Comments (17)
It works on my machine for sample.blend
I run the tests tomorrow and come back to you.
from source.
Thanks, once we get over that I can even use the official blender buildbot to make official-like builds for OSX, Windows and Linux with the patch applied on top of 2.72b.
from source.
After a few tests then:
- sample.blend - ok
- spider - no synchronization of any animation on slave (no bug reported in blendervr log window)
- walkthrough (dalai) - perfect (views z,x 1 2 3 4)
David
Le 11 nov. 2014 à 22:19, Dalai Felinto [email protected] a écrit :
Thanks, once we get over that I can even use the official blender buildbot to make official-like builds for OSX, Windows and Linux with the patch applied on top of 2.72b.
—
Reply to this email directly or view it on GitHub.
from source.
Confirmed the same issue here. I will try to "git bisect" it.
from source.
@PyrApple I'm having a hard time pinpointing when this was introduced. In fact this error seems to happen even with a patched Blender 2.69. Can you double-check if the Spider is really working with 2.69?
from source.
Nor does it work with 2.70a (haven't got 2.69 compiled at the moment)
Le 13 nov. 2014 à 19:33, Dalai Felinto [email protected] a écrit :
@PyrApple I'm having a hard time pinpointing when this was introduced. In fact this error seems to happen even with a patched Blender 2.69. Can you double-check if the Spider is really working with 2.69?
—
Reply to this email directly or view it on GitHub.
from source.
Let me know if you can test the 2.69 version. I created a branch [1] with the code merged from 2.69 to 2.72, which works for 'git bisect' [2].
The patch was added after commit bbd9b5f4 as the commit 149fa998. From there I did a git cherry-pick of all Blender code from 2.69 to 2.72, to inspect. But while the original patched commit (roughly 2.69) worked at first, it failed afterwards.
The idea test would be to build in your system from the original instructions, with the original patch. If it works then build from commit 149fa998 (in blender-vr-bisect, let me know if you need help with that).
That should give us an understanding of what the issue may be. It's different to chase a bug that was introduced at some point, or that always existed, but it was not perceived before.
[1] https://github.com/BlenderVR/blender/tree/blender-vr-bisect
[2] http://git-scm.com/docs/git-bisect
(there is a chance the issue was not noticeable in the CAVE because the spide is always in the front screen, while in my tests with a dual setup the spider is split in two screens. The terrain itself looks fine)
from source.
Yosh, I'll give it a try tomorrow.
For the notice, I've already seen the spider functional on a previous blenderCave version.
(Damien, it rings a bell?)
David
Le 14 nov. 2014 à 20:33, Dalai Felinto [email protected] a écrit :
Let me know if you can test the 2.69 version. I created a branch [1] with the code merged from 2.69 to 2.72, which works for 'git bisect' [2].
The patch was added after commit bbd9b5f4 as the commit 149fa998. From there I did a git cherry-pick of all Blender code from 2.69 to 2.72, to inspect. But while the original patched commit (roughly 2.69) worked at first, it failed afterwards.
The idea test would be to build in your system from the original instructions, with the original patch. If it works then build from commit 149fa998 (in blender-vr-bisect, let me know if you need help with that).
That should give us an understanding of what the issue may be. It's different to chase a bug that was introduced at some point, or that always existed, but it was not perceived before.
[1] https://github.com/BlenderVR/blender/tree/blender-vr-bisect
[2] http://git-scm.com/docs/git-bisect(there is a chance the issue was not noticeable in the CAVE because the spide is always in the front screen, while in my tests with a dual setup the spider is split in two screens. The terrain itself looks fine)
—
Reply to this email directly or view it on GitHub.
from source.
btw, which darwin lib revision did you use for the compilation of [1],
and how did you know which lib revision corresponds to which blender commit?
David
Le 14 nov. 2014 à 20:33, Dalai Felinto [email protected] a écrit :
Let me know if you can test the 2.69 version. I created a branch [1] with the code merged from 2.69 to 2.72, which works for 'git bisect' [2].
The patch was added after commit bbd9b5f4 as the commit 149fa998. From there I did a git cherry-pick of all Blender code from 2.69 to 2.72, to inspect. But while the original patched commit (roughly 2.69) worked at first, it failed afterwards.
The idea test would be to build in your system from the original instructions, with the original patch. If it works then build from commit 149fa998 (in blender-vr-bisect, let me know if you need help with that).
That should give us an understanding of what the issue may be. It's different to chase a bug that was introduced at some point, or that always existed, but it was not perceived before.
[1] https://github.com/BlenderVR/blender/tree/blender-vr-bisect
[2] http://git-scm.com/docs/git-bisect(there is a chance the issue was not noticeable in the CAVE because the spide is always in the front screen, while in my tests with a dual setup the spider is split in two screens. The terrain itself looks fine)
—
Reply to this email directly or view it on GitHub.
from source.
I just try to compile. When it complains (usually about python) I just do
svn log and get the corresponding python.
blendernetwork.org/dalai-felinto
www.dalaifelinto.com
2014-11-14 21:49 GMT-02:00 PyrApple [email protected]:
btw, which darwin lib revision did you use for the compilation of [1],
and how did you know which lib revision corresponds to which blender
commit?David
Le 14 nov. 2014 à 20:33, Dalai Felinto [email protected] a écrit
:Let me know if you can test the 2.69 version. I created a branch [1]
with the code merged from 2.69 to 2.72, which works for 'git bisect' [2].The patch was added after commit bbd9b5f4 as the commit 149fa998. From
there I did a git cherry-pick of all Blender code from 2.69 to 2.72, to
inspect. But while the original patched commit (roughly 2.69) worked at
first, it failed afterwards.The idea test would be to build in your system from the original
instructions, with the original patch. If it works then build from commit
149fa998 (in blender-vr-bisect, let me know if you need help with that).That should give us an understanding of what the issue may be. It's
different to chase a bug that was introduced at some point, or that always
existed, but it was not perceived before.[1] https://github.com/BlenderVR/blender/tree/blender-vr-bisect
[2] http://git-scm.com/docs/git-bisect(there is a chance the issue was not noticeable in the CAVE because the
spide is always in the front screen, while in my tests with a dual setup
the spider is split in two screens. The terrain itself looks fine)—
Reply to this email directly or view it on GitHub.—
Reply to this email directly or view it on GitHub
https://github.com/BlenderVR/blender-vr/issues/14#issuecomment-63147497.
from source.
Another tip: you can do only 'make' (without the install) and copy the 2.69 folder from the official Blender 2.69 (I had to do that, but I would do make install once per blender version first, and then override the corresponding folder)
from source.
Dalai,
Compiled [1], simple.blend works, not spider.blend.
problems to compile blender 2.69:
(
The idea test would be to build in your system from the original instructions, with the original patch
)
the only blenderVR (old blederCave) patch I found was for 52200, I downloaded svn blender -r 52200, the cmake throws:
(even manually defining a valid CMAKE_OSX_SYSROOT)
$ cmake ../blender/ -DWITH_PLAYER=ON -DWITH_PYTHON_INSTALL_NUMPY=OFF -DWITH_INTERNATIONAL=OFF -DCMAKE_OSX_SYSROOT='/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk '
-- Detected system-version: unsupported
-- Detected Xcode-version: 6.1
-- Performing Test SUPPORT_SSE_BUILD
CMake Warning at /usr/local/Cellar/cmake/2.8.12.2/share/cmake/Modules/Platform/Darwin.cmake:179 (message):
Ignoring CMAKE_OSX_SYSROOT value:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSXunsupported.sdk
because the directory does not exist.
Call Stack (most recent call first):
/usr/local/Cellar/cmake/2.8.12.2/share/cmake/Modules/CMakeSystemSpecificInformation.cmake:36 (include)
CMakeLists.txt:3 (PROJECT)
CMake Error at /usr/local/Cellar/cmake/2.8.12.2/share/cmake/Modules/Platform/Darwin.cmake:211 (message):
CMAKE_OSX_DEPLOYMENT_TARGET is '10.9' but CMAKE_OSX_SYSROOT:
""
is not set to a MacOSX SDK with a recognized version. Either set
CMAKE_OSX_SYSROOT to a valid SDK or set CMAKE_OSX_DEPLOYMENT_TARGET to
empty.
Call Stack (most recent call first):
/usr/local/Cellar/cmake/2.8.12.2/share/cmake/Modules/CMakeSystemSpecificInformation.cmake:36 (include)
CMakeLists.txt:3 (PROJECT)
CMake Error: Internal CMake error, TryCompile configure of cmake failed
-- Configuring incomplete, errors occurred!
See also "/Users/AstrApple/WorkSpace/BlenderVR_Workspace/sources_blender/blender-git-official-52200/build/CMakeFiles/CMakeOutput.log".
Which version (blender/patch blendervr) did you use for
David
Le 14 nov. 2014 à 20:33, Dalai Felinto [email protected] a écrit :
Let me know if you can test the 2.69 version. I created a branch [1] with the code merged from 2.69 to 2.72, which works for 'git bisect' [2].
The patch was added after commit bbd9b5f4 as the commit 149fa998. From there I did a git cherry-pick of all Blender code from 2.69 to 2.72, to inspect. But while the original patched commit (roughly 2.69) worked at first, it failed afterwards.
The idea test would be to build in your system from the original instructions, with the original patch. If it works then build from commit 149fa998 (in blender-vr-bisect, let me know if you need help with that).
That should give us an understanding of what the issue may be. It's different to chase a bug that was introduced at some point, or that always existed, but it was not perceived before.
[1] https://github.com/BlenderVR/blender/tree/blender-vr-bisect
[2] http://git-scm.com/docs/git-bisect(there is a chance the issue was not noticeable in the CAVE because the spide is always in the front screen, while in my tests with a dual setup the spider is split in two screens. The terrain itself looks fine)
—
Reply to this email directly or view it on GitHub.
from source.
Hi David,
You need to set CMAKE_OSX_DEPLOYMENT_TARGET. For example:
-DCMAKE_OSX_DEPLOYMENT_TARGET=10.7
You can try all the way to 10.5, though 10.7 or 10.6 should work.
>
Compiled [1], simple.blend works, not spider.blend.
Did you try the branch as it is, or the hash I mentioned? The HEAD of the
branch is blender 2.72, while the hash 149fa998 is a commit on top of the
equivalent r60656 of SVN.
I thought the the original patch (that allegedly once had a working spider)
was built on top of 2.69. I can try here to patch on top of r552200 and see
how it goes.
from source.
Are you sure -r552200 is the one?
I created a branch with the original patch against r552200, but this
is a Blender 2.64. The branch is blender-vr-552200.
from source.
As for the 2.69 tag I created a branch (blender-vr-2.69) as well as a tag (v2.69-blender-vr). And again the spider worked the first time I played, and went out of sync (the right side "shacking") the second time.
@touraine are you sure the spider ever worked 100%?
from source.
Compiled blender-vr-2.69
(without IK_ITASC to avoid the bug reported in https://developer.blender.org/T36207)
spider.blend works fine.
Played three time in a raw with the animation sync on both master/slave.
The only issue is that the basic walk animation gets stuck after left/right animation.
(pressing space, the "run animation" never fails)
David
Le 15 nov. 2014 à 16:17, Dalai Felinto [email protected] a écrit :
As for the 2.69 tag I created a branch (blender-vr-2.69) as well as a tag (v2.69-blender-vr). And again the spider worked the first time I played, and went out of sync (the right side "shacking") the second time.
@touraine are you sure the spider ever worked 100%?
—
Reply to this email directly or view it on GitHub.
from source.
switched to blender 2.73
from source.
Related Issues (20)
- Rework the nomenclature of the Base.py classes HOT 1
- Errors in Plugins callback functions throw no errors HOT 1
- Plugin callback functions should be called before the syncronization calls
- Daemon not launched on Windows, throwing "Fatal Python error: Failed to initialize Windows random API (CryptoGen)" HOT 5
- Decide on a name and stick to it HOT 6
- error 'BlenderVR_root' is not defined HOT 12
- --BlenderVR-root flag does not reset original root HOT 2
- BlenderVR installer (Windows 64-bit): old references to blender-vr HOT 4
- OSC-specific exceptions not defined (not correctly imported)
- Windows configuration file wrong default values
- Oculus Rift Direct Mode not working HOT 7
- Unable to open a display HOT 12
- Animation plays only in master HOT 13
- Oculus DK2 Distortion HOT 2
- Added objects not added on Slave nodes HOT 5
- [NOT A BUG] Modal timing / watching inside Blender while running in VR HOT 4
- Configuration xml does not allow ~ or ~user in paths
- Python 3.5; Cannot find BlenderVR root HOT 1
- Build For UPBGE HOT 2
- Updated version for Blender 2.9x, UPBGE and latest Qt HOT 4
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from source.