Search found 16 matches
- Fri Jun 24, 2011 11:28 pm
- Forum: Foundation and Websites
- Topic: Legality of Blender in the USA.
- Replies: 1
- Views: 3632
Generally speaking Blender uses open source, GPL'd or similarly licensed material that why they "can do it" as you put it. You can't use Window stuff under Linux because that material is licensed to or by Microsoft who basically 'wall in' their property. Licensing and codec support aren't necessaril...
- Tue Jun 14, 2011 2:24 am
- Forum: Foundation and Websites
- Topic: Blender Network - an open business network for professionals
- Replies: 33
- Views: 42454
Anyone providing 'data' services is required by law to provide an opt-out mechanism where personal details are involved. The opt-out mechanism would be not signing up in the first place. The whole point here is to share information. :roll: I could rebut that by saying "if you want to "share informa...
- Mon Jun 13, 2011 8:36 pm
- Forum: Foundation and Websites
- Topic: Blender Network - an open business network for professionals
- Replies: 33
- Views: 42454
...I'm perfectly ok, with the strict authentification proccess proposal and making _all_ contact data aviable to registered people on an obligatory basis.... There are Data Protection Law implications with what you suggest where individual people are concerned (persons of "flesh and blood"). Anyone...
- Sun Jan 02, 2011 8:43 pm
- Forum: Foundation and Websites
- Topic: Someone stealing and selling Blender for profit?
- Replies: 4
- Views: 5719
Re: Someone stealing and selling Blender for profit?
Look here: 3dmagixpro.com in the screenshots, they're showing Blender and they'ye selling the program for $27 and eventually for over $100. I recommend looking into this ASAP. I've been tracking this for a while here . The general consensus is that he can do it because of an * interpretive loophole...
- Sun Oct 17, 2010 7:19 am
- Forum: News & Chat
- Topic: ase .ase export
- Replies: 5
- Views: 6195
Re: ase .ase export
I need to export my meshes from Blender 2.54 to UDK. I used to be able to do it in 2.53 thanks to a third party script but it doesn't work in the new release of Blender. What can I do? Why doesn't Blender support .ase inports and exports? Thanks, Bob For the record on this one, you need to download...
- Sun Mar 30, 2008 1:52 am
- Forum: Blender Open Projects
- Topic: What are you missing in your gamedev toolchain ?
- Replies: 112
- Views: 93024
what i have said is true. vertices at hard edges will always be separated in the vertex buffer. i don't know the internals of the UT 3 engine but i could imagine its model loader unfortunately merges the vertices again. :) some mesh optimizing algorithms do this (for example the ones of the d3dx li...
- Sat Mar 29, 2008 3:34 pm
- Forum: Blender Open Projects
- Topic: What are you missing in your gamedev toolchain ?
- Replies: 112
- Views: 93024
(smooth 'groups' need to be exportable rather than being used as an interpretive 'slice and dice' that splits the mesh up into subsections - vertex count matters in games [as you may know])... look at how a vertex buffer which gets used in opengl or directx looks like. the normal get stored with a ...
- Sat Mar 29, 2008 4:00 am
- Forum: Blender Open Projects
- Topic: What are you missing in your gamedev toolchain ?
- Replies: 112
- Views: 93024
kat, you can already mark hard edges it gives the exact same end result. LetterRip I know, but AFAIK it's not 'game compatible' yet, ie. the data isn't exported out to the various modelling formats; wither that's a export script or Blender update issue I don't know (smooth 'groups' need to be expor...
- Sat Mar 29, 2008 12:45 am
- Forum: Blender Open Projects
- Topic: What are you missing in your gamedev toolchain ?
- Replies: 112
- Views: 93024
Re: Smooth groups
(sorry for the necrobump) Blender NEEDS better smooth grouping . If we want Blender to be considered a professional game development tool it sadly will not happen unless it incorporates 3DS Max style smooth groups , without that it's pretty much dead in the water (there are ways around it but the c...
- Thu Mar 27, 2008 7:11 am
- Forum: Blender Open Projects
- Topic: What are you missing in your gamedev toolchain ?
- Replies: 112
- Views: 93024
Smooth groups
(sorry for the necrobump) Blender NEEDS better smooth grouping . If we want Blender to be considered a professional game development tool it sadly will not happen unless it incorporates 3DS Max style smooth groups , without that it's pretty much dead in the water (there are ways around it but the ca...
- Thu Oct 11, 2007 2:37 pm
- Forum: Python
- Topic: Cal3D bone orientation problem
- Replies: 9
- Views: 5698
I can never remember which 'direction' is which 'orientation', so yes you're right the axis points 'up' along the 'positive' axis rather than 'down' along the negative. heh. I did have another bone orietation issue elsewhere that exhibited the same squewed bones but that was fixed with rebuilding th...
- Wed Oct 10, 2007 5:48 pm
- Forum: Python
- Topic: Cal3D bone orientation problem
- Replies: 9
- Views: 5698
- Tue Oct 09, 2007 6:11 pm
- Forum: Python
- Topic: Cal3D bone orientation problem
- Replies: 9
- Views: 5698
...can't say this too sure, but I recently noticed a weird phenomenon: rotating a bone changes(read scales) the bone(read mesh)... Thank's for the responce. I wonder if it's a 'global' problem then? I've not thought to try roll on other bones becasue I only needed to do it in one particular place s...
- Sun Oct 07, 2007 10:05 pm
- Forum: Python
- Topic: Cal3D bone orientation problem
- Replies: 9
- Views: 5698
Cal3D bone orientation problem
Just posting this to double check a bone rotation issue with the updated (??) Cal3D export script that's included with 2.45. There appears to still be a minor problem with bone rotation information along the negative (??) 'Y' axis when exporting armatures out; if a bone is rotated through 180 degree...
- Wed Jun 09, 2004 11:39 pm
- Forum: Animation
- Topic: animation cycle problem
- Replies: 4
- Views: 8012