Search found 898 matches

by matt_e
Sun May 02, 2010 12:10 pm
Forum: Interface & Tools
Topic: Documentation about the new Python runtime
Replies: 6
Views: 2907

yep, that poster is wrong. That was the situation in blender 2.49 but in 2.5, a full python installation is bundled.
by matt_e
Sat May 01, 2010 2:00 am
Forum: Interface & Tools
Topic: Documentation about the new Python runtime
Replies: 6
Views: 2907

Oh, i'm not sure what you exactly need for that, but it's basically just a full installation (minus some extra test/example files) of python 3.1.
by matt_e
Fri Apr 30, 2010 3:25 am
Forum: Coding Blender
Topic: Getting 3D coordinates of rendered pixels
Replies: 1
Views: 2837

If depends what info you have available:
* You can render out a world XYZ pass by making a renderlayer with a custom material with blend textures mapped to global x/y/z
* Or if you have access to the camera matrix, you can probably reconstruct it using that and the pixel Z depth.
by matt_e
Mon Apr 26, 2010 8:03 am
Forum: News & Chat
Topic: SpaceNavigator 3D Connexion & Blender 2.5 ?
Replies: 163
Views: 130080

No. The event system is already re-coded in blender 2.5. However it doesn't support spacenavigator yet, and adding support is more complicated than just editing ghost_types.h .
by matt_e
Mon Apr 26, 2010 6:10 am
Forum: Python
Topic: No Python installation required anymore?
Replies: 4
Views: 2427

that's correct.
by matt_e
Mon Apr 26, 2010 6:03 am
Forum: News & Chat
Topic: SpaceNavigator 3D Connexion & Blender 2.5 ?
Replies: 163
Views: 130080

Spacenavigator support will need to be re-coded for 2.5's new event system.

Shouldn't be too difficult, and there might possibly be a gsoc project to do this, but it's not done yet.
by matt_e
Mon Apr 26, 2010 6:01 am
Forum: Testing Builds
Topic: Testing builds for all platforms on www.graphicall.org
Replies: 0
Views: 7157

Testing builds for all platforms on www.graphicall.org

Frequently updated development builds of Blender are available from: http://www.graphicall.org


(this is an external site, Blender Foundation is not responsible for anything there)
by matt_e
Mon Apr 26, 2010 5:53 am
Forum: Coding Blender
Topic: best generic file format for camera movement data
Replies: 1
Views: 2279

Hi, probably your best bet is to go for an open format that supports animation such as COLLADA (it's xml and widespread). It probably wouldn't be too difficult to simply export a camera object with animation.
by matt_e
Mon Apr 26, 2010 5:51 am
Forum: Coding Blender
Topic: adding checkbox in ui
Replies: 2
Views: 2824

Hi, you'll also need to add it to the relevant python ui file, in release/scripts/ui/

see here: http://wiki.blender.org/index.php/Blend ... neProperty
by matt_e
Tue Jul 22, 2008 8:34 am
Forum: Coding Blender
Topic: Maya Ascii (.ma) import/export into/out of Blender
Replies: 2
Views: 11086

Have you tried the 'morph target' in the OBJ importer? it's meant to keep vertex order, but I suppose that won't help if the maya OBJ export reorders vertex indices...
by matt_e
Tue Jul 22, 2008 8:33 am
Forum: Coding Blender
Topic: Updates from BUT_NORMAL
Replies: 3
Views: 3137

Yep, this is a real limitation in Blender's UI - you can't get realtime updates from UI controls. You'll notice that no other sliders update in realtime either, only when you let go of the mouse. This is something that hopefully will get fixed in 2.5.
by matt_e
Tue Jul 22, 2008 8:07 am
Forum: Animation
Topic: Animated Short looking for feedback
Replies: 2
Views: 2732

hi, you might get a bit better response on the artist forum - blenderartists.org.

cheers
by matt_e
Tue Jul 22, 2008 8:06 am
Forum: Animation
Topic: Help! Children Tracking Delayed 1 Frame!
Replies: 4
Views: 3070

I don't have time to look at the file at the moment, but a 1 frame lag is usually caused by a loop in dependencies (i.e. A is dependent on B is dependent on C is dependent on A). See if there are any warnings about this in the console, you may have to re-organise your rig setup.
by matt_e
Tue Jul 22, 2008 8:03 am
Forum: Python
Topic: Manipulating a single particle in Blender v2.46
Replies: 1
Views: 2617

Blender's particle system is pre-calculated and it's not possible to manipulate particles on the fly. What you could try however, is using vertices of a mesh. You can then assign it a halo material, or dupliverts which should give similar results to a particle system in practice.