Showing posts with label blender25alpha2. Show all posts
Showing posts with label blender25alpha2. Show all posts

Strange blend

I was building blender from source and something odd happened. I haven't figured it out yet. It seems impossible so that is why it happens, I guess. The code is good in the "objdump -d" of a blender assembly with debug symbols. However, if I run the code it says that the code is corrupt. That sound like an overwrite in code segment, which seems very unlikely. It is perplexing and the location in the code is shown. I have done a lot of debug for decades now and this is definitely squirrelly. Everything else is okay and it compiles fine. It ends up crashing into nowhere because it is executing an illegal. I wish I had an ICE ( In Circuit Emulator ) box right now.










ghostwin= GHOST_CreateWindow(g_system, title, win->posx, posy, win->sizex, win->sizey, inital_state, GHOST_kDrawingContextTypeOpenGL, 0 /* no stereo */, 0 /* no AA */);

I wonder if "posy" above shouldn't be "win->posy" in the source file wm_window.c?

posy= (scr_h - win->posy - win->sizey);

I found that so it is correct and I still have no clue why it has bad code.

CONTINUING: As I looked deeper and included ( as referenced here ) my fault handling tools. I followed the code to a constructor ( new GHOST window ) which used the openGL library. It faulted there and so I tried glxinfo.

motey@motey-desktop:~$ glxinfo
name of display: :0.0
Segmentation fault
motey@motey-desktop:~$ fglrxinfo
Segmentation fault
motey@motey-desktop:~$

If this is due to the upgrade from 9.10 to 10.04 then it is bad. I could, however, arise because I have oddly linked libraries and the upgrade could not automatically manage such a convoluted structure of mixed packages. I will investigate the OpenGL issues and so there is not an issue with blender, but with the OpenGL library and its interaction with the system. "glxgears" will not even run, so that seems to be the problem. I did not suspect that GL could fail and not be catastrophic.

SO, I did :

apt-cache policy libgl1-mesa-glx
dpkg -L libgl1-mesa-glx
THEN
sudo apt-get source libgl1-mesa-glx
ALSO
sudo apt-get build-dep libgl1-mesa-glx
./configure
make
AND TRY THIS
sudo apt-get --reinstall install libgl1-mesa-glx xserver-xorg-core

Now I will find out what size and functions it has. I linked and unlinked the various version I have (mesa/fglrx) and did "ldconfig" but something is wrong and the answer will make me smotter. I could have used "scons", but I just learned the ins and outs of Cmake and scons builds is for another day.

I learned some interesting things about LSCM ( least squares ) sparse UL and matrix unwrap and some interesting ideas that go to modeling and shading using flats to 3D.

I see h.264 may be standard and cause problems and I think video needs a good rethink on the web to go to OpenGL with some magic added.

I have learned a lot of new things and they will be used when I reconfigure my machine again. I added another Terabyte of disk space and I need to figure out how to proceed.

Cosmic backdrop

I am doing several things at once. I am taking images of background radiation and analyzing them with my image pattern separator which does n-D analysis. I am also projecting the data on an icosphere in blender and changing the color and mapping by using gimp to create bump maps. I am combining that data with gravity data and star positions and red shift data to create a composite. Then I am creating a Python script that automates this. Then applying the game logic trees to find paths in the data that connect sets.

The data is converted to coordinates that link in 3D to allow it to be stretched and matched in 3D, the same way a texture is stretched to align to a sphere. This creates a fly through map of gravity, velocity and field strength. I will likely convert it to 4D as a projected image of the ballistics in time. It seems odd to me that any physicist can project matter back to the "BANG" when they can't do n-body computation. Reasoning from analogy is not wrong, but it is a gross analysis and has no handles to prove or disprove. It seems to me that the mv must work out to single point if bang is true and this is not what I am seeing in the data. Mv must be exactly equal in all directions or conservation is violated. I am leaning to infinite at the moment, but I always keep every pathway open until the final data arrives at infinity.

There is another equation that fits the data.

Some new/old Phillip K Dick "Second Variety" is available at Gutenberg here. I also have some new scary tools for Pandora's tool belt and the images of the future from PKD may be vastly over optimistic.

Also on light, it is strange that it is modeled as a wave. I do understand that it acts "like" a wave in some aspects, but it is localized, does not spread and each point is not a new wave front in the same way as a wave. It is localized, directional and exists and interacts in very specific ways. When I say light, I mean electromagnetic radiation as it is measured. Wavelength comes from diffraction gratings and I would make some pictures, but I will leave that to the imagination. The "wavelength" and thus the "frequency" is determined by this alone. It is an assumption without foundation. Though it "acts" like a wave, it is not a wave. That is simply a car analogy to predict what happens in that limited set that corresponds. It is not a theory, it is just a model of one aspect. The underlying process is much more complex. Confined pulse would be a better analogy, but even that is a very weak analogy.


Energy is relative. I am not sure that I have ever seen anybody make much of that fact. It is of course true since V is relative, the ∫ mV δv is relative. Q.E.D. ( and of course relativistic ), This begs the question of using energy to overcome force. It may seem odd, but if energy is not a real thing then the idea that "energy" is needed to overcome an obstacle is also meaningless. I know this is virtually foundational to any rational analysis of a system of forces, but it isn't really absolutely true. It works like many analogies or models, but only in the specific circumstances where it is defined ( scope). Thus it is not an absolute fact, but rather a technique to analyze.


This is using Inkscape, Gimp, Blender, Python, Kate and other utilities in synergy to get the result I want. In this case I am using UV export, sub surface mapping gimp editing and conversion with python scripts and blender with a different version of python.

Gravity Time Lash

Angular momentum gravity and the delay of light or force creates some interesting effects. I am a bit confused as I have been considering what it means if the universe is actually infinite and has always existed. I am not a person who reasons circularly.Modeling light as waves ( which are an effect of the gross articulation of matter ) is circular.Having to have a car analogy to say the the universe is infinite is not required nor is it necessary to resolve what happened previous to that. I can perform a RFLP of DNA and not require that I know what molecules have changed. Some things are less likely to be resolved than others.

The Time Lash is a very interesting thing and it does explain a few of the odd things encountered recently by accessing some newly released astronomical data. I need to see if it can be leveraged to displace gravity. An interesting thought I had is the fact that an electron that is accelerated produces light, but actually this is another of those paradoxical things that others are willing to accept and I wonder how they live with themselves. Well what do I mean? If I have a superconductor and the electrons move from A to B then they must change velocity? Changing velocity is acceleration. QED (quod erat demonstrandum)( as Newton would say ) caca ( as I would say ). I am sorry but this is another place where the magic hand wave gets applied and uncertainty eats the doubt. So there is a way to make a Time Lash Tunnel that is essentially a hole in gravity ( that is what I am considering ). I don't have a time lash, but it is possible, though it may be impossible to implement.

Sometimes ( always ) the tail of the whip stings.

Blender 2.5 has example scripts


import bpy class OBJECT_PT_hello(bpy.types.Panel): bl_label = "Hello World Panel" bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" bl_context = "object" def draw(self, context): layout = self.layout obj = context.object row = layout.row() row.label(text="Hello world!", icon='WORLD_DATA') row = layout.row() row.label(text="Active object is: " + obj.name) row = layout.row() row.prop(obj, "name") bpy.types.register(OBJECT_PT_hello)
blender-2.50a1/release/scripts/templates

The distribution for blender 2.5 has examples included with the distribution. While investigating the available resources this was discovered in references to the weekly developer meetings.


Language that speaks in icons and images. It really seems that somebody has failed to grasp the "BIG" picture. I certainly am having trouble coordinating things and concepts from areas as divergent as sub nuclear structure and life in the universe, but I see the patterns in the tangle. It is a giant tangle of strings that share many common elements. It would be like taking te genetic code in DNA of every organism that ever existed and selecting the coding strand to mix with every other DNA.

DNA is function and data at the same time. In programming the function and data are separated conceptually. It all resolves, but it is such a headache as I have never known before. It has started to abate as the systems collapse and are ordered. It is obvious that it resolves to a single method structure that encompasses all process-data from the field of the smallest particle to the composite structure of the universe.

I am just waiting for my brain to reorganize to the relationships. It is already helping and I see what can and must be done with the structure of data available. It is the dependency tree of the universe. In the same way that life originates from a very simple mechanism, the structure and understanding of the universe progresses from a very simple algorithm. If I use it now it will be as tangled as everything else and all I can do is clean up loose ends and wait for the rotation in the many dimensions to align.

I have a glimpse of what this means and how it extends. It seems that many things that were difficult and impossible to comprehend now become mundane.

Some conclusions I have made, or more precisely resolutions, are now falsified in the new structure. The recursion is dizzying in its observation, but required to resolve the twisty little passages that all look alike. I saw a thing about the slope of the exponent curve at 1 and "e" that was very interesting as it is a concept that I represent as the branch to infinity measurement. Of course it is a first derivative in the technical sense, but I never saw it expressed that way before.

I have some new python scripts that could only be labeled bizarre in their form. It is the script that I use to discover and categorize for the AI. Really interesting, but too much consideration will tangle the resolution, so it waits.

Something odd is happening to the Earth, or there is data that suggests a major natural cycle that has occurred before is about to recur. My guess is that it is some quorum state that happens infrequently. I am going to be watchful. I don't even know why I mention it in this context, but ultimately everything relates to everything else.

Blender object structure


verts = [] faces = [] vec=Vector(1,0,0) verts.extend([vec.x,vec.y,vec.z]) vec=Vector(1,1,0) verts.extend([vec.x,vec.y,vec.z]) vec=Vector(0,1,0) verts.extend([vec.x,vec.y,vec.z]) vec=Vector(0,0,0) verts.extend([vec.x,vec.y,vec.z]) faces.extend([0,1,2,3]) return verts, faces

This python code creates two groups which are vertices and faces. It is not elegant and not intended to be. This creates a single face using four corners and thus constitutes the simplest object that I can create to demonstrate how the interface is used to create more complex objects and models.


verts_loc, faces = add_face() mesh = bpy.data.meshes.new("FaceOfBoe") mesh.add_geometry(int(len(verts_loc) / 3), 0, int(len(faces) / 4)) mesh.verts.foreach_set("co", verts_loc) mesh.faces.foreach_set("verts_raw", faces) mesh.faces.foreach_set("smooth", [False] * len(mesh.faces)) mesh.update() ob_new = bpy.data.objects.new("FaceOfBoe", mesh) scene.objects.link(ob_new) ob_new.selected = True ob_new.location = scene.cursor_location

And an explanation of what the parts do.

verts_loc, faces = add_face() # as above procedure to create the elements mesh = bpy.data.meshes.new("FaceOfBoe") # create object to hold all the data mesh.add_geometry(int(len(verts_loc) / 3), 0, int(len(faces) / 4)) mesh.verts.foreach_set("co", verts_loc) mesh.faces.foreach_set("verts_raw", faces) mesh.faces.foreach_set("smooth", [False] * len(mesh.faces)) #add the items to that structure and set some attributes mesh.update() #bookkeeping ob_new = bpy.data.objects.new("FaceOfBoe", mesh) # create object structure to be placed in scene scene.objects.link(ob_new) #add that to the scene ob_new.selected = True #make it selected when done, optional ob_new.location = scene.cursor_location #it has to go somewhere so the cursor is a logical place Now blender has the data to display and use it.

I could just as well have meta code which interprets "Create a model that has 4 unique points at the corners of a square and add it to a scene". In this way I know what this method is doing and it abstracts the use further. All of the same things happen and it selects the points by its own code and by simply having a meta interface allows me to avoid remembering precisely what face.create.standard.sample,centered actually does. I would still have to create the code in this case, but in a more general case I can use the meta interpreter to select certain aspects which are mutable and apply those variations. I have used this method for 30 years. It was deadly slow in 1980 and is now usable. I would write code at the mock assembly level which was "Set variable owner of the data = 10". It is not ambiguous as the = sign and the first occurrence of "variable" and "set" are reserved. I could use the words "variable" and "set" in the name without conflict. The one thing that I could not do is name a variable with an = sign in it as that is the symbol which terminates name context. I intend to extend this syntax to make it completely unambiguous using unicode symbols to indicate and separate object names, actions and context. ⇒Maximum readability ⇐

By using the variable by name it allows the code to access variables in a way which is not compile time oriented and operations have nothing to do with the CPU.

One of the aspects of using blender or any other software is to get the general framework correct. At the start is a point or vertex which is a spatial position. This can be grouped with another vertex to represent an edge, and then a minimum of three connected edges makes a face. It is basic geometry of forms and space. The way in which the objects are stored accessed and manipulated is in some part determined by the software interface. By using Python, it is possible to determine what actions are available, how they are applied to the primitive elements and then create a procedure that either instantiates or modifies that object.

The dependencies are the ability to understand the geometry and topology of the forms and the ways in which they can be transformed. It also requires an understanding of the syntax and language structure to combine actions on objects so that a desired result is achieved.

There is advantage in having a solid framework to consider the matter. It is useful to see examples of how the interface is applied to achieve certain effects. However, the most important first step is to grasp the basics. When using Python there are basic data types which are common to all programming and some extensions. The primitives of the language and the primitives of the interface are the only way in which a result can be achieved.

The association of methods in programming and object structures in blender makes the entire process more clear and easier to extend. An example might be a list of vertices in a format that is x,y,z as the spatial location. A list. Python has methods that act on lists. An edge can be an association of members of a vertex list and is itself a list. The same holds true of faces. Once the objects become associated in more complex ways, it becomes necessary to understand how those objects are structured as data. Which elements or properties do they contain and what ways can they be manipulated.

It is not necessary to know the detail of how that is implemented and this is the style of object oriented programming. New members can be added to sets and it does not require a recompilation or changes to every reference. Python must handle the data types and methods in a consistent way, else it would no longer be python, but some other snake software. By dissolving the underlying structure and then reassembling it, I hope this makes the use of it simpler and more understandable to a person wanting to start generating results and needing a firm predictable place to start.

Whether you program to create product at the interface level by a series of actions or by a script, the end result is the same. By symbolically representing the underlying complexity it is possible to add another layer of abstraction which hides more of the implementation detail. By clicking add cube, a person is not required to know or care how the result is achieved. There are many levels of use and the level of interface is the most effective. The new interface exposes many more methods in a more intuitive fashion to a novice user and this is good. As a user of earlier versions it is a bump in the road.

Blender 2.5 Python 3 references API

This is the first of many posts on the blender 2.5 with python 3. I am converting scripts and will post the scripts which work with 2.5 alpha2 and mark labels so that if you want to follow the scripts and get ahead of the game on implementing tools for blender 2.5 then this will be my main interest for a while. The code, references and scripts will be in posts with the blender25alpha2 label and so it should be easy to separate and when alpha 3 comes along then I will make a new label for that and remove the old label when they are updated.

There are lots of scripts and each presents an opportunity to learn something. As I stated in an earlier post, I am using meta-meta code generation, but it must end as usable python so that is what I will post.

Here is a link to python API again. I will code some simple demos and post the scripts here as they will all be modular enough so that if names change I can go back to the posts and just update each in turn as blender becomes settled.

I will get to the IRC when I have enough information to ask intelligent questions and keep what I learn here.

The image is of various mutations of a torus. It seems very simple to me, but there probably are some serious dependencies involved in doing this originally and in modifying the code. It uses sin and cos to create a torus. I have done the math to figure out how to step around a circle and step around another circle. If you are making steps to make a circle in segments it would be at sin,cos of an angle from 0- 2π radians. If I were to plot x,y of the angles on a graph and connect the segments then it would be a circle. In this case then we are centering the circles about another circle, which is the big radius. Wikipedia explains it quite well and so I won't labor that, see wiki torus

Having made tori in OpenGl, I have a feel for how to make different shapes by modification of the para-metrics of the object. The image shows three mutations on the form. The knowledge of math and topology is helpful when dealing with this.

The individual parts of the script register the method in the add menu and then is executed from there. This is the place where I would create the necessary moderators for make human and make ant as buttons and a means to add those as objects. Those would require a bit of genotype to phenotype magic, which is contained in the script and does not change because blender changes. So I will separate out the scripts that create the buttons to control the DNA, and the procedure which creates the vertices. I think I will do an animation of the process, which would be a growth from single cell to blastomere and then through the process of differentiation. blender 2.5 has some new tricks and I can take advantage of those to actually grow the organism as it is animated.

The code comes with blender and it should be understood that all of this is a derivative work and is thus GPL, and not to be used for commercial purpose, free to use.

So here it is, and I will reference each post to this so that nobody is fooled that this is anything other than GPL.

# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

Make human with blender 2.5 is changed and so this is a link to that so I can keep up with the changes there.

Also plenty is going on with blender nation.

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