[Bf-committers] Preferred method to call c++ from python console.

Kesten Broughton solarmobiletrailers at gmail.com
Mon Apr 29 02:47:55 CEST 2013


Is there a preferred way of making calls to c++ from the python console?  I
see possibilities with Boost.Python and ctypes.  The goal is to call
methods of a finite state machine, control the order of calls with keyboard
input and connect the transitions to animations.

If anyone can suggest a guide or further reading, i'd appreciate it.

kesten


On Sun, Apr 28, 2013 at 5:00 AM, <bf-committers-request at blender.org> wrote:

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> Today's Topics:
>
>    1. Re: Performance improvements and compilers (Ton Roosendaal)
>    2. Re: Performance improvements and compilers (J?rgen Herrmann)
>    3. Patch to allow recording of static objects in game        engine
>       (James Yonan)
>    4.  Jack audio lib inclusion (Juan Pablo Bouza)
>    5. code style (wiki update) (Campbell Barton)
>
>
> ---------- Forwarded message ----------
> From: Ton Roosendaal <ton at blender.org>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Sat, 27 Apr 2013 16:18:15 +0200
> Subject: Re: [Bf-committers] Performance improvements and compilers
> Hi,
>
> That's promising news!
>
> A lot of demo files are collected here:
> http://download.blender.org/demo/test/test260.tgz
>
> We use them for regression testing, not performance. But it's a nice
> collection in general.
>
> We also published some extra demos for 2.61
> http://download.blender.org/demo/test/demos261-2.zip
>
> -Ton-
>
> ------------------------------------------------------------------------
> Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> On 26 Apr, 2013, at 23:55, Jürgen Herrmann wrote:
>
> > Hi there,
> >
> > I just ran a comparative test render with cycles on two different builds
> of blender r56315.
> > One compiled with VC 2008 and one compiled with VC 2012.
> >
> > Simple scene with a high detail character
> >
> > VC 2008: 18 Minutes 33 seconds
> > VC 2012: 16 Minutes 06 seconds
> >
> > All on CPU, no CUDA yet.
> > I'd really like a benchmark for blender in order to compare physics,
> rendering and other features. Is there any?
> >
> > By the way, the builds are both x64, the vs 2012 build was done with
> /arch:AVX and GHOST SDL instead of GHOST Win32 because of the odd crashing
> issue on Win 8.
> >
> > Both builds and the prerequisite libs can be downloaded at my site:
> http://shadowrom.de
> >
> > Best regards
> > Jürgen
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
>
>
>
>
> ---------- Forwarded message ----------
> From: "Jürgen Herrmann" <shadowrom at me.com>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Sat, 27 Apr 2013 17:10:05 +0200
> Subject: Re: [Bf-committers] Performance improvements and compilers
> Hi Ton,
>
> Thank you, I'll try them. There's good news from NVidia too.
> I contacted the cuda reg dev team and they said that cuda 5.5 will be
> released in a few months with support for vc2012.
> I am a bit lost with this nasty windows 8 crash right now and I'm trying
> to get into Win32 and ghost more deeply in order to fix it.
>
> Jürgen
>
> Am 27.04.2013 um 16:18 schrieb Ton Roosendaal <ton at blender.org>:
>
> > Hi,
> >
> > That's promising news!
> >
> > A lot of demo files are collected here:
> > http://download.blender.org/demo/test/test260.tgz
> >
> > We use them for regression testing, not performance. But it's a nice
> collection in general.
> >
> > We also published some extra demos for 2.61
> > http://download.blender.org/demo/test/demos261-2.zip
> >
> > -Ton-
> >
> > ------------------------------------------------------------------------
> > Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
> > Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
> >
> > On 26 Apr, 2013, at 23:55, Jürgen Herrmann wrote:
> >
> >> Hi there,
> >>
> >> I just ran a comparative test render with cycles on two different
> builds of blender r56315.
> >> One compiled with VC 2008 and one compiled with VC 2012.
> >>
> >> Simple scene with a high detail character
> >>
> >> VC 2008: 18 Minutes 33 seconds
> >> VC 2012: 16 Minutes 06 seconds
> >>
> >> All on CPU, no CUDA yet.
> >> I'd really like a benchmark for blender in order to compare physics,
> rendering and other features. Is there any?
> >>
> >> By the way, the builds are both x64, the vs 2012 build was done with
> /arch:AVX and GHOST SDL instead of GHOST Win32 because of the odd crashing
> issue on Win 8.
> >>
> >> Both builds and the prerequisite libs can be downloaded at my site:
> http://shadowrom.de
> >>
> >> Best regards
> >> Jürgen
> >> _______________________________________________
> >> Bf-committers mailing list
> >> Bf-committers at blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
>
>
>
> ---------- Forwarded message ----------
> From: James Yonan <james at openvpn.net>
> To: bf-committers at blender.org
> Cc:
> Date: Sat, 27 Apr 2013 11:10:25 -0600
> Subject: [Bf-committers] Patch to allow recording of static objects in
> game engine
> I'd have to say that in addition to all of the wonderful things Blender
> can do, I've come to realize that it has great potential as a children's
> learning tool for math, geometry, physics, and computer science, not to
> mention 3D modeling.  My 10-year old son has really gotten into Blender,
> especially turning the physics engine loose on convoluted marble runs.
>
> Unfortunately, he was disappointed to find that after putting a lot of
> effort into animating some static objects via actuators, that he could not
> record the motions of the objects in the same way that dynamic objects can
> easily be recorded.  The simulation played out fine in the game engine, but
> only the motions of dynamic objects were recorded.  So when he tried to
> render an animation using the recording, the motion of the static objects
> was lost.
>
> I tried to find a solution on the web -- apparently this behavior existed
> by default in Blender 2.60 and earlier but mysteriously disappeared in
> recent releases, causing some consternation:
>
> http://blenderartists.org/**forum/showthread.php?246697-**
> Recording-Motion-of-Static-**Objects<http://blenderartists.org/forum/showthread.php?246697-Recording-Motion-of-Static-Objects>
>
> Apparently the only known workaround for recent Blender releases to enable
> recording is to make all objects Dynamic (as discussed in thread above).
>  This seems wrong, because in some cases you might want an object to be
> static so that you can control its motion without interference from the
> physics engine.  In fact the game engine currently allows this, it just
> doesn't record the motion of the static objects, making it difficult to
> record such animation from the game engine for later high-quality renders.
>  This seems wrong as well, that the the game engine, when run, would
> produce a different set of object motions than would be recorded as
> keyframes when Game>Record Animation is checked.
>
> Anyway, I've written up a simple patch to restore recording of static
> objects.  The attached patch (against trunk rev 56332) allows for easy
> recording of the motion of static objects via a checkbox on the Physics
> panel.  All static objects are given a new checkbox called "Record
> Animation" that appears under the "Actor" and "Ghost" checkboxes on the
> Physics panel.  This checkbox only appears for static objects.  When
> checked, the motion of the static object will be recorded, whenever
> game-engine recording is enabled via Game>Record Animation.
>
> So with this patch, we were finally able to render my son's animation.
> Here's the finished result:
>
> http://youtu.be/yltDGgW4jd0
>
> Is this something that can be considered for inclusion in Blender?
>
> Thanks,
> James
>
>
> ---------- Forwarded message ----------
> From: Juan Pablo Bouza <jpbouza at hotmail.com>
> To: "bf-committers at blender.org" <bf-committers at blender.org>
> Cc:
> Date: Sat, 27 Apr 2013 15:09:17 -0300
> Subject: [Bf-committers] Jack audio lib inclusion
> Hi guys! I just write to propose that Jack lib should be included
> statically in blender releases.
> I know that this has already been discussed on IRC, but I think Nexyon did
> a great job at porting jack into blender and it's just not fair that this
> feature is left outside of the reach of people who don't compile blender.
> If I'm not wrong, Jack also works on mac, and now it also does on windows.
> This is just a great tool for video editing and audio based animation.
> I know that maybe not all blender users will use this, but by not having
> the lib included by default we are depriving many people to even try it.
>
> Personally, I use Blender synced with  Ardour for video editting. If
> someone thinks that this is not a combination to be taken seriously as a
> powerful tool, I have to say that I'm editing a full length commercial
> feature film with it. And the workflow is just great.
>
> Well, It would be cool to support this, as a way of supporting other
> interrelated open source projects too.
>
> See you!
>
>
>
> ---------- Forwarded message ----------
> From: Campbell Barton <ideasman42 at gmail.com>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Sun, 28 Apr 2013 13:03:11 +1000
> Subject: [Bf-committers] code style (wiki update)
> Hi, recently Sergey raised some issues with code-style that weren't
> addressed in the initial wiki page and we thought should be resolved
> before GSOC.
>
> Comments for API (functions, structs, enums...).
> http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#API_Docs
>
> Use of macros.
> http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#Utility_Macros
>
> No changes to blender required, we mostly do this anyway, just mailing
> so devs are aware of the changes.
>
>
> note - we also discussed the possibility of making function
> `__attribute__` use less verbose but this isn't so straightforward, so
> we agreed to leave that one for now.
>
> --
> - Campbell
>
>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
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>


-- 

Kesten Broughton
President and Technology Director,
Solar Mobile Trailers
kesten at solarmobiletrailers.com
www.sunfarmkitchens.ca <http://www.sunfarmkitchens.ca>
512 701 4209


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