Search found 11 matches
- Tue Apr 17, 2007 11:39 pm
- Forum: Interface & Tools
- Topic: Render Baking to a different mesh?
- Replies: 1
- Views: 2057
Render Baking to a different mesh?
I asked this question in the artists forums but it's still unresolved. I used the Braybaker script many times to bake a high poly mesh features on to a low poly mesh for in game use. The technique involved giving the low-poly UV-mapped mesh a transparent material. The low poly mesh was placed at the...
- Thu Apr 12, 2007 1:28 am
- Forum: Interface & Tools
- Topic: Linera Action Groupings (LAG's)
- Replies: 3
- Views: 1887
Linera Action Groupings (LAG's)
Picture a scene with a soccer/foot-ball player and a ball. He runs while dribbling a ball and then passes the ball to another player who does something else with it. To animate this you can attach the ball to a bone and animate the run-and-dribble as an action but it gets ugly when you want to pass ...
- Sat Apr 07, 2007 11:50 pm
- Forum: Interface & Tools
- Topic: Why is the Z-Axis up in Blender?
- Replies: 10
- Views: 14384
The problem we have is that the Max and Maya exporters create animation sequence files so that the animations can be reused in game for different models as long as they have the same bone structure and naming convention. Creating a model in Blender wont let you use all those nice pre-existing animat...
- Fri Apr 06, 2007 11:01 am
- Forum: Interface & Tools
- Topic: IK targets should be keyframed in the action editor, not NLA
- Replies: 2
- Views: 1825
Thanks, just tried it and it works with keyframes going into the action editor just like a bone.
But it only works with mesh object, not curves or anything else.
http://www.blender.org/development/rele ... ion-tools/
But it only works with mesh object, not curves or anything else.
http://www.blender.org/development/rele ... ion-tools/
- Fri Apr 06, 2007 2:55 am
- Forum: Interface & Tools
- Topic: Why is the Z-Axis up in Blender?
- Replies: 10
- Views: 14384
When using Blender to create models and animations for The Torque Game Engine, the exporter creates animations which are not compatible with models produced in 3DS Max with the same bone naming convention. This incompatibility is purely because of this difference in axis between Blender and Max and ...
- Fri Apr 06, 2007 2:37 am
- Forum: Interface & Tools
- Topic: IK targets should be keyframed in the action editor, not NLA
- Replies: 2
- Views: 1825
IK targets should be keyframed in the action editor, not NLA
When using Blender to create characters for 3rd party game engines or just animations in general, it is usually desirable to create IK targets using things like Nurbs circles around the feet or waist or shoulders to click on and animate. Currently the keyframes for the nurbs IK targets will get stor...
- Fri Apr 06, 2007 2:19 am
- Forum: Interface & Tools
- Topic: About feature requests
- Replies: 168
- Views: 122166
Action Editor Feature Request
When using Blender to create characters for 3rd party game engines or just animations in general, it is usually desirable to create IK targets using things like Nurbs circles around the feet or waist or shoulders to click on and animate. Currently the keyframes for the nurbs IK targets will get stor...
- Fri Jun 09, 2006 11:01 pm
- Forum: Rendering
- Topic: Internet Rendering Discussion
- Replies: 4
- Views: 4057
- Fri Jun 09, 2006 7:04 am
- Forum: Rendering
- Topic: Internet Rendering Discussion
- Replies: 4
- Views: 4057
Internet Rendering Discussion
I know many people use LAN rendering with Blender which is great if you have access to a local network of PC's. Doing it via the internet is usually not an option because the current network render solutions do their renders on a frame by frame basis which means you will be tieing up each remote com...
- Fri Jun 09, 2006 1:09 am
- Forum: Coding Blender
- Topic: Compiling Blender
- Replies: 16
- Views: 8694
Jimbo, I also tried to compile with VC8 and never got beyond GP_GHOST module which gave many linker errors. I don't know of anyone who has actually gotten it to compile using those project files. I switched to using the Scons system as is recommended on the Blendr site and got it to compile using Sc...
- Thu Jun 08, 2006 1:18 am
- Forum: Coding Blender
- Topic: Optimizing Blender for AMD64
- Replies: 0
- Views: 1698
Optimizing Blender for AMD64
I compiled the latest Blender from CVS using Scons and VC8. The only problem I had was finding it necessary to change the LCGDIR entry in win32-vc-config.py to point to the full path of my blender\doc\windows location. The default #.. bla entry did not work. Anyway, I saw that someone had compiled a...