--- Log opened Fri Feb 13 00:00:23 2009 00:05 < genete> and if you want to rotate some and translate and rotate others too? 00:07 < genete> current paste canvas layer has a translate feature (origin) and a zoom feature (even with a focus point too). It only needs a rotate angle and origin of rotation to have the thing you want :) 00:09 < Yoyobuae> except is it all done as raster operations =p 00:09 < genete> yes! 00:10 < genete> improve the raster operations between geometry objects layers would be a good improvement 00:10 < Yoyobuae> raster operations = expensive 00:10 < Yoyobuae> cpu wise 00:11 < Yoyobuae> its better to have a clear separation between raster and vector worlds 00:11 < genete> I agree 00:11 < Yoyobuae> to optimize raster ops between object layers you would need to cross that boundary 00:11 < genete> but the funny distortion layer that synfig has makes that difficult. 00:12 < Yoyobuae> but why, just operate on the pixels 00:12 < Yoyobuae> the ducks get broken with some transformations 00:13 < Yoyobuae> but maybe the ducks can be fixed, rather than fixing the layers/objects 00:13 < genete> not for noise distort for example :-/ 00:14 < genete> don't think I'm against the idea. Just being conservative 00:16 < genete> I know that zoom, rotate and translate must be done at vector level better than at raster level for geometry objects. But bones are an intermediate solution for that 00:17 < Yoyobuae> we don't need to rush to add these objects to synfig 00:18 < Yoyobuae> but it would be *very* nice to have them at some point in the future 00:18 < genete> sure 00:18 < Yoyobuae> "it opens up many possibilities" :) 00:19 * genete nods 00:19 < genete> but restrict some others :) 00:21 < genete> Yoyobuae: is there any wish list entry for that? It could be a nice idea to fix those concepts in a wiki page 00:21 < Yoyobuae> genete: no, i'll add them in a few 00:22 < Yoyobuae> im heading home from work at the moment 00:22 < Yoyobuae> brb 00:22 -!- Yoyobuae [n=chatzill@200.124.22.34] has quit ["ChatZilla 0.9.84 [Iceweasel 3.0.3/2008092816]"] 00:29 < Bombe> Hmm, what can I use to double the playing speed for a layer? 00:33 < genete> Bombe: encapsulate the layer(s) and 00:33 < genete> convert the Off Set time parameter to linear 00:34 < Bombe> Ah, yeah, found it already. 00:34 < genete> :) 00:36 < Bombe> I have an animation that loops three times in 10 seconds. If I double playing speed shouldn’t it loop six times in 10 seconds? 00:36 < Bombe> Because it doesn’t loop and I’m worried. 00:37 < Bombe> Damn. A rate of "2f" is not "2s". 00:46 -!- Yaco [n=Franco@201.255.228.188] has quit [Connection timed out] 01:00 -!- genete [n=carlos@79.108.35.41.dyn.user.ono.com] has left #synfig [] 01:37 -!- Yoyobuae [n=chatzill@201.218.125.253] has joined #synfig 01:38 < Uiomae> hi again, Yoyobuae ;) 01:39 < Yoyobuae> hi Uiomae 01:43 < Uiomae> are you going to add the objects thing to the wish list? 01:59 < Yoyobuae> yes 02:00 < Yoyobuae> i wanted to make a clear explanation 02:00 < Yoyobuae> so i may take a while =) 02:05 -!- creek23 [n=creek23@unaffiliated/creek23] has quit [" Try HydraIRC -> http://www.hydrairc.com <-"] 02:12 < Uiomae> Genete and me were talking about other thing that might fix some problems with objects and provide a great boost to productivity 02:12 < Uiomae> using nodes line Blender 02:13 < Uiomae> using nodes like Blender 02:13 < Uiomae> it's better for the effects, so they are not layers or objects 02:14 < Uiomae> but can act on a whole grou or only one object 02:36 < Yoyobuae> im not getting what are the problems with objects 02:36 < Uiomae> not the problems 02:36 < Uiomae> but for example 02:36 < pabs3> would this give us SVG output? 02:37 < Uiomae> how do you apply an effect to only some objects in a layer? 02:37 < Yoyobuae> you split the objects in two layers 02:37 < Uiomae> that's what I said, but we end up with the same as now 02:38 < Uiomae> pabs3: do you mean by using objects? 02:38 < Yoyobuae> just how many different effects do users plan to use? 02:38 < Uiomae> we don't want to put any limit 02:38 < Yoyobuae> certainly not one different per object 02:38 < Uiomae> but using nodes AND objects, this will be perfect 02:39 < Uiomae> you never know 02:39 < Uiomae> maybe usong a gradient per object, or something like that 02:39 < pabs3> yes 02:39 < Yoyobuae> well, you could always make an arbitrary group of object, with a "Group" object 02:40 < Uiomae> I don't understand 02:40 < Uiomae> grouping it's not the problem 02:40 < Uiomae> but if I have twenty balls, each with their own gradient to shade them 02:40 < Uiomae> I've to use a different gradient for each one 02:40 < Uiomae> you'll have to use a layer for each one 02:41 < Yoyobuae> not if gradients are objects too 02:41 < Uiomae> yeah, but if we make all objects again, we end up with the same thing as we have now 02:41 < Uiomae> adding the grouping thing 02:42 < Yoyobuae> thats more or less the whole idea, 02:42 < Uiomae> I understand 02:42 < Uiomae> but 02:42 < Yoyobuae> the same, but in "vector" world 02:42 < Uiomae> if we use nodes for the effects, we can get the best of both worlds 02:42 < Uiomae> we have layers to group like inkscape 02:43 < Uiomae> we have objects to put in layers 02:43 < Uiomae> but objects are only "solid things" 02:43 < Uiomae> namely, regions, circle and rectangle, for example 02:43 < Uiomae> and the rest of layers (not all, but you get the idea) are effects that you apply through nodes 02:44 < Uiomae> like Blender compositing 02:44 < Yoyobuae> so nodes work mainly on raster data 02:44 < Uiomae> this is a BIGGER change than adding only objects, but if we do a change, better doing it BIG :P 02:44 < Uiomae> yeah, nodes have one or more inputs 02:44 < Uiomae> and one output 02:45 < Uiomae> layers and objects are nodes too 02:45 < Yoyobuae> objects shouldn't be nodes 02:45 < Uiomae> layers and objects only have outputs 02:45 < Uiomae> why? 02:45 < Yoyobuae> objects are only vectors 02:45 < Uiomae> this way you could apply effects on one object only, or in the whole layer 02:46 < Yoyobuae> they first need to render them 02:46 < Uiomae> but that ddoesn't matter 02:46 < Yoyobuae> layer = renderer 02:46 < Uiomae> ok 02:46 < Yoyobuae> oh well, i guess they could be rendered automatically when needed 02:47 < Uiomae> using an output from a layer or object should make it render 02:47 < Uiomae> so if you have an output from a circle object and that output goes to the input of a blur layer, and that output to the special object compositing or something like this 02:48 < Uiomae> you render the circle at his output, put the raster result to the blur effect, and the result goes to the whole composition 02:48 < Uiomae> don't know if you get my idea 02:48 -!- Yaco [n=Franco@201.255.228.188] has joined #synfig 02:48 < Uiomae> hi Yaco! 02:48 < Yaco> hi Uiomae 02:48 < Yaco> new user? 02:49 < Uiomae> yes :) 02:49 < Uiomae> I'm porting Synfig to use OpenGL 02:49 < Yoyobuae> Uiomae: just dont know in what situation one would want so many "different" effects applied to each object 02:50 < Yaco> wow Uiomae 02:50 < Yaco> great 02:50 < Yaco> a really valuable new user :-) 02:50 < Uiomae> if you want, you could take a look at the git repo or in the forum, there is a post 02:50 < Uiomae> yoyobuae: I don't know about every situation, so that's why I don't want to limit anything 02:51 < Uiomae> but using only layers for rendering it's also ok 02:51 < Yoyobuae> but we dont limit anything, if the user make one object per le 02:51 < Yoyobuae> layer were back to current synfig 02:51 < Uiomae> yeah 02:52 < Uiomae> I only wanted to avoid using a whole layer for only one object 02:52 < Uiomae> but it's ok 02:52 < Yoyobuae> the ideal would be to reduce using too many layers 02:53 < Uiomae> yes 02:53 < Yoyobuae> each layer adds another blending step 02:53 < Uiomae> that would speed up rendering, as you said 02:53 < Uiomae> yeah 02:53 < Uiomae> currently with OpenGL composite blending it's not as expensive as it used to be, though 02:54 < Yoyobuae> true 02:54 < Uiomae> that's true also for transformations 02:54 < Uiomae> today we did a little benchmark 02:54 < Uiomae> using 1 rotate layer and a region, 120 images 02:54 < Uiomae> 47 seconds software renderer, 2 seconds OpenGL :P 02:55 < Yoyobuae> nice 02:56 < Uiomae> so, one to many objects per layer, and only layers renderables, then? 02:56 < Yoyobuae> that was what i originally had in mind 02:57 < Uiomae> ok 02:57 < Yoyobuae> if for example we restrict a layer to objects that SVG can reproduce, we could get SVG output 02:57 < Yoyobuae> pabs3: ;) 02:57 < Uiomae> yes 02:58 < Uiomae> and that's just the ones I mentioned, circle, rectangle and regions 02:58 < Uiomae> mainly, regions only 02:58 < Yoyobuae> but doesnt SVG have some gradients 02:59 < Uiomae> but I think gradients are properties of objects, and not objects themselves... 02:59 < Uiomae> don't really know 02:59 < Uiomae> let me see 03:00 < Uiomae> yes, gradients and patterns are applied over shaped 03:00 < Uiomae> shapes 03:00 < Uiomae> also there is text 03:00 -!- pixelgeek [n=chatzill@c-67-189-66-158.hsd1.or.comcast.net] has joined #synfig 03:00 < Uiomae> hi pixelgeek! 03:05 < pabs3> pixelgeek: any plans for another demo reel? 03:06 < Yoyobuae> maybe he should use the OpenGL render, to cut down rendering times ;) 03:07 < Uiomae> hehehe, unfortunately it isn't finished yet :P 03:07 < Uiomae> unless he only uses regions, circles and rectangles xDD 03:08 < Yoyobuae> hehe 03:22 < Uiomae> ok, gotta go to sleep 03:23 < Uiomae> bye! 03:23 -!- Uiomae [n=arcnor@50.Red-88-24-197.staticIP.rima-tde.net] has quit ["Leaving."] 03:24 -!- krish [n=krish@117.195.193.185] has joined #synfig 03:34 -!- rubikcube [n=kvirc@dslc-082-082-077-177.pools.arcor-ip.net] has quit ["KVIrc 3.4.0 Virgo"] 03:41 -!- Zelgadis [n=zelgadis@92.124.231.31] has joined #synfig 03:47 < Zelgadis> Agrhh... -38 C at the morning - this is way too much! Visiblity range limit: http://img175.imageshack.us/img175/1756/1302090834bp0.jpg http://img88.imageshack.us/img88/2832/1302090839vy6.jpg http://img6.imageshack.us/img6/1262/1302090837lm0.jpg 03:50 < Yoyobuae> -38C, brrrrr 03:50 < Zelgadis> Hey, Yoyobuae 03:50 < Yoyobuae> hey 03:50 < pabs3> Zelgadis: eep! 03:51 < Zelgadis> hi pabs3... and everyone 03:51 -!- LinuxMafia [n=awatt@CPE00222d132940-CM00222d13293c.cpe.net.cable.rogers.com] has joined #synfig 03:51 < Zelgadis> Yoyobuae: What is the reason to invent objects to synfig? Is it only optimization reason? 03:52 < Zelgadis> I think Layers in synfig are _already_ objects. They just displayed as layers. 03:53 < Yoyobuae> objects also offer a way to process vector shapes before they're rendered 03:53 < Yoyobuae> for example boolean region operations 03:54 < Zelgadis> Animatable boolean operations could be done with current organisation through the use of Onto/Alpha over blend types 03:55 < Yoyobuae> all of the boolean operations? 03:55 < Zelgadis> Union, difference, intersection... - it all could be done 03:56 < Yoyobuae> ok then, now make a shape follow the edge of those regions (animated of course) =D 03:56 < Zelgadis> The concept of layers in synfig is what they are aren't layers at all. They are just stacked objects. 03:57 < Yoyobuae> they're objects, but they're rendered like layers 03:57 < Yoyobuae> combined like layers 03:57 < Zelgadis> I see 03:57 < Yoyobuae> the only reason they work like objects, is that the "object" is embedded into layers 03:58 < Yoyobuae> i just want that object to be a entity of its own 03:59 < Yoyobuae> theres also other more interesting posibilities 04:00 < Yoyobuae> for example calculating a smooth region that follows the edges of a group of objects 04:00 < Zelgadis> outline 04:00 < Zelgadis> ? 04:00 < Yoyobuae> but automatically 04:01 < Yoyobuae> and for many objects at once 04:01 < Zelgadis> yes, I thought about that earlier as a Filter layer... 04:03 < Yoyobuae> i dont understand how a would a Layer achieve the same 04:03 < Zelgadis> Like Shadow layer 04:04 < Zelgadis> But still there will be no possibility for a shape to follow that region... 04:05 < Zelgadis> Still, your proposal is good reason to make a research and understand what are layers and objects in Synfig. And to classify layer filters too. ^_^ 04:06 < Zelgadis> gotta go 04:07 < Yoyobuae> ok 04:07 < Yoyobuae> i had a diagram in mind that kinda explains layers and valuenodes in synfig 04:07 < Yoyobuae> ill post it on wiki 04:11 -!- krish [n=krish@117.195.193.185] has quit [Remote closed the connection] 04:11 -!- krish [n=krish@117.195.193.185] has joined #synfig 04:11 < Yoyobuae> Zelgadis: If you're still there http://synfig.org/Image:Smooth_silhoutte.sifz 04:20 -!- krish[0] [n=krish@117.195.193.30] has joined #synfig 04:23 < Zelgadis> Yoyobuae: cool 04:23 < Zelgadis> Smooth silhoutte - interesting... 04:26 < Yoyobuae> thats one of the main reasons i see behind objects 04:26 < Yoyobuae> to generate shapes 04:27 < Yoyobuae> by combining other shapes 04:27 < Yoyobuae> or even generating it from scratch (according to some parameters) 04:28 < Yoyobuae> as long as we can find the math and implement it as code 04:29 < Yoyobuae> theres a lot of things that are possible 04:35 -!- krish [n=krish@117.195.193.185] has quit [Read error: 110 (Connection timed out)] 04:40 < pixelgeek> Ooops - sorry - chatzilla window got buried. 04:40 < pixelgeek> I wasn't intentionally ignoring everyone, honest! 04:44 < Yoyobuae> hehe, it happen to me too :) 04:44 < Yoyobuae> s/happen/happens/ 04:54 < Zelgadis> Yoyobuae: http://zelgadis.profusehost.net/files/synfig/combined-path-follow-2.sifz 04:54 < Zelgadis> A bit complex, but still possible. 04:54 < Zelgadis> I think there is also another way to implement this via Switch convert type. 04:57 < Yoyobuae> i think it's not working on my synfig version 04:57 < Yoyobuae> screenshot? 04:57 < Zelgadis> I have SVN 2316... Which is yours? 04:58 < Yoyobuae> i compile from genete's git branch XD 04:58 < Zelgadis> So yours is newer. File is not opening? 04:58 < Zelgadis> *opens 04:59 < Yoyobuae> it opens but it's not following the path 04:59 < Zelgadis> Agrh... regression? 04:59 < Zelgadis> It should follow all three shapes sequentally 05:00 < Yoyobuae> oh, nvm 05:00 < Yoyobuae> i didnt notice that the green thing was animated 05:01 < Zelgadis> ^_^ 05:02 < Yoyobuae> hmm, converted valuenodes 05:02 < Yoyobuae> i didnt see them before 05:03 < Zelgadis> What? I just used Link to BLine function what was brought to synfig by _you_. 05:04 < Yoyobuae> opps, i meant converted waypoints 05:05 < Yoyobuae> hehe, it breaks if you move any shape though ;) 05:06 < Zelgadis> yep. Because offsets not linked to the shape offsets. If I'll link them, then there no problem will be. 05:06 < Zelgadis> I'm just haven't time to do that... 05:08 -!- krish[0] [n=krish@117.195.193.30] has quit [Remote closed the connection] 05:08 < Zelgadis> Though I agree, this setup is not obvious and time consuming. ^_^ 05:08 -!- krish[0] [n=krish@117.195.193.30] has joined #synfig 05:09 < Zelgadis> But I prefer to have special BlineBoolean layer type. With parameters: 05:09 < Zelgadis> Type: Union|Intersection|Difference 05:10 < Zelgadis> Bline1: List connected to Bline points 05:10 < Zelgadis> Bline2: List connected to Bline points 05:10 < Yoyobuae> but then you need to conect those 05:10 < Zelgadis> yes 05:11 < Yoyobuae> with objects there would be a Union, Intersection, Difference objects 05:12 < Yoyobuae> whatever object is child of those gets joined, intersected, differenced 05:12 < Zelgadis> intersection - what if there is more than 2 objects? 05:13 < Zelgadis> ooops 05:13 < Zelgadis> I mean difference 05:13 < Yoyobuae> only allow 2 objects 05:13 < Yoyobuae> or maybe substract the rest from the first one 05:13 < Zelgadis> How to choose which object part will remain? 05:13 < Zelgadis> So order matters... 05:14 < Zelgadis> Are objects could be treated as some new type of Paste canvas layer? 05:14 < Yoyobuae> yeah i gues 05:14 < Zelgadis> Maybe it is possible to extend functionality of paste canvas layer, so it could porduce other shapes from child ones? 05:15 < Zelgadis> Imagine, you could make paste canvas act as Boolean or smooth shape, or just an ordinary paste canvas... 05:15 < Yoyobuae> the current canvas layer doesnt know/care whats inside of it 05:16 < Zelgadis> Yes. It is just encapsulates. 05:16 < Zelgadis> but what if? 05:16 < Yoyobuae> it just renders all the layers inside, then "pastes" the result in the the lower layer 05:16 < Yoyobuae> also, paste layers don't restrict what other layers are inside of it 05:17 < Zelgadis> That's why I mentioned "extend functionality" term. ;) 05:18 < Yoyobuae> more like "replace functionality", i dont think there would be much left of the paste canvas code afterwards 05:18 < Yoyobuae> just the "encapsulate" part 05:18 < Zelgadis> Well, if paste canvas type is set to Boolean, then it's just ignores Images/Text layer inside 05:18 < Zelgadis> ha-ha, replace? Can't argue, I didn't know synfig code. ^__^ 05:19 < Yoyobuae> and leave users wondering why their layers aren't rendering xD 05:20 < Zelgadis> Well, it was just a suggestion. I just found myself associating Booleans/SmoothShapes with paste canvas layers 05:20 < Zelgadis> (from UI point of view) 05:20 < Yoyobuae> the current layers and the objects i propose share a lot in common 05:21 < Yoyobuae> so i can see why you did that association 05:21 < Yoyobuae> the thing is that layers already do too much 05:23 < Yoyobuae> and everything they do inevitably leads to rasterizing 05:23 < Yoyobuae> which gets rid of any vector information, and all that's left are pixels 05:24 < Zelgadis> Ok, I have to go. It was nice to talk with you, Yoyobuae. Good luck! 05:24 < Yoyobuae> bye 05:24 -!- Zelgadis [n=zelgadis@92.124.231.31] has quit ["Bye!"] 05:33 -!- Yoyobuae [n=chatzill@201.218.125.253] has quit ["ChatZilla 0.9.84 [Iceweasel 3.0.3/2008092816]"] 05:43 * pixelgeek off too 05:58 -!- Yaco_ [n=Franco@201.255.249.240] has joined #synfig 05:58 -!- Yaco [n=Franco@201.255.228.188] has quit [Read error: 110 (Connection timed out)] 06:09 -!- pixelgeek [n=chatzill@c-67-189-66-158.hsd1.or.comcast.net] has quit [Read error: 60 (Operation timed out)] 06:18 -!- krish[0] is now known as krish 06:28 -!- Yaco_ [n=Franco@201.255.249.240] has quit ["Saliendo"] 06:28 -!- Yaco [n=Franco@201.255.249.240] has joined #synfig 06:42 -!- AkhIL [n=akhilman@90.188.197.180] has quit [Read error: 104 (Connection reset by peer)] 06:42 -!- AkhIL [n=akhilman@90.188.197.180] has joined #synfig 07:42 -!- Yaco [n=Franco@201.255.249.240] has quit [Read error: 110 (Connection timed out)] 07:55 -!- krish [n=krish@117.195.193.30] has quit [Read error: 104 (Connection reset by peer)] 08:21 -!- xerakko [n=Miguel@debian/developer/xerakko] has quit ["Ex-Chat"] 08:24 -!- grandchefauto [n=daviss@58.64.55.62] has left #synfig [] 08:39 -!- genete [i=d90c1036@gateway/web/ajax/mibbit.com/x-0bade720f678be84] has joined #synfig 09:27 -!- Netsplit lindbohm.freenode.net <-> irc.freenode.net quits: KiBi, AkhIL 09:28 -!- AkhIL [n=akhilman@90.188.197.180] has joined #synfig 09:28 -!- KiBi [n=kibi@kibi.dyndns.org] has joined #synfig 09:35 < Bombe> Good morning. 10:02 < rore> 'morning! 10:03 < Bombe> Hey, rore. 10:25 < Bombe> How can I link subparameters from different layers? I have a layer with a linear "Amount" parameter, and I want to link that Amount parameter to the "Scale" parameter in multiple layers, and to a different "Scale" parameter in a couple of other layers. Is that possible? 10:26 < rore> yep 10:26 < Bombe> Cool. How? 10:27 < rore> Select that "amount" parameter, right-click on it an choose export. Give it a name you'll remember 10:27 < rore> then select it in the "Child" dialog (should be the one just "under" the param dialog) 10:28 < rore> go back to the param dialog, select your other layer, and the parameter you want, right-click > Connect. It will link the selected exported param (from the Child dialog) to the param you just right-clicked 10:29 < Bombe> Thank you. :) 10:30 -!- krish [n=krish@117.195.201.120] has joined #synfig 10:38 < genete> Bombe: other thing is that the meaning of 'Amount' and the meaning of 'Scale' were the same. If not, you can always make them equivalent using another proper convert type 10:38 < genete> hi all 10:38 < pixelbot> Hello genete 10:39 < rore> Hehehe, that bot. Bot in boot. (hu, what am I saying?) 10:39 < rore> 'morning genete 10:39 < genete> moin moin 10:39 < genete> ;) 10:40 < rore> hehehe :) 10:43 < genete> rore: did you read the logs of yesterday evening and night late? 10:43 < rore> no 10:44 < genete> Yoyobuae porposed a long term change (big change) 10:44 < rore> the huge logs between ~22:00 and 5:00 ? :D 10:44 < genete> yep 10:44 < rore> hmmm, ok, I'll read it then 10:45 < genete> apart of that uiomae mentioned that speed improvement was about 20 times faster with opengl than software render in a quick test I did yesterday in my computer 10:46 < genete> I was shocked! 10:46 < genete> it was for the rotation layer only, imagine when blurs were implemented 10:47 < genete> synfig rotation layer is extremly slow! 10:48 < rore> 20 times? wow, great 10:48 * rore sends chocolates to uiomae :D 10:49 < genete> 120 frames (480x270) with a single star layer rotated/translated/zoomed takes 47 seconds to render in CLI and 2 in CLI with opengl 10:52 < rore> nice! 10:55 < rore> I just read a little part of the log, I'm not sure what kind of improvement it will be to the user (well - concept sounds nice, but a little "abstract" from a user point of view ;) ) 10:55 * rore keeps reading 11:00 -!- krish [n=krish@117.195.201.120] has quit ["Konversation terminated!"] 11:01 -!- krish [n=krish@117.195.201.120] has joined #synfig 11:09 -!- krish [n=krish@117.195.201.120] has quit [Remote closed the connection] 11:09 -!- krish [n=krish@117.195.201.120] has joined #synfig 11:29 < rore> I'll wait to see a wiki page with the pro and cons of that :p Because at the moment I really don't see what difference it'll make for the user (and i'm not talking about speed, just what's on the screen) 12:15 -!- krish [n=krish@117.195.201.120] has quit [Remote closed the connection] 12:33 < Bombe> I just read the beginning of the discussion but I’m not really sure what the difference is supposed to be between the layers as they are now and the objects Yoyobuae wants to introduce. 12:51 < genete> Bombe: the main benefits are less pixel based computation and more vector computation posibilities. Speed and new features. 12:51 < Bombe> Ah... so the plan is to simply decouple the rendering from the layers/objects? 12:52 < genete> But I don't see really user interface benefits. It would need deeper description/discussion 12:53 < Bombe> It doesn’t have to reach the user interface, I think... layers that need a pixel-based presentation could perform the rendering implicitely, I guess. 13:01 -!- Zelgadis [n=zelgadis@87.103.171.143] has joined #synfig 13:07 -!- Zelgadis [n=zelgadis@87.103.171.143] has quit [Remote closed the connection] 13:23 -!- krish [n=krish@117.195.201.120] has joined #synfig 13:31 -!- krish [n=krish@117.195.201.120] has quit [Remote closed the connection] 13:33 -!- krish [n=krish@117.195.201.120] has joined #synfig 13:40 -!- Yaco [n=Franco@201.255.249.240] has joined #synfig 13:40 -!- Yaco [n=Franco@201.255.249.240] has quit [Read error: 104 (Connection reset by peer)] 13:46 -!- Uiomae [n=arcnor@50.Red-88-24-197.staticIP.rima-tde.net] has joined #synfig 14:45 -!- Yoyobuae [n=chatzill@200.124.22.34] has joined #synfig 14:45 -!- rubikcube [n=kvirc@dslc-082-082-078-234.pools.arcor-ip.net] has joined #synfig 14:59 -!- genete [i=d90c1036@gateway/web/ajax/mibbit.com/x-0bade720f678be84] has quit ["http://www.mibbit.com ajax IRC Client"] 14:59 -!- Uiomae [n=arcnor@50.Red-88-24-197.staticIP.rima-tde.net] has quit ["Leaving."] 15:16 -!- Zelgadis [n=zelgadis@92.124.231.31] has joined #synfig 15:25 < Bombe> Is there an easy way to move _all_ keyframes after 5s 2s into the future? 15:43 < Zelgadis> Bombe: No 15:57 < Yoyobuae> Zelgadis: http://www.synfig.org/How_Synfig_Works 15:58 < Yoyobuae> i wrote a small explanation about how valuenode, layers, etc work internally 16:03 < Zelgadis> Yoyobuae: Cool! That's very useful info! 16:04 -!- rubikcube [n=kvirc@dslc-082-082-078-234.pools.arcor-ip.net] has quit ["KVIrc 3.4.0 Virgo"] 16:21 < rore> Yoyobuae: nice. Usefull stuff (even if I'm not a coder, I'm curious ) 16:27 < Yoyobuae> i kinda need that explanation for my "object" idea =) 16:27 < Yoyobuae> i'll post a page about it later 17:03 < CIA-47> synfig: gballintijn * r2341 /synfig-studio/trunk/src/synfigapp/action.h: 17:03 < CIA-47> synfig: Fix the "Detailed Description" comment to allow Doxygen to generate 17:03 < CIA-47> synfig: proper HTML. 17:04 < Zelgadis> Who is the gballintijn? 17:04 -!- Uiomae [n=arcnor@50.Red-88-24-197.staticIP.rima-tde.net] has joined #synfig 17:08 < CIA-47> synfig: gballintijn * r2342 /synfig-studio/trunk/ (. doc/): 17:08 < CIA-47> synfig: Let Subversion ignore files and directories generated by the Doxygen 17:08 < CIA-47> synfig: html target. 17:21 -!- cmw72 [n=Miranda@www.docshp.com] has joined #synfig 17:21 < Zelgadis> Hi, Uiomae! 17:22 < Zelgadis> It's amazing progress on the GL renderer! 17:23 -!- krish [n=krish@117.195.201.120] has quit [Remote closed the connection] 17:24 < Uiomae> hi Zelgadis 17:24 < Uiomae> thanks :) 17:24 < Zelgadis> Thank you for great efforts! 17:24 < Uiomae> I've already implemented regions and transformation layers 17:24 < Uiomae> but I haven't posted any images 17:25 -!- Zelgadis is now known as L-gadis 17:25 < Uiomae> you're welcome ;) 17:25 < Uiomae> also, antialiasing works now, but I have a little problem with it, it's WIP really :P 17:25 -!- L-gadis is now known as Zelgadis 17:25 < Zelgadis> Cool! 17:28 < Uiomae> :) 17:35 < Uiomae> what do you think about Yoyobuae idea of objects? 17:37 < Zelgadis> We discussed it this morning. 17:37 < Zelgadis> It is interesting idea. But for me changes are too radical. 17:38 < Uiomae> yeah, but I've always said 17:38 < Uiomae> if you've to change anything 17:38 < Uiomae> make the change BIG xDD 17:40 < Uiomae> I suggested using also nodes with the objects 17:40 < Uiomae> like blender compositing 17:40 < Uiomae> do you know what I mean? 17:41 -!- Zelgadis is now known as Tanya-nya 17:41 -!- Tanya-nya is now known as Zelgadis 17:41 -!- Zelgadis is now known as Tanya1 17:41 -!- Tanya1 is now known as Zelgadis 17:43 < Zelgadis> yes 17:43 < Zelgadis> I know 17:44 < Uiomae> I think it's good to have something like that 17:44 < Uiomae> all the filters or effects could be nodes instead of layers 17:45 < Uiomae> if you apply lot of effects right now the timeline gets a bit cluttered 17:45 < Uiomae> if you use nodes things are a bit better organized 17:45 < CIA-47> synfig: gballintijn * r2343 /synfig-studio/trunk/src/gtkmm/widget_curves.cpp: 17:45 < CIA-47> synfig: #2574520: Complete the fix in r2033. 17:45 < CIA-47> synfig: Add the rest of the types of value nodes that should be ignored by the 17:45 < CIA-47> synfig: curves panel. This patch extends r2033, which fixes issue #2060732. 17:46 < Uiomae> and I think nodes are a bit more powerful 17:46 < Uiomae> but change then will be more bigger :P 17:47 < Zelgadis> Well, I'm not sure about nodes 17:49 < Uiomae> what do you think about them 17:50 < Zelgadis> I don't see any problems with lots of effects and timeline 17:52 < Uiomae> doesn't it get cluttered? 17:52 < Zelgadis> Maybe you mean layers panel, not timeline? 17:52 < Uiomae> maybe 17:52 < Uiomae> sorry, I haven't touched the studio in a while :P 17:53 < Uiomae> I'm only working at the core with the cli 17:53 < Zelgadis> I understand ^_^ 17:53 < Uiomae> what I say is that you only have to deal with objects when animating, and later do the composition and apply effects 17:54 < Uiomae> I don't need to see a gradient layer when I'm working on the objects below 17:54 < Uiomae> for example 17:55 < Uiomae> well, maybe I can explain myself better when I come back to the studio :) 17:55 < Zelgadis> Uiomae: sometimes you should apply effects only to particular group of layers. That's where layers are handy. 17:57 < Zelgadis> And I prefer to have compound layers like PasteCanvas for boolean operations. 18:04 < Uiomae> with nodes you could do absolutely the same 18:04 < Uiomae> take the output for the layers you want to apply the effect, and made them the input of the effect you want 18:06 < Uiomae> also, I mean mixing the nodes idea with the Yoyobuae one 18:06 < Uiomae> using layers, objects and nodes 18:06 < Uiomae> just like Blender or Inkscape 18:06 < Zelgadis> Still blender nodes often hard-readable for me. Maybe I'm wrong. 18:07 < Uiomae> hard-readable? 18:07 < Zelgadis> From UI point of view 18:07 < Uiomae> well, don't remember right now how Belnder uses nodes, but what I have in mind it's certainly not unreadable 18:08 < Uiomae> think of a box, the name of the effect, inputs in the top, outputs at the bottom, and that's it 18:08 < Uiomae> you always know how effects are applied 18:15 < Zelgadis> Yes I know, But node compositions like this always confused me: http://www.ekakiya.jp/ehp/1791.jpg 18:15 < Zelgadis> (Not sure it will look simplier with current synfig concept, though ^__^) 18:17 < Uiomae> it doesn't have to be so complex 18:18 < Uiomae> I was thinking more like ToonBoom Digital PRO 18:18 < Uiomae> http://www.toonboom.com/img/products/digitalpro/tips_rackfocus-03.jpg 18:19 < Uiomae> sorry for the little size, but I don't seem to find anything bigger :P 18:21 < Zelgadis> Still currently I can't imagine solid UI concept with objects-layers-nodes + animation structure. The current synfig power is what it is provides solid layers concept - you could access everything by manipulating layers and their parameters. As soon as you grabbing it, it's easy to learn it. 18:22 < Zelgadis> I think currently one thing should be separated from layers - bones. 18:23 < Uiomae> I don't know how bones work right now 18:24 < Zelgadis> Representing bones like layers is considered as cheating 18:24 < Uiomae> considered by who? 18:25 < Yoyobuae> the bones genete is working on uses valuenodes rather than layers 18:25 < Zelgadis> I suggesting to add separate Bones panel. Not sure what others think about that. 18:26 < Zelgadis> (considered)-> darco mentioned that. I agree. 18:26 < Zelgadis> darc is an original developer. 18:26 < Zelgadis> *darco 18:26 < Uiomae> yeah, I know 18:26 < Uiomae> Genete told me 18:26 < Uiomae> and I've been reading a bit the web 18:26 < Uiomae> :P 18:26 < Yoyobuae> i personally think bones could just as easily be objects 18:26 < Uiomae> heheheh 18:27 < Zelgadis> Bones as layers have nothing to do with layers 18:27 < Zelgadis> Hey, Yoyobuae! 18:27 < Yoyobuae> hey 18:27 < Uiomae> and I think bones could be nodes! 18:27 < Uiomae> ajajaja 18:27 < Zelgadis> ^____^ 18:27 < Uiomae> nah, just kidding xDD 18:27 < Yoyobuae> bones = vector operation :P 18:28 < Uiomae> yeah, but for me, bones have to do with layers the same as filters 18:28 < Uiomae> mean nothing :P 18:28 < Zelgadis> Yep, and they are not depend on their placement in the layers list. 18:28 < Uiomae> bones have to be an entity on their own, just like ducks 18:29 < Uiomae> I think dooglus did that because it's easier to work at first 18:29 < Zelgadis> Yes 18:29 < Zelgadis> Bones as layers are ad-hoc 18:29 < Uiomae> but way to go it's making a renderer on their own 18:29 < Zelgadis> yep 18:30 < Yoyobuae> huh? 18:30 < Uiomae> I mean a renderer for the studio 18:30 < Uiomae> just like the ducks 18:30 < Uiomae> have a renderer on their own 18:30 < Uiomae> in the core they don't exist, just their coordinates 18:30 < Uiomae> just like bones 18:30 < Zelgadis> Didn't knew that 18:30 < Yoyobuae> if you ask me, duck should use the same renderer as every other shape :) 18:30 < Uiomae> yeah, you can see in the studio 18:31 < Uiomae> currently, ducks, rubberband selections and a few other things uses different code 18:31 < Uiomae> and I think it's good 18:31 < Zelgadis> Uiomae, Yoyobuae: It seems you are trying to define a roadmap? 18:31 < Zelgadis> ^__^ 18:31 < Uiomae> :P 18:31 < Uiomae> it's not a bad idea, isn't it? 18:32 < Zelgadis> It's VERY good idea. 18:32 < Yoyobuae> what? defining a roadmap? 18:32 < Uiomae> yeah, I think so 18:33 < Zelgadis> Please consider that page: http://synfig.org/forums/viewtopic.php?p=1398 18:34 < Zelgadis> Yoyobuae: Yes. You are proposing a change. A big change. So it worth to think about roadmap. Even if it will be personal roadmap. ^__^ 18:35 -!- rubikcube [n=kvirc@dslc-082-082-078-234.pools.arcor-ip.net] has joined #synfig 18:36 < Uiomae> but changes as big as those needs some input from the community, before being part of a roadmap :P 18:37 < Zelgadis> yes 18:38 < Zelgadis> For now the only things I personally miss in synfig are listed here: http://synfig.org/forums/viewtopic.php?p=1414&sid=464b6846df4246aaaa191e90534bcf3d#p1414 18:38 < Zelgadis> And I really grateful what one item from that list you already work on! 18:39 < Zelgadis> I'm so happy! 18:40 < Uiomae> do you mean the OpenGL renderer? 18:40 < Zelgadis> Yes! 18:40 < Zelgadis> Speedup! 18:40 < Uiomae> jajaja 18:40 < Uiomae> I'm doing to do a hack so you will not be able to use it! 18:41 < Uiomae> if (user==Zelgadis) broke! 18:41 < Uiomae> xDDD 18:41 < Zelgadis> HaHaha!!! 18:41 < Uiomae> well, saving all from Morevna project, of course 18:41 < Zelgadis> You pushing me to learn to read c code! 18:41 < Uiomae> if (user == Zelgadis) send all work of morevna to uiomake, then Broke!! 18:42 < Uiomae> yeah, it's a good way, don't you think? 18:42 < Uiomae> xD 18:42 < Zelgadis> well, It's not a probblem to get all morevna work even without if. ~_^ 18:43 < Uiomae> jeje 18:43 < Uiomae> great, so just forget the if 18:43 < Uiomae> direct broke xDD 18:43 < Zelgadis> ^_^ 18:44 -!- Zelgadis is now known as L-gadis 18:44 < L-gadis> Ha-ha!!!! 18:44 < Uiomae> :P 18:46 < L-gadis> Well I just listed the things what making my animator-life harder. Synfig is already useful for animation. For me those items will make it comfortable. ^_^ 18:46 < Uiomae> I see 18:47 < L-gadis> To be honest, there are only half of them really important 18:47 < Uiomae> I think the thin line bug it's also fixed with OpenGL 18:47 < Uiomae> do you have a test file? 18:47 < L-gadis> Moment, it's easy to produce one. 18:47 < Uiomae> ok 18:47 < Uiomae> use only regions if you can 18:48 < L-gadis> It is related to regions only ^_^ 18:48 < Uiomae> great :P 18:48 < Uiomae> I though the same would happen with rectangles as well 18:50 < L-gadis> http://filebin.ca/htwgae/thin-line-bug.sifz 18:52 < Uiomae> no, sorry, still the same 18:53 < Uiomae> using objects will help to solve the bug xDD 18:53 < Uiomae> because currently, every layer have to be blended 18:53 < Uiomae> and antialiased 18:53 < Uiomae> there is no way around it 18:53 < Uiomae> but I don't know, can't you just use one object instead of two? 18:54 < Yoyobuae> "Object Union" =) 18:55 < Uiomae> yeah, that's why I said about the objects 18:55 < Uiomae> but currently isn't a bug 18:55 < Uiomae> it's the way it's supposed to work 18:56 < Uiomae> can be fixed but with an ugly hack 19:01 < L-gadis> interesting 19:03 < L-gadis> Yoyobuae: How do you imagine the UI for objects? 19:03 < L-gadis> Are they appear like layers in the list? 19:06 < L-gadis> OK, OK, waiting for wiki page ^_^ 19:06 < Uiomae> xDD 19:11 < Yoyobuae> yeah, they show up in layers panel and parameters panel show their parameters 19:12 < Yoyobuae> L-gadis: for objects that compose, they encapsulate the objects they operate on 19:17 < Yoyobuae> also, at first i wanted to restrict objects to exist only inside a layer capable of rendering them 19:18 < L-gadis> Hmmm... so from the users point of view changes will be minimal 19:18 < Yoyobuae> yeah, that's the idea 19:18 < L-gadis> You just classify some layers as layers and some as objects 19:19 < Yoyobuae> objects are something completely different 19:19 < Yoyobuae> they're not layers at all 19:19 < Yoyobuae> but that's just semantics =) 19:20 < L-gadis> Yep. So Bline is object. PasteCanvas is a layer (visualizer). So bline should always reside inside of visualizer. That's the main change. 19:20 < Yoyobuae> yeah, something like that 19:20 < L-gadis> Well it looks reasonable! 19:20 < Yoyobuae> but maybe it would be possible to make that paste canvas layer automatic 19:20 < Yoyobuae> and hidden also 19:21 < Yoyobuae> whenever you have a list of objects one on top another, such a hidden layer is inserted to contain them 19:22 < Yoyobuae> like that, the changes to interface are zero 19:22 < L-gadis> Well, the only case when hidden layer needed is when the object is NOT inside of any PasteCanvas layer. 19:22 < L-gadis> So we could consider existence of the Main Layer - which is canvas (in synfig terms). 19:23 < Yoyobuae> actually whenever you put a non-object on top of an object, rendering is required 19:23 < Yoyobuae> thus a layer needs to be in between 19:23 < L-gadis> ah 19:24 < L-gadis> but non-object could be treated as image object 19:24 < L-gadis> so it is object too 19:24 < L-gadis> or i'm confusing concepts? 19:24 < Yoyobuae> its a problem of vector vs raster world 19:25 < Yoyobuae> objects are purely vectorial 19:25 < Yoyobuae> if we want to do things like calculate the union of objects, we cant allow raster stuff in it 19:25 < L-gadis> Why not? 19:26 < L-gadis> Raster stuff is just like image. 19:26 < L-gadis> image is an rectangle with a raster data inside. 19:26 < Yoyobuae> so if you have an image of a circle, its region would be a square? 19:27 < L-gadis> Yep. With an alpha. 19:27 < L-gadis> Ah... I forgot about blend mode. 19:27 < L-gadis> Forget it. 19:28 < Yoyobuae> remember, its better to keep vector and raster seperate 19:28 < Yoyobuae> =) 19:28 < L-gadis> OK 19:29 < L-gadis> For now I prefer not to keep layers hidden 19:30 < L-gadis> if we creating bline, the layer is automaticaly created 19:31 < L-gadis> It starting to look more and more interesting... 19:31 < Yoyobuae> yeah, the idea needs polishing 19:32 < Yoyobuae> bleh, i need to do that wiki page, and get some discussion going, but im at work 19:32 < Yoyobuae> already taking too much time off it xD 19:35 < L-gadis> bedtime here 19:35 < L-gadis> night! 19:35 -!- L-gadis [n=zelgadis@92.124.231.31] has quit ["Bye!"] 20:57 * Bombe just merged his UI changes from March 2006 into current trunk. 21:20 -!- prokoudine_ [n=avp@217.118.66.76] has joined #synfig 21:22 -!- Uiomae [n=arcnor@50.Red-88-24-197.staticIP.rima-tde.net] has quit [Remote closed the connection] 21:31 -!- Uiomae [n=arcnor@50.Red-88-24-197.staticIP.rima-tde.net] has joined #synfig 23:28 < Uiomae> people, please be quiet! 23:44 -!- Yoyobuae [n=chatzill@200.124.22.34] has quit ["ChatZilla 0.9.84 [Iceweasel 3.0.3/2008092816]"] 23:48 -!- prokoudine_ [n=avp@217.118.66.76] has quit ["Ex-Chat"] --- Log closed Sat Feb 14 00:00:29 2009