[Soc-2017-dev] vertex paint project - ply exporter

Darshan kadu darsh7807 at gmail.com
Tue Aug 1 20:44:35 CEST 2017


Hello, Mr. Howard,
I didn't give time for work it's been hectic past week.
I will be back on work from tomorrow.

Darshan

On 01-Aug-2017 11:07 PM, "Howard Trickey" <howard.trickey at gmail.com> wrote:

> Hi Darshan,
>
> Any progress to report?
>
> On Thu, Jul 27, 2017 at 12:05 PM Darshan kadu <darsh7807 at gmail.com> wrote:
>
>> Thank you, Mr.Howad,
>>
>> I will take the tasks one by one.
>>
>> As you said, increasing the color layer is the task which I will do next.
>>
>> As far as replying on thread is concern, I will do it one by one probably
>> from the next week.
>>
>> Thank you,
>>
>> On Thu, Jul 27, 2017 at 12:32 AM, Howard Trickey <
>> howard.trickey at gmail.com> wrote:
>>
>>> Darshan,
>>>
>>> Yes, it now appears to work with subdivision surfaces too.
>>>
>>> Do you know what to work on next? You have basically finished everything
>>> (and more!) in your GSoC proposal except for the gradient feature and the
>>> part of vertex alpha that would have it affect rendering.  So perhaps you
>>> should interact with the user community again to figure out what the most
>>> desired extra features would be, and also to try to encourage more testing
>>> to uncover bugs.  Combining known requests with the remainder of your
>>> proposal, we have these ideas so far:
>>>
>>> 1) gradient as a source of color
>>> 2) have vertex alpha affect rendering.  I think it might already work by
>>> using nodes, but you (or I) should check to see that the alpha value
>>> properly comes out of the vertex color node and can be an input to other
>>> nodes.
>>> 3) soften tool (post #15 in the BA thread
>>> <https://blenderartists.org/forum/showthread.php?427686-GSoC-2017-Vertex-Painting-Improvement>
>>> )
>>> 4) random colors (post #15, #25)
>>> 5) cleanup tool (post #15)
>>> 6) more than 8 layers (post #15, #40)
>>> 7) paint multiple layers at the same time
>>> 8) take brush strength into account for alpha too (post #68)
>>>
>>> An easy one to do next would be more than 8 layers (current suggestion
>>> is: 32).
>>> Another fairly easy one would be random colors.
>>>
>>> There are also some unaddressed questions / reports in the BA thread
>>> that you might want to answer / address. E.g.,
>>> post #8 re new layer contents
>>> post #14 re numeric entry to change certain vertices
>>> post #23 re occlude mode and symmetry
>>> post #51 re mesh resolution brush
>>> post #52 re polyfill/uvfill brush
>>> post #82 re artifacts with dyntopo
>>> post #86 re importing fbx
>>>
>>>
>>> On Wed, Jul 26, 2017 at 12:27 PM Darshan kadu <darsh7807 at gmail.com>
>>> wrote:
>>>
>>>> I changed the sub surface modifiers for alpha. you can test now.
>>>> I don't think there is any other part which needs to be changed like
>>>> this.
>>>>
>>>> --Darshan
>>>>
>>>> On Wed, Jul 26, 2017 at 5:23 PM, Darshan kadu <darsh7807 at gmail.com>
>>>> wrote:
>>>>
>>>>> Yes, I understood the problem I will work on the subdivision modifier
>>>>> for the alpha!
>>>>>
>>>>> --Darshan
>>>>>
>>>>> On Wed, Jul 26, 2017 at 4:57 PM, Howard Trickey <
>>>>> howard.trickey at gmail.com> wrote:
>>>>>
>>>>>> Hi Darshan,
>>>>>>
>>>>>> Thanks for the video, that explained it well.  And I agree, baking
>>>>>> the vertex colors to image is working to save the correct alpha, as
>>>>>> desired! So nothing for you to do in terms of baking.
>>>>>>
>>>>>> What do you want to work on next?  One thing that is left over from
>>>>>> the work to make alpha visible in the 3d view (besides trying to figure out
>>>>>> what is going on with those backfaces), is to also make it work when you
>>>>>> add a subdivision surface modifier (which is different than hitting the
>>>>>> subdivide function in edit mode). Alpha is not displayed there because a
>>>>>> different derived mesh file is used to draw in that case (I told you about
>>>>>> this in an earlier message).
>>>>>>
>>>>>>
>>>>>> On Wed, Jul 26, 2017 at 5:49 AM Darshan kadu <darsh7807 at gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> I attached the video in the previous mail so its under moderation,
>>>>>>> but here is the link of gdrie. https://drive.google.com/file/d/
>>>>>>> 0B3ZxL0OKDmc7R3Z6NUZBSlo0QnM/view?usp=sharing
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Jul 26, 2017 at 2:56 PM, Darshan kadu <darsh7807 at gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Hello, Mr. Howard,
>>>>>>>>
>>>>>>>> I have attached the video for the previous instruction.
>>>>>>>>
>>>>>>>> Thank you.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Tue, Jul 25, 2017 at 11:11 PM, Darshan kadu <darsh7807 at gmail.com
>>>>>>>> > wrote:
>>>>>>>>
>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>
>>>>>>>>> I can't create video now(the internet is too slow to download
>>>>>>>>> software for that and upload video),
>>>>>>>>> I did this to bake vertex color to PNG.
>>>>>>>>> -->set  mode as UV editing
>>>>>>>>> --> select the mesh in edit mode, press<space> select mark seam.
>>>>>>>>> -->press<U> select unwrap
>>>>>>>>> -->in render tab go to bake select bake mode to vertex color
>>>>>>>>> -->bake color
>>>>>>>>> -->come back to UV you will get color on uv.
>>>>>>>>> -->save it as png file
>>>>>>>>>
>>>>>>>>> One thing I Notice if I use this png file then to bake vertex
>>>>>>>>> colors then the alpha was properly assigned,
>>>>>>>>> but if I use the other png file which I took from the internet
>>>>>>>>> alpha was not getting properly assigned.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Tue, Jul 25, 2017 at 5:24 PM, Howard Trickey <
>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> Darshan,
>>>>>>>>>>
>>>>>>>>>> I'm sorry, I'm not figuring out how you did that (baking vertex
>>>>>>>>>> color to a PNG file).  Could you explain the steps your followed in detail
>>>>>>>>>> or maybe make a video showing how you did it?
>>>>>>>>>>
>>>>>>>>>> On Tue, Jul 25, 2017 at 6:35 AM Darshan kadu <darsh7807 at gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>>
>>>>>>>>>>> I tried bake to vertex color,  I applied color to vertex color
>>>>>>>>>>> from transparent PNG file, it took alpha properly and was showing it in 3d
>>>>>>>>>>> view.
>>>>>>>>>>>
>>>>>>>>>>> I then bake vertex color to PNG file, i got the transparent
>>>>>>>>>>> image.
>>>>>>>>>>>
>>>>>>>>>>> I think this shows that the bake color is working properly with
>>>>>>>>>>> the alpha also, and don't need any modification what do you think?
>>>>>>>>>>>
>>>>>>>>>>> Thank you.
>>>>>>>>>>>
>>>>>>>>>>> On Mon, Jul 24, 2017 at 7:00 PM, Howard Trickey <
>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Hi Darshan,
>>>>>>>>>>>>
>>>>>>>>>>>> I will have to look more about baking to see if there is
>>>>>>>>>>>> another way, but glad you found one way.
>>>>>>>>>>>>
>>>>>>>>>>>> Interesting about the backface culling. I was suspecting that
>>>>>>>>>>>> the artifacts we were seeing were due to backfaces. But as you say, culling
>>>>>>>>>>>> them is not really the best fix here. Still, a good clue.
>>>>>>>>>>>>
>>>>>>>>>>>> As discussed in IRC, I did the steps to the Builder to build
>>>>>>>>>>>> your branch. It seemed to work.  Some builds are building now. For the
>>>>>>>>>>>> record, here's what I did
>>>>>>>>>>>> git checkout experimental-build
>>>>>>>>>>>> git merge master
>>>>>>>>>>>> git merge --squash soc-2017-vertex_paint
>>>>>>>>>>>> git commit -a
>>>>>>>>>>>> git revert HEAD
>>>>>>>>>>>>
>>>>>>>>>>>> noted that commit for the place where your code is merged in
>>>>>>>>>>>> is: de3ee9f7bb
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Sun, Jul 23, 2017 at 11:08 AM Darshan kadu <
>>>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Hello, Mr, Howard,
>>>>>>>>>>>>>
>>>>>>>>>>>>> I had a hard time in understanding how does the bake to vertex
>>>>>>>>>>>>> color works, but I figured it out.
>>>>>>>>>>>>>
>>>>>>>>>>>>> I did the following steps:
>>>>>>>>>>>>> 1) I set the texture are the random image.
>>>>>>>>>>>>> 2)Set the UV map
>>>>>>>>>>>>> 3)in the physics tab get to dynamic paint tab
>>>>>>>>>>>>> 4)Add canvas
>>>>>>>>>>>>> 5)dynamic output: add paintmap later
>>>>>>>>>>>>> 6)dynamic initial color:
>>>>>>>>>>>>>    initial color: UV texture
>>>>>>>>>>>>>  and then set the texture
>>>>>>>>>>>>> 7) go to object modifier tab
>>>>>>>>>>>>>    click apply.
>>>>>>>>>>>>>
>>>>>>>>>>>>> If we subdivide sufficiently we can see the image in vertex
>>>>>>>>>>>>> paint.
>>>>>>>>>>>>> Here alpha is by default 1.
>>>>>>>>>>>>> I followed these instructions: https://blender.
>>>>>>>>>>>>> stackexchange.com/questions/26503/how-to-bake-uv-map-
>>>>>>>>>>>>> texture-to-vertex-color-selected-to-active/41677
>>>>>>>>>>>>>
>>>>>>>>>>>>> I just want to know whether is this the correct way to bake or
>>>>>>>>>>>>> any other method is there to bake?
>>>>>>>>>>>>> This was only for texture to vertex color baking.
>>>>>>>>>>>>>
>>>>>>>>>>>>> Well, I enabled the backface culling in the shading panel on
>>>>>>>>>>>>> the right-hand side, the alpha for subdivide was showing properly. But it
>>>>>>>>>>>>> doesn't consider the back faces and for things like a plane, it's not
>>>>>>>>>>>>> good(as the one side in invisible).
>>>>>>>>>>>>> We can set it as default by GL functions, but it won't be
>>>>>>>>>>>>> correct, right?
>>>>>>>>>>>>>
>>>>>>>>>>>>> Thank you.
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Sat, Jul 22, 2017 at 5:36 PM, Howard Trickey <
>>>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Hi Darshan,
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> The channel locks seem to work. Thanks.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> I think bake color is a great next step.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Sat, Jul 22, 2017 at 7:03 AM Darshan kadu <
>>>>>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> I have implemented the color lock and the alpha blend, have
>>>>>>>>>>>>>>> a look at it I have pushed the code.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> I am now planning to work on bake color. What do you think?
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Thank you.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Thu, Jul 20, 2017 at 6:15 PM, Howard Trickey <
>>>>>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Hi Darshan,
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Your plan to next work blending alpha according to mode,
>>>>>>>>>>>>>>>> and locking color, seems good to me.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Somehow I don't think depth ordering is the issue with the
>>>>>>>>>>>>>>>> transparent display.  We'll have to leave this as a background task to fix
>>>>>>>>>>>>>>>> while moving on to other things now.  This is only meant at the moment as a
>>>>>>>>>>>>>>>> kind of quick hack so the user can see some effect of changing alpha in
>>>>>>>>>>>>>>>> Vertex Paint mode, and that much is accomplished.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> The concept of padding is that each C data type takes a
>>>>>>>>>>>>>>>> certain number of bytes and is (by default, and by most compilers) aligned
>>>>>>>>>>>>>>>> on certain "address boundaries" because machines access them better that
>>>>>>>>>>>>>>>> way. On typical machines today:
>>>>>>>>>>>>>>>> char, bool - take 1 byte, can go at any address
>>>>>>>>>>>>>>>> short - takes 2 bytes, goes on even addresses
>>>>>>>>>>>>>>>> int, long, float, pointer - take 4 bytes, go on
>>>>>>>>>>>>>>>> multiple-of-4 addresses
>>>>>>>>>>>>>>>> double - takes 8 bytes, goes on multiple-of-8 addresses
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> So when you declare a struct, it puts them in order but if
>>>>>>>>>>>>>>>> the next address available would not fit the above rules, internal padding
>>>>>>>>>>>>>>>> (basically, unused bytes) is inserted in order to make the required
>>>>>>>>>>>>>>>> alignment. For more information, read, say
>>>>>>>>>>>>>>>> https://en.wikipedia.org/wiki/Data_structure_alignment
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> With some structs in Blender that are to be persisted to
>>>>>>>>>>>>>>>> disk, we want the total length of the struct to have size that is a
>>>>>>>>>>>>>>>> multiple of 8. If by following the above rules, you end up with a struct
>>>>>>>>>>>>>>>> that is not a multiple of 8, you may have to add declaration of some chars
>>>>>>>>>>>>>>>> and possibly an int in order to end up with a multiple of 8. Also, it seems
>>>>>>>>>>>>>>>> that we explicitly put in pad declarations rather than relying on the
>>>>>>>>>>>>>>>> compiler to do it for 'jumps' caused by alignment concerns. I guess this is
>>>>>>>>>>>>>>>> to make it easy for a program to do size calculations when looking at the
>>>>>>>>>>>>>>>> struct defs in the makesdna directory.  E.g., see the ID and PreviewImage
>>>>>>>>>>>>>>>> struct defs in makesdna/DNA_ID.h for both types of pads.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Thu, Jul 20, 2017 at 6:07 AM Darshan kadu <
>>>>>>>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Yes, I also think that the alpha should be blend similar
>>>>>>>>>>>>>>>>> to rgb. It will be simple to implement.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> About the channel lock, the artists want it, so having it
>>>>>>>>>>>>>>>>> would be good think, I can do it with r,g,b bool in the brush struct and
>>>>>>>>>>>>>>>>> changing them from  UI,  Can you tell me the concept of padding you mention
>>>>>>>>>>>>>>>>> before for adding element in the structure.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> For visualization section, Can cull face be useful? but
>>>>>>>>>>>>>>>>> for the cases like plane the back view will not be displayed.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Another thing that can be done is drawing according the
>>>>>>>>>>>>>>>>> depth the most depth faces first, I haven't done it before). This blog
>>>>>>>>>>>>>>>>> explains this very well https://learnopengl.com/#
>>>>>>>>>>>>>>>>> !Advanced-OpenGL/Blending.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> But again why only some faces are behaving like that, why
>>>>>>>>>>>>>>>>> not all? This is something interesting!
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Now, I will be adding the alpha blending similar to rgb,
>>>>>>>>>>>>>>>>> and locking color.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Thank you.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Wed, Jul 19, 2017 at 7:39 PM, Darshan kadu <
>>>>>>>>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>>>>>>>>> Sorry, I was ill from yesterday afternoon. I should
>>>>>>>>>>>>>>>>>> haven't told you before but internet wasn't very good its monsoon
>>>>>>>>>>>>>>>>>> season(heàvy rain) in India.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Meanwhile, yesterday I changed the ply importer to take
>>>>>>>>>>>>>>>>>> alpha into account. I have pushed the code. I thing the same problem comes
>>>>>>>>>>>>>>>>>> with the fbx importer. I will check it. I will give reply to your mail as
>>>>>>>>>>>>>>>>>> soon as possible.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Sorry, I should have told you yesterday itself.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Thank you.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On 19-Jul-2017 6:40 PM, "Howard Trickey" <
>>>>>>>>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Darshan,
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> What are you working on now?
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> I looked a little more at the issue of alpha display
>>>>>>>>>>>>>>>>>>> after subdividing. I am pretty sure now that the alphas are set properly --
>>>>>>>>>>>>>>>>>>> if you remove all but, say, the front (subdivided) face, the display looks
>>>>>>>>>>>>>>>>>>> OK. I tried changing the glBlendfunc call to:
>>>>>>>>>>>>>>>>>>> glBlendFuncSeparate(GL_SRC_ALPHA,
>>>>>>>>>>>>>>>>>>> GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
>>>>>>>>>>>>>>>>>>> which seems more correct, but it didn't make any
>>>>>>>>>>>>>>>>>>> difference.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Maybe someone reading this with more experience with
>>>>>>>>>>>>>>>>>>> OpenGL and alpha-blending has an idea?  I wonder if somehow we have to turn
>>>>>>>>>>>>>>>>>>> on drawing the elements in proper z-sorted order?
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Tue, Jul 18, 2017 at 9:48 AM Howard Trickey <
>>>>>>>>>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Darshan,
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> I made a little python function to dump the vertex
>>>>>>>>>>>>>>>>>>>> (loop) colors on the console.  You may find this useful.  If you put this
>>>>>>>>>>>>>>>>>>>> in, say, the release/scripts/startup folder then you can use the
>>>>>>>>>>>>>>>>>>>> <Space>-menu to search for 'Dump Vertex Colors'.  To see which faces and
>>>>>>>>>>>>>>>>>>>> vertices correspond to which dumped colors, you can start blender with
>>>>>>>>>>>>>>>>>>>> --debug and then enable the 'indices' visualization box in the right-hand
>>>>>>>>>>>>>>>>>>>> panel of view3d (when in Edit mode) to see the indices of the currently
>>>>>>>>>>>>>>>>>>>> selected elements.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> I think there may be a problem with the ply exporter,
>>>>>>>>>>>>>>>>>>>> discovered by using this. I made a simple plane quad and put different
>>>>>>>>>>>>>>>>>>>> colors and alphas on each, and then the ply exporter seemed to have an
>>>>>>>>>>>>>>>>>>>> off-by-one error in lining up colors with vertices. But I looked briefly at
>>>>>>>>>>>>>>>>>>>> the code and didn't see what was wrong.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> I also checked the interpolation of alpha's when
>>>>>>>>>>>>>>>>>>>> subdividing and agree with you that it seems to be doing approximately the
>>>>>>>>>>>>>>>>>>>> right thing, so the problem is somehow in the visualization code.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> Soc-2017-dev mailing list
>>>>>>>>>>>>>>>>>>> Soc-2017-dev at blender.org
>>>>>>>>>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> Soc-2017-dev mailing list
>>>>>>>>>>>>>>>>> Soc-2017-dev at blender.org
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>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
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>>>>>
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