I cannot export individual onjects to Collada.
It includes other parts of the scene.
I have verified the Collada file, by re-importing the file, and it includes extra geometry.
Search found 32 matches
- Mon Jun 20, 2011 3:42 pm
- Forum: Interface & Tools
- Topic: BUG: Selected Collada export
- Replies: 1
- Views: 1284
- Thu Feb 25, 2010 1:13 pm
- Forum: News & Chat
- Topic: Can a Paper model add on be created for Blender
- Replies: 2
- Views: 2784
Pepakura Designer
You can try Pepakura Designer
http://www.tamasoft.co.jp/pepakura-en/
There is a script that does the same thing. Have a look at script section in Blender Artist forum. Although, not to the same level as Pepakura.
http://www.tamasoft.co.jp/pepakura-en/
There is a script that does the same thing. Have a look at script section in Blender Artist forum. Although, not to the same level as Pepakura.
- Thu Nov 26, 2009 1:45 pm
- Forum: Interface & Tools
- Topic: UI visual artifacts (2.5)
- Replies: 1
- Views: 1387
- Sun Nov 08, 2009 10:54 pm
- Forum: Interface & Tools
- Topic: Blender 2.5 Flickering UI
- Replies: 0
- Views: 1291
Blender 2.5 Flickering UI
Using intel integrated graphics on WinXP.
To get the same performance as 2.49, I have to enable overlay mode, instead of triple buffer.
In overlay mode, there is a lot of flickering in the other windows.
To get the same performance as 2.49, I have to enable overlay mode, instead of triple buffer.
In overlay mode, there is a lot of flickering in the other windows.
- Mon Mar 16, 2009 1:59 pm
- Forum: Animation
- Topic: Help creating 2D Animation using list of images from Gimp
- Replies: 2
- Views: 4125
- Sat Jan 10, 2009 3:45 pm
- Forum: Interface & Tools
- Topic: Meshlab code
- Replies: 0
- Views: 1848
Meshlab code
After playing with a 10M tri mesh in Meshlab, and it seems to be able to handle such a large mesh. To rotate it, I need to change to point view, to get better framerates. With such a high poly count, the mesh is still recognisable. I guess the points are displayed as large points with shading. Do yo...
- Sun Mar 16, 2008 7:06 pm
- Forum: Blender Open Projects
- Topic: Peach Video Editing Blog
- Replies: 0
- Views: 5581
Peach Video Editing Blog
We had the compositing blog, and that was a great entry.
I was wondering if there might be one on editing the video, and if there are any improvements in the sequencer that might come out.
How is editing HD material? Or do you use proxies in place of the rendered HD images?
I was wondering if there might be one on editing the video, and if there are any improvements in the sequencer that might come out.
How is editing HD material? Or do you use proxies in place of the rendered HD images?
- Sun Mar 04, 2007 10:53 am
- Forum: Interface & Tools
- Topic: Sculpt mode - suggestion
- Replies: 9
- Views: 4756
Sculpt mode - suggestion
The sculpt mode is awesome, but will the development continue? I have a suggestion- 1) The tile option in brush panel acts like a stencil. In mudbox, they have a preview of the tile, and when you start painting, the preview disappears. This makes it easier to sculpt in the details. Maybe, adding a h...
- Fri Dec 29, 2006 8:22 pm
- Forum: Interface & Tools
- Topic: OpenGL and bump map
- Replies: 2
- Views: 2533
- Wed Dec 27, 2006 6:26 pm
- Forum: Interface & Tools
- Topic: OpenGL and bump map
- Replies: 2
- Views: 2533
OpenGL and bump map
I was wondering if openGL supports bump mapping in the viewport.
This feature would make it easier to draw the fine details on our models.
This feature would make it easier to draw the fine details on our models.
- Fri Jul 07, 2006 10:03 am
- Forum: Coding Blender
- Topic: CCGSubSurf progress
- Replies: 2
- Views: 3856
- Thu Jul 06, 2006 4:57 pm
- Forum: Coding Blender
- Topic: CCGSubSurf progress
- Replies: 2
- Views: 3856
CCGSubSurf progress
I was wondering if the CCGSubSurf has been implemented into Blender or not?
http://mediawiki.blender.org/index.php/ ... CCGSubSurf
http://mediawiki.blender.org/index.php/ ... CCGSubSurf
- Thu Jul 06, 2006 9:55 am
- Forum: Testing Builds
- Topic: [Update Sculptmode Windows] 20060708
- Replies: 11
- Views: 13826
Multires uneditable
Playing with the multires, and found that you can't add any more edge loops in the any of the levels. Ctrl+R and add a loop, then change layers, and the loop disappears. Probably the same for knife, haven't tried that tool on the multires mesh yet. I think Zbrush allows you to modify ONLY the lowest...
- Wed Jul 05, 2006 5:49 pm
- Forum: Testing Builds
- Topic: [Update Sculptmode Windows] 20060708
- Replies: 11
- Views: 13826
Hiding parts of the mesh
This might be a general question, but how do you hide part of the mesh in object/sculpt mode. I've tried Alt-B, but it is still slow, with a high density mesh. Or, is this a feature that is on the list for later development? I'll do some more tests with the sculpt build. Thanks for all your hard wor...
- Wed Jun 28, 2006 1:03 pm
- Forum: Testing Builds
- Topic: [UPDATE sculpt mode]Windows 20060627
- Replies: 22
- Views: 29768
Multires Levels Error
If you save the blend file, and reopen it, the level in the multires panel is incorrect. Change the level, and blender crashes.
Great to see such speedy progress.
Awesome work guys
Great to see such speedy progress.
Awesome work guys
