Planet Blender

v2-beta4 'Turning Pages'

... where Blenderheads live. Aggregate of blogs by Blenderheads
  • OSX and blender 2.5 compile not working anymore...
    digital janitor - 2010-02-24 21:52:00

    [updated below]

    Something happened a few weeks back. While I try and update as much as I can, sometimes work gets in the way and I do check out the svn a few weeks later. So on my OSX machine I updated as usual and tried to compile (using gcc 4.0 and osx 10.5.8). I get this:

    Compiling ==> 'AUD_C-API.cpp'
    In file included from intern/audaspace/intern/AUD_C-API.cpp:54:
    intern/audaspace/SDL/AUD_SDLDevice.h:31:17: error: SDL.h: No such file or directory
    In file included from intern/audaspace/intern/AUD_C-API.cpp:58:
    intern/audaspace/OpenAL/AUD_OpenALDevice.h:35:19: error: AL/al.h: No such file or directory
    intern/audaspace/OpenAL/AUD_OpenALDevice.h:36:20: error: AL/alc.h: No such file or directory
    intern/audaspace/intern/AUD_C-API.cpp:67:34: error: libavformat/avformat.h: No such file or directory
    intern/audaspace/intern/AUD_I3DDevice.h:37: warning: 'class AUD_I3DDevice' has virtual functions but non-virtual destructor
    intern/audaspace/SDL/AUD_SDLDevice.h:45: error: 'Uint8' has not been declared
    intern/audaspace/OpenAL/AUD_OpenALDevice.h:49: error: ISO C++ forbids declaration of 'ALCdevice' with no type
    intern/audaspace/OpenAL/AUD_OpenALDevice.h:49: error: expected ';' before '*' token
    intern/audaspace/OpenAL/AUD_OpenALDevice.h:54: error: ISO C++ forbids declaration of 'ALCcontext' with no type
    intern/audaspace/OpenAL/AUD_OpenALDevice.h:54: error: expected ';' before '*' token
    intern/audaspace/OpenAL/AUD_OpenALDevice.h:124: error: 'ALenum' has not been declared
    intern/audaspace/intern/AUD_C-API.cpp: In function 'int AUD_init(AUD_DeviceType, AUD_DeviceSpecs, int)':
    intern/audaspace/intern/AUD_C-API.cpp:90: error: 'av_register_all' was not declared in this scope
    scons: *** [/Users/sanders/blender-svn/build/darwin/intern/audaspace/intern/AUD_C-API.o] Error 1
    scons: building terminated because of errors.


    Apparently this is due to some 'JACK' thing, and right now I'm not able to compile at all. Both libs and blender trunk is checked out at revision 27128.
    user-config.py has "WITH_BF_JACK = False".

    Any ideas?

    [solution]

    First install Xcode 3.1 if you are on Leopard (10.5.8), Xcode 3.2 is only for Snow Leopard.

    Second, alter your user-config.py with these lines:


    if MACOSX_ARCHITECTURE == 'x86_64':
    REL_CFLAGS = REL_CFLAGS+['-mssse3']
    REL_CCFLAGS = REL_CCFLAGS+['-mssse3']


    Third, you need to fix your gcc links to use 4.2 instead of 4.0

    in a terminal

    sudo rm /usr/bin/gcc
    sudo ln -s /usr/bin/gcc-4.2 /usr/bin/gcc


    now you (read "me") should be able to update and compile blender just fine :)
  • Python external scripts.
    pixel-sized - 2010-02-24 18:22:00

  • Interview: Jason van Gumster
    Blender Tutorials Downloads Videos & Education - Blender Cookie - 2010-02-24 17:17:30

    As is pretty standard with interviews, would you care to introduce yourself? I am Jason van Gumster of Hand Turkey Studios, author of Blender for Dummies and GIMP Bible, and a general goof ball. You have been a successful Blender artist for quite some time, can you give us a little insight into what you do on [...]

    http://blendercookie.com
  • New cleaner look for the Starbright Illustrations scifi art site
    Starbright Illustrations - 2010-02-24 16:13:08

    As I mentioned in my last post, all the science fiction sketches, designs, art, 3D renders and illustrations have always been the most popular element of both the Starbright Illustrations main site and the Starbright Illustrations blog. It seems that now might be a great time to refocus the site towards this sort of work, to make the site more unified and understandable, but hopefully still vibrant, varied and interesting.

    As part of this process I’ve been redesigning the site to have a white background, simpler layout and new logo. The first of these new-design pages is taking shape here. I’ creating the pages in Kompozer, and one of the advantages of using such a simple app is that it creates nice simple web pages that download quickly. At lest they should download quickly as long as I keep my eye on the sizes of all the images I’m creating. When I remember I use the Save foe Web extension for GIMP to make sure the illustrations are as small as possible.

    Installing it was a bit of an effort with Mandriva Linux however. I remember with the old Windoze machine – before it died – all I had to do was drop the extension into the right GIMP folder. With Linux I had to download extensions to my operating system and type in different lines of code, using Google to look up how to react to the error messages that were spat out in a little black window when the extension repeatedly failed for various esoteric reasons.

    But as soon as the new look has spread across the site a little, it’ll be straight back to sketching spaceships and other bits of sci-fi hardware and working these designs into completed illustrations.


  • graphicall: "Allow cloth sim for linked duplicates" [27122] on Trunk by Campbell, awesome! i.e. using Cloth/Hair on linked characters..yay!
    Twitter / graphicall - 2010-02-24 15:56:36

    graphicall: "Allow cloth sim for linked duplicates" [27122] on Trunk by Campbell, awesome! i.e. using Cloth/Hair on linked characters..yay!
  • Blending Life 2010
    Ben Simonds' 3D Portfolio - 2010-02-24 13:52:05

    After learning so  much from last year’s blending life competition, I couldn’t wait to test out what I’d learned since in making my entry this year. It was tremendous fun to do and I had great feedback from the BlenderArtists community as I went along. Anyway, I thought that as the competition still has a [...]
  • Job Opening: Terrestrial 3D Scanning
    BlenderNation - 2010-02-24 13:00:57

    LandAir Surveying uses a terrestrial 3D scanner to scan high density pointclouds (2 billion points). Some of their clients require a video presentation of these datasets. After the pointcloud has been downsampled, they use Blender for the visualisation. They’re looking for a Blender artist. James wrote: LandAir Surveying has an immediate opening for anyone that may be [...]
  • Work in Progress February 2010
    The Process Diary - 2010-02-24 11:27:00

    Welcome to the February WIP video. This month's installment continues the modeling phase, creating the boots and hands for the character. I've heeded the advice of some listeners this month, and gone for no soundtrack. Will be curious as to how people feel about this. Note that for the DVD release, music is going to be specially composed, and full credit will go to the composer on release. This episode is also a bit longer than usual - coming in at about 32 minutes - but all fairly worthwhile stuff.

    TPD - February 2010 from Paul Caggegi on Vimeo.




    Some quick points of what to expect:
    • Special focus on keeping edge loops consistent.
    • Some use of the sculpting tool in tandem with traditional modeling techniques
    • Hand modeling from the fingers down.
    Please find the different size downloads linked below:



    Subscribe to iTunes Feed
  • Physics Fun
    BlenderNation - 2010-02-24 06:00:58

    By Tagzerz. This video on YouTube has additional information in the subtitles.
  • Pintura Matte
    The Mercator Project - 2010-02-24 03:59:48

    Una de las cosas que más disfruto hacer es pintar y en particular, pintar decorados. Las pinturas matte nos ahorran muchisimo trabajo de modelado y texturizado sobre todo en casos como esta escena donde los personajes simplemente pasarán explorando sin interactuar con el entorno. La técnica que usamos es crear un modelo muy rudimentario que nos permita tener una referencia del espacio, y luego hacer una mezcla entre collage fotográfico y pintura.

    Matte painting

    Luego de realizada la pintura, la usamos como textura y la mapeamos desde la cámara sobre alguna geometría low-poly, obteniendo un resultado muy interesante de “Pintura 3D”. Pero eso lo contaremos en otro momento ;-)

    [

  • Tip: Mixing Clips in the Video Sequencer
    Blender Tutorials Downloads Videos & Education - Blender Cookie - 2010-02-24 03:05:31

    This quick Blender video tip demonstrates how to mix two image sequences (or video clips) in the video sequencer and then export them out as a single video file. The footage used is from http://openfootage.net

    http://blendercookie.com
<
2010-2
>
1
7
2
8
3
8
4
8
5
7
6
8
7
7
8
6
9
11
10
14
11
7
12
8
13
4
14
9
15
14
16
16
17
15
18
11
19
11
20
11
21
4
22
9
23
11
24
12
25
9
26
9
27
8
28
8