Search found 18 matches

by Mariolink
Sat Mar 08, 2008 8:14 pm
Forum: Blender Open Projects
Topic: italian localization for peach
Replies: 6
Views: 8651

Well Peach does not have any speach in it.
Translating Apricot into italian would prob. be hard atm cause they've just begun so not much text to translate yet.
by Mariolink
Thu Feb 14, 2008 11:45 am
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 76028

Donno if it's to late but: Armature bone weights. Instead of using normal weight maps where a vertex can have 1.000 influence from sevral bones why not make some new weight map function that makes the total sum of a vertex' weights sum up to 1. This helps when painting weight maps. Etc. when u paint...
by Mariolink
Sun Feb 10, 2008 10:14 pm
Forum: Coding Blender
Topic: Muscle system for blender
Replies: 66
Views: 60518

When i try to apply the patch it comes up with an error: "An unknown line type was found in line 1049 !" Don't know why it says this as the code at 1049 is this: + free_editMuscle(); free_editArmature(); free_posebuf(); Index: source/blender/src/editmuscle.c =========================================...
by Mariolink
Thu Feb 07, 2008 9:40 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 76028

Well i thought about some things for the baking feature(Some have been discussed but not clarified): -Smoothing of Tangents before baking, as in zBrush to avoid nasty seams in game engines. -Rays travel along smoothed normals but tangents get calculated via solid normals. This would be a good option...
by Mariolink
Sun Jan 20, 2008 11:41 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 76028

Theres nothing wrong with that. Reason is when u use edge split the normals where you dont see any geometry on the image aren't hitting anything. Same should happen to smooth groups etc.
by Mariolink
Wed Dec 19, 2007 2:33 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 76028

bheae:
http://verse.blender.org/
mkay. You do have to compile your own blender version because verse isn't compiled by default.
by Mariolink
Tue Dec 18, 2007 6:03 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 76028

Q: How to removed hard edges in AO baking? A: Play with the Bias option under AO options, the higher it is lesser hard edges your gonna get. But try to play with it to get the best result. Q:Antialiasing baking. A: Don't know how hard is it to implement OSA but dont think it would take to long. aint...
by Mariolink
Sun Dec 16, 2007 11:42 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 76028

dbird wrote:Mariolink for target weld press w>merge> to first or to last.
I kno but for even smoother workflow target weld with dragging the vertex is much faster and less tedious than alt+m all the time.
by Mariolink
Sun Dec 16, 2007 1:54 am
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 76028

Letterrip

The edgesplit creates more geometry which is not good for game models. Less geomoetry more FPS.
by Mariolink
Sat Dec 15, 2007 9:46 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 76028

No. What he means is smooth groups:
http://www.3dtutorials.sk/index.php?id=104

target weld would also be nice or just redoing the snap tool so it's possible to use proportional edit with it.
by Mariolink
Sat Dec 15, 2007 4:34 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 76028

Oh yeah OSA for baking would be nice :)
Add that to the wish list.(Totally forgot that)

Also a stretch vizualitation green for non strecht red for too little space blue for overstretched for UVs.
by Mariolink
Sat Dec 15, 2007 3:55 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 76028

i know that you can bake ambient occlusion and diffuse color already. but i would like to be able to bake such things from high poly objects to low poly objects. just like with normal map baking but instead of sampling the normal, other high poly surface information gets sampled. Try out the new SV...
by Mariolink
Sat Dec 15, 2007 2:20 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 76028

Diffuse color baking... do you mean without shadows? cause then you just need to do a texture bake. AO baking... guess you talking about something that looks like the AO pass from the compositor. https://projects.blender.org/tracker/index.php?func=detail&aid=7333&group_id=9&atid=127 Here is maybe wh...
by Mariolink
Wed Apr 18, 2007 11:31 pm
Forum: Interface & Tools
Topic: Render Baking to a different mesh?
Replies: 1
Views: 1715

You cant bake from high to low poly yet but I think someone is working on making a tangent baking function for 2.44. Not sure if it's gonna be relased or if they are gonna make other baking methods from high to low other than tangent.
by Mariolink
Sun Apr 15, 2007 9:54 pm
Forum: Interface & Tools
Topic: Feature request: UV vertex connections
Replies: 3
Views: 1867

Feature request: UV vertex connections

Hello! It would be really nice if there was an ability to see which vertex was connected to which without having to select a vertex with Stick UVs to Mesh Vertex. here is an idea of how it could look: http://img104.imageshack.us/img104/5858/uvvertexconnectionur9.th.png it only displays the vertexes ...