Search found 11 matches

by wavez
Fri Feb 15, 2008 10:18 pm
Forum: Interface & Tools
Topic: 3D curve bevel (BevOB) twist error, functionality
Replies: 3
Views: 5642

The story seems to be that Artificer is unwilling to release his code at this time.

My guess is that we will see a fix committed within the next couple releases.
by wavez
Fri Sep 07, 2007 9:10 am
Forum: Documentation & Education
Topic: Second Life Blender Export of SCULPTY
Replies: 11
Views: 46482

While I prefer the tutorial link that was given, as being a better way to start shaping a "sculpty prim", this page will be easier for blender noobies: http://bentha.net/sculpted-tuto/Blender-export-template-tut.html Also, the only step that ebbixx forgot is that you need to upload your render baked...
by wavez
Fri Sep 07, 2007 9:07 am
Forum: Documentation & Education
Topic: Second Life Blender Export of SCULPTY
Replies: 11
Views: 46482

It's not a normal map, it's a displacement map. It uses color channels, but those color channels are used as vectors from the object origin to the vertex location. In a normal map, every pixel color value has to result in a normalized vector. So a value of <1,0,0> is valid and is normalized, while a...
by wavez
Fri May 05, 2006 9:20 am
Forum: Interface & Tools
Topic: New: Cage Deform Modifier
Replies: 5
Views: 4754

:BUMP: I've used the Cage Deformer in XSI, and I was very disapointed. Lattice objects have the advantage of precision. I've written a proposal for a feature that I think would fill the role just fine. The only thing I would add, is that I think we could use a second kind of lattice shape, a ring sh...
by wavez
Wed Jan 11, 2006 11:57 am
Forum: Interface & Tools
Topic: New: Cage Deform Modifier
Replies: 5
Views: 4754

EK: I think the first method is a better choice. I know there are others who would like to use the deformer without encasing the deformed mesh inside the deformer. Besides that, I just think the first one sounds like a better approach overall, considering the pros and cons that you have described. H...
by wavez
Mon Dec 12, 2005 6:34 pm
Forum: Animation
Topic: Animation method for grass, trees and other flora.
Replies: 3
Views: 11649

I really want to see this in blender. I didn't know about this thread, and posted my own yesterday asking for the same exact thing, calling it the same exact thing =D
by wavez
Mon Dec 12, 2005 8:05 am
Forum: Interface & Tools
Topic: New: Cage Deform Modifier
Replies: 5
Views: 4754

New: Cage Deform Modifier

I'd like someone to code a new modifier: Cage Deform. It would use a mesh object to deform other mesh objects. The advantage is that mesh objects are a lot more flexible and freeform than lattice objects. Lattice objects always cubes by default, and have tons of verts on the inside of them. Lattice ...
by wavez
Mon Dec 12, 2005 7:07 am
Forum: Interface & Tools
Topic: Problem: making long hair with the 1.40 feature
Replies: 3
Views: 3003

No, megabigbug is right, the hair is not well suited for long hair at all. I gave more examples of this in an elysiun thread, but my friend's server is down right now so the images can't be seen. There are two issues with hair that I see. One, is that it simply copies the guide curve to each hair, s...
by wavez
Sun Nov 27, 2005 12:28 pm
Forum: Coding Blender
Topic: Why update CVS if Blender don't compile on local?
Replies: 6
Views: 3350

To fix this, insert PyBool_FromLong in python.def in blender\dlltool and run make.

Thanks to Genscher for solving this one for us.
by wavez
Sun Nov 27, 2005 8:22 am
Forum: Coding Blender
Topic: Why update CVS if Blender don't compile on local?
Replies: 6
Views: 3350

yea, I've been getting the same error for a couple days now. Could someone please figure out why it's doing this? I would do it, but I just don't understand this stuff.
by wavez
Mon Sep 26, 2005 10:50 am
Forum: Blender Conference 2013
Topic: Pre-Conference Dinner
Replies: 43
Views: 60059

I'll be there!
-wavez