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

Darshan kadu darsh7807 at gmail.com
Wed Aug 2 12:49:13 CEST 2017


Hello, Mr. Howard.

I have extended the color layer to 64 and set the new layer to be the
default one rather than copying previous one.

I got the mail from GSoC for final submission guidelines. Should I start
doing that now if yes how?


Thank you.



On Wed, Aug 2, 2017 at 12:14 AM, Darshan kadu <darsh7807 at gmail.com> wrote:

> 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
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
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>>>>>>>>>>>>>>>>>
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