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Showing posts from February, 2014

WIP Screenshot Addon

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I have been working on this tool for over a week in my spare time. This builds on top of the bpy.ops.screen.screenshot operator that comes bundled with Blender. I have implemented the following capture modes for the time being Capture entire screenCapture all the areas in the current screenCapture screen and all the areas as well. The fundamental difference between the factory operator and mine is the way captures files are saved. In the former, we have to manually save it using the invoked file browser and in the latter files are automagically saved (blend_file_name|cwd)[_AREA].png. [cwd = current working directory]

I am creating this addon so that I can document my experiments much more quickly than I am able to do right now. It is really awesome that Blender provides us enormous ability to extend it in ways that we need to.
While designing this addon, I consciously chose OSKey[+Shift|+Ctrl]+C hot-key combination as it is in line with Blender's philosophy of one hand on keyboard…

GSOC 2014

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It is that time of the year again. Good times ahead.
Mail of the day: Google accepted Blender Foundation as mentoring organization for Summer of Code, the 10th time :) #b3d
— Ton Roosendaal (@tonroosendaal) February 24, 2014 Thank you Google for your continuing support of students, open source and mentoring organizations.

Dev:Ref/GoogleSummerOfCode/2014/Ideas

Links and References
bf-committers/2014-February/042933Dev:Ref/GoogleSummerOfCode/2013Dev:Ref/GoogleSummerOfCodesatishgoda at gmail dot com

Blender 2.70 Testing Build

UI Experiments #1

A combination of multiple experiments that I have been conducting to customize and gain control over the UI in Blender.

Zen Mode
Allows one to temporarily make the area headers display nothing so that the user is not disturbed by the ui elements.Show/Collpase menus in the area header Switch Area Spaces
 Each area can display a space type at any point of time. We can also switch to different spaces and switch back. When you are trying to switch to a space type that you already activated in the current area, Blender reuses the space that was previously created (as they are stored behind the scenes). My addon will display the hidden spaces as user interface buttons so that we can easily switch to them.Make Headers Consistent
The area headers displayed in the various areas of a screen are oriented inconsistently per area type. Some areas have headers at the bottom and others at the top. In order to consistently orient the headers, I have written this addon.
satishgoda at gmail dot com

Blender crash and fix

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Today I downloaded and extracted the latest test build (official linux 64 bit) from  http://builder.blender.org/download. But upon launching Blender, I was flabbergasted to watch Blender crash in front of my eyes.

linux:/home/satishg/blender/testing/270> blender270a
connect failed: No such file ordirectory 
Read new prefs: /home/satishg/.config/blender/2.69/config/userpref.blend
found bundled python: /home/satishg/blender-2.69-2175302-linux-glibc211-x86_6/2.69/python
Writing: /tmp/blender.crash.txt
Segmentation fault (core dumped)

Following is the content of the blender.crash.txt file.
Having no idea about the reason for crash, I decided to remove the 2.69 config directory from ~/.config/blender/2.69 and see if Blender still crashes.

mv /home/satishg/.config/blender/2.69 ~/Desktop/ -v

Well, it happened so that Blender did not crash! Since I was busy with work, I did not investigate further.

Update:

I got another crash (Looks like ndof stuff is changing)
I think the above problem might be f…

2.70 Preview 1

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About
As mentioned in my earlier blog post, I have been using the latest builds from http://builder.blender.org diligently. Today's post contains results of testing the following upcoming features in Blender 2.70. Dev:Ref/Release_Notes/2.70/Game_Development#View_NavigationDev:Ref/Release_Notes/2.70/More_Features#Rigid_Body_SimulationModifier Setup
Deformations and modifiers can be taken into account by selecing a mesh source for collision shapes. As you can see from the screenshot below, the modeled mesh consists of just a single face and the rest of the mesh used for collision and display is the output from the modifier stack. Video
I have created 5 takes (playblasts) from my experiment and edited them together using YouTube Video Editor. Some of my takes have camera animation that was recorded using the the new "Walk" 3D view navigation mode. Development
During the process of experimenting with the RBD system, I also started developing a set of tools (using Python) to abe…

RBD Experiments #3

Some experiments using Generic Spring constraint.

Damped Spring System
Spring deformation is just a placeholder until I figure out a better solution.

Spring in a box

Past the elastic limit of the springs

You can also view all my Rigid Body Dynamics experiments.

Blender 2.70a

I started using the development builds from http://builder.blender.org and I am in love with the workflow enhancing feature called "Value Picking"

RBD Experiments #2

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Some more experiments using Rigid Bodies

Dominoes

Notes

Stacked Slabs

Notes


RBD Experiments #1

Couple more tests I did recently.
Falling CardsFlaps