only executable)

Branches
- orange (windows / linux)
- bf-blender (windows / linux)


Branch bf-blender
- 2.40 Release + two fixes


Branch orange - UNSTABLE
- Stretch minimize tool for UV Maps (CTRL+V on UVMap window)
- Stretch minimize, pad +/- or the wheel mouse blend between original and minimized
- True X-mirror mesh editing! Set the option in EditMode, in 2nd mesh tools panel
- Extra texture channel input for Mist effect; "Global"
- Material Layers
- Object Groups, use CTRL + G (new panel in Buttons on tab Object)
- When in Pose Mode, Bones (in Armature) now have own layer settings
- Custom drawing types for bones in Poses, hide option has been replaced with button in order to specify a Mesh Object being drawn instead of the Bone (only when in Pose Mode)
- Depsgraph support for animated duplicated groups that come from library files
- Library linking, group and relative path fixes (more info and here and finally here)
- New feature: "Stress" texture input channel (more info)
- WIP commit for inclusion of "Tangent" vector in rendering (more info)
- Duplicators now work for dynamic particle systems. Meaning a particle generator can be duplicated.
- Stride fixes (more info)
- New option "Shadow Bias", to extend the boundary between shadow or no shadow a little bit (more info and here and "follow path" here)
- New Node editor in Blender
- Animation baking code. also a patch to autokey, to only key the keys made.
- Copy Shape Verts (check here and here)
- Several new Interface icons
- Preparation for the preview image browser



Get it here:
- Windows
- Linux
Last edited by rcas on Tue Jan 03, 2006 7:10 pm, edited 16 times in total.
How to use a Blender:
Put your model, rig, animation and textures in the Blender, turn the Blender on and wait for it to Render, then turn the Blender off and show it to your friends.

pildanovak
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Post by pildanovak » Tue Dec 06, 2005 2:29 pm

all the lscm stuff crashes. at the moment i select some vertices and press ctrl+v.

fakeplasticdreams
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Post by fakeplasticdreams » Tue Dec 06, 2005 8:54 pm

Thanks for the build.

Curious though. Where is the orange branch source located? I didn't see it as a branch on the main CVS page.

Thanks

rcas
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Post by rcas » Tue Dec 06, 2005 9:28 pm

Guess that saying "Please don't respond to this thread" isn't noticable.

Answering both:
Orange Branch is a branch, not a folder, meaning you have to add "-r branchname" when you get it from CVS.
And yes, Orange Branch is UNSTABLE, so, no Bug reports, they know the problems and are being fixed.


Cheerz,

-- Rui --
How to use a Blender:
Put your model, rig, animation and textures in the Blender, turn the Blender on and wait for it to Render, then turn the Blender off and show it to your friends.

rcas
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Post by rcas » Tue Dec 20, 2005 4:15 am

WINDOWS UPDATE


Bf-blender branch:
- pre-release 2.40

Orange branch:
- Library linking, group and relative path fixes
- New feature: "Stress" texture input channel
- WIP commit for inclusion of "Tangent" vector in rendering
- Duplicators now work for dynamic particle systems. Meaning a particle generator can be duplicated.
- Stride fixes
- New option "Shadow Bias", to extend the boundary between shadow or no shadow a little bit
- Foundations for new Node editor in Blender
- Animation baking code. also a patch to autokey, to only key the keys made.


Linux will come tomorrow, sorry for taking so long to update, but life doesn't come easy....
How to use a Blender:
Put your model, rig, animation and textures in the Blender, turn the Blender on and wait for it to Render, then turn the Blender off and show it to your friends.

ZanQdo
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Post by ZanQdo » Tue Dec 20, 2005 4:48 pm

does animation baking code means that I could export my entire animation as a series of mesh files, maybe for use in another app? that would be very good :)
:-) Hosting for your test builds:
GraphicAll.org

rcas
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Post by rcas » Tue Dec 20, 2005 5:25 pm

ZanQdo wrote:does animation baking code means that I could export my entire animation as a series of mesh files, maybe for use in another app? that would be very good :)
I don't know, I just build it, test it and if it works fine I share it with the world.

Not using Orange Branch, yet.
How to use a Blender:
Put your model, rig, animation and textures in the Blender, turn the Blender on and wait for it to Render, then turn the Blender off and show it to your friends.

ZanQdo
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Joined: Sun Apr 11, 2004 4:57 am

Post by ZanQdo » Wed Dec 28, 2005 12:35 am

Please, a new orange windows build if you don´t mind :D :oops:
:-) Hosting for your test builds:
GraphicAll.org

rcas
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Post by rcas » Wed Dec 28, 2005 3:24 am

ZanQdo wrote:Please, a new orange windows build if you don´t mind :D :oops:
Coming right out.
How to use a Blender:
Put your model, rig, animation and textures in the Blender, turn the Blender on and wait for it to Render, then turn the Blender off and show it to your friends.

rcas
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Post by rcas » Wed Dec 28, 2005 3:48 am

You can check there now.


Commited Orange Branch and bf-Blender Branch builds.

Changes on Orange:
- New Node editor in Blender, several things work now
- Copy Shape Verts (check here and here)
- Several new Interface icons
- Preparation for the preview image browser


Hope to feed the hungry for oranges folks out there.


-- Rui --
How to use a Blender:
Put your model, rig, animation and textures in the Blender, turn the Blender on and wait for it to Render, then turn the Blender off and show it to your friends.

Auteuro
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Post by Auteuro » Wed Dec 28, 2005 4:23 am

So kind of you rcas. Some day I'll recreate my own build setup when I have time, but for now, thank you!

ZanQdo
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Joined: Sun Apr 11, 2004 4:57 am

Post by ZanQdo » Wed Dec 28, 2005 4:51 am

Thaaaaaanks!
:-) Hosting for your test builds:
GraphicAll.org

zupermonkey
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Post by zupermonkey » Wed Dec 28, 2005 5:57 am

Would it be possible to add the patch for getting rid of UV distortions on subdivision surfaces as well? I'd really really like to test that one :)

(see: http://blender.org/forum/viewtopic.php?t=7694 )

ZanQdo
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Joined: Sun Apr 11, 2004 4:57 am

Post by ZanQdo » Wed Dec 28, 2005 6:04 am

The copy shape verts kick ass!
:-) Hosting for your test builds:
GraphicAll.org

rcas
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Post by rcas » Wed Dec 28, 2005 12:26 pm

zupermonkey wrote:Would it be possible to add the patch for getting rid of UV distortions on subdivision surfaces as well? I'd really really like to test that one :)

(see: http://blender.org/forum/viewtopic.php?t=7694 )
I don't have much time to add patches and check if they work nicely.
I will try to patch it, if it build nicely and don't crash at first usage I will post it.

But I make no Promisses.


-- Rui --
How to use a Blender:
Put your model, rig, animation and textures in the Blender, turn the Blender on and wait for it to Render, then turn the Blender off and show it to your friends.

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