Search found 11 matches

by ultrabizz
Tue Apr 17, 2007 11:39 pm
Forum: Interface & Tools
Topic: Render Baking to a different mesh?
Replies: 1
Views: 1947

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...
by ultrabizz
Thu Apr 12, 2007 1:28 am
Forum: Interface & Tools
Topic: Linera Action Groupings (LAG's)
Replies: 3
Views: 1733

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 ...
by ultrabizz
Sat Apr 07, 2007 11:50 pm
Forum: Interface & Tools
Topic: Why is the Z-Axis up in Blender?
Replies: 10
Views: 10980

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...
by ultrabizz
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: 1690

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/
by ultrabizz
Fri Apr 06, 2007 2:55 am
Forum: Interface & Tools
Topic: Why is the Z-Axis up in Blender?
Replies: 10
Views: 10980

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 ...
by ultrabizz
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: 1690

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...
by ultrabizz
Fri Apr 06, 2007 2:19 am
Forum: Interface & Tools
Topic: About feature requests
Replies: 168
Views: 117030

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...
by ultrabizz
Fri Jun 09, 2006 11:01 pm
Forum: Rendering
Topic: Internet Rendering Discussion
Replies: 4
Views: 3559

It looks interesting, but a quick look at how it works shows that your blend file gets distributed to those computers which do renders.

To me thats too much of a security risk for any serious projects.
by ultrabizz
Fri Jun 09, 2006 7:04 am
Forum: Rendering
Topic: Internet Rendering Discussion
Replies: 4
Views: 3559

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...
by ultrabizz
Fri Jun 09, 2006 1:09 am
Forum: Coding Blender
Topic: Compiling Blender
Replies: 16
Views: 8190

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...
by ultrabizz
Thu Jun 08, 2006 1:18 am
Forum: Coding Blender
Topic: Optimizing Blender for AMD64
Replies: 0
Views: 1641

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...