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Developer Meeting Notes, Sept 25, 2011

19

Development is still on track for a 2.60 release in the second week of October.

Ton Roosendaal writes:

1) Blender 2.60 preparations

  • Last week the GSoC UI translation project was successfully applied.
  • Shizu has a Japanese translation .po ready, will send to mailing list
  • Ton discussed with Xiao to move over the google project for translations to blender.org.
  • Dalai Felinto's TexFace properties migration commit went fine so far, one unconfirmed issue only. Please test and report!
  • Last of the big mergers happened, so focus can go to bugs! We move to "BCon4" next week, a first Release Candidate then comes available as well. We're on schedule still.
  • Ton changed the main bug tracker page to not list the 2.4 tracker anymore. If you still need it, replace the 'atid' number in url with 125.
  • Planning reminder
  • Jens Verwiebe compiled for OSX a new gcc (gcc-4.6) which gives more stable OMP (threading) for sculpting and fluids. Might get used for the official release.
  • Dalai will move over bug fixes from cucumber branch
  • Thomas Dinges: our win64 libs need update, he connects with Nathan Letwory for it.

2) Other projects

  • Thomas posted a Cycles Win64 build.
  • Sculpt GSoC branch: Nicholas Bishop talked with Jason Hayes about it. Needs some more work before it can get review for merger. ETA unknown yet.
  • Emannuel Stone is back on Nurbana. He'll do some bug fixes first, then works on a good specification doc with images/videos.
  • BMesh: progresses steadily, but not enough to make it 2.61 target, 2.62 is more feasible.
  • We need reviewer(s) for "Oceansim" for 2.61!
  • Dynamic Paint GSoC project: is ready for review too.

Thanks,

-Ton-

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

19 Comments

  1. Yay, for sure. ;)

    Something changed in the tone of the minutes: they've become much more succinct, more asserted.

    Good, good work.

  2. I love these news! Thanks guys for your wonderful work!

    I played with Cycles on my old notebook yesterday and I was surprised how well it works even on that aged hardware with no OpenCL nor Cuda! Kudos! :)

    Can't wait for BMesh!

  3. Thanks so much for the updates. There are a lot of developers of similar software (well, 3D stuff) who could learn from you in terms of your transparency and openness: highly commendable.
    Keenly awaiting BMesh as well... but I can wait. It'll be ready when it's ready. I've got all the patience in the world!!!

  4. Yay! Emannuel Stone's Nurbs! (needs new name to leave "nurbana" behind... "NURBiliciouS"? "NURBaweSome"?) :-)

    Any word on Freestyle being merged in 2.6x releases?

  5. awesome work devs... keep it up. It is truly appreciated. Is there more work and testing being done with I/O and interoperability with other apps? I'm still finding meshes either in or out not always working with 3ds Max.

  6. I haven´t found a glitch with dynamic paint... but obviously it need more testers, that sole feature set is gonna make the paid 3D guys sweat...a little more...

  7. Oh man dynamic paint is so killer! My mind is just melting think of the possibilities.
    Also I wish to know about the status of freestyle. Is the any info on when it might make it to Trunk?
    Thanks

  8. @Tommy: Sad to hear you feel that :S Could you elaborate a bit more, or perhaps file COLLADA bug reports? Or even better join us on irc in #blendercollada

  9. This is a little off-topic, but is anyone else having trouble with the RSS feed? I'm using the Sage plugin in Firefox as my feed reader, and when it tries to access any of the BlenderNation feeds (RSS 2.0, RSS 0.92, and Atom) I get a "file not found" error. The feeds have worked with Sage in the past so I am not sure what is going on.

  10. @pjoe I use this format in my projects and it's really useful format in general.
    1. there is a problem with bone referencing between and - in the newest version (and last one too, but I keep in mind it's still in test state) there is an additional prefix "Armature_" in (ex. Armature_bone) but in it's split in 2: a parent "Armature" and it's child "bone" - and even Blender can't read it properly which is really curious.
    2. There should be an option (checkbox for example) that makes you possible to get Baked Matrices (not Euler angles) of bone orientation - it's more useful sometimes where you parse DAE directly on your own. Indirect triangulation choice would be also useful.
    3. 's that 3ds Max can't read (I don't know why) - this should be independent of any other tool.
    4. Inverse bind matrix is being calculated from the current view in Blender - you have to get into an Edit Mode first in order to "reset" it, and then export COLLADA. In Pose mode it doesn't work.
    5. 's sometimes has negative indices (I don't know why).
    6. I'm confused why in joints-array's count is sometimes different than poses-array's count. Maybe I'm not deep enough in that to understand it.
    7. in , <polygon material="[some_mat_name]", the value of material in other tools refer to 's <material id="[some_mat_name]" - there not (but I'm not sure if it's standard-way).
    8. (this one is really broken) - every contains just ONE bone's element (angle/location etc.). I mean: ... etc. should be transformed to: . Compare to 3ds Max plugin.

    Cheers

  11. Damn HTTP tags. Resend.

    @pjoe I use this format in my projects and it's really useful format in general.
    1. there is a problem with bone referencing between [library_controllers] and [library_visual_scenes] - in the newest version (and last one too, but I keep in mind it’s still in test state) there is an additional prefix "Armature_" in [library_controllers] (ex. Armature_bone) but in [library_visual_scenes] it's split in 2: a parent "Armature" and it's child "bone" - and even Blender can't read it properly what is really curious.
    2. There should be an option (checkbox for example) that makes you possible to get Baked Matrices (not Euler angles) of bone orientation - it's more useful sometimes where you parse DAE directly on your own. Indirect triangulation choice would be also useful.
    3. [extra]'s that 3ds Max can't read (I don't know why) - this should be independent of any other tool.
    4. Inverse bind matrix is being calculated from the current view in Blender - you have to get into an Edit Mode first in order to "reset" it, and then export COLLADA. In Pose mode it doesn't work.
    5. [vertex_weights]‘s sometimes has negative indices (I don’t know why).
    6. I’m confused why in [library_controllers] joints-array’s count is sometimes different than poses-array’s count. Maybe I’m not deep enough in that to understand it.
    7. in [library_geometries], [polygon material="*some_mat_name*", the value of material in other tools refer to [library_materials]'s [material id="*some_mat_name*" - there not (but I'm not sure if it's standard-way).
    8. [library_animations] (this one is really broken) - every [animation ...] contains just ONE bone's element (angle/location etc.). I mean: [animation rotationX] ... [animation rotationY] etc. should be transformed to: [animation rotationX ... rotationY]. Compare to 3ds Max plugin.

    Cheers

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