Search found 278 matches

by harkyman
Fri Jun 29, 2007 4:23 am
Forum: Coding Blender
Topic: Linking problems with scons
Replies: 9
Views: 10526

This is where I'm at as well. Exact same problem. Smooth compile until that final linking stage. :cry: I also have the mentioned lib sitting quite happily in mingw. Scons .97 and .96 -- both give the same result. gcc and g++ 3.4.2 (mingw-special), which others on IRC have reported success with. Wind...
by harkyman
Mon Dec 11, 2006 4:58 pm
Forum: Testing Builds
Topic: BF-Blender OSX PPC, Py2.3 12/11/2006
Replies: 2
Views: 7922

BF-Blender OSX PPC, Py2.3 12/11/2006

w00t! Most up-to-date build in this thread is OSX for once! Render passes, fixes, all the goodies. Also, you get the cute graphicall.org splash screen with it. File is a zipped Disk Image, which I've found is the most reliable way to deliver these. http://graphicall.org/builds/builds/showbuild.php?a...
by harkyman
Mon Aug 28, 2006 1:25 am
Forum: Testing Builds
Topic: BF-Blender + Character Animation patches for BlenderPeople
Replies: 2
Views: 5654

BF-Blender + Character Animation patches for BlenderPeople

http://graphicall.org/builds/builds/showbuild.php?action=show&id=230 Lots o' patches: - NLA Multiply mode; new NLA mode uses first strip as basis for motion of second strip (NLA n-key panel) - NLA Matchbone; matches motion of disparate strips for smoother blending (NLA n-key panel) - Action baking;...
by harkyman
Tue Aug 22, 2006 8:57 pm
Forum: Foundation and Websites
Topic: Blender on OS X: A nightmare
Replies: 6
Views: 7189

When I look at the download page, I see two clearly labelled downloads for Mac OS X PPC, one for Python 2.3, one for Python 2.4. I'd check what kind of gas my car needed before I started pumping. While the other critiques of the organization are not far off the mark (using the wiki makes me want to ...
by harkyman
Fri Jun 09, 2006 2:32 pm
Forum: Animation
Topic: Proposal to aspiring Animators.....
Replies: 3
Views: 3918

As someone who is actually now and has been a writer from time to time, I find your claim to be a "writer" and your use of the English language, including grammar and spelling, to be directly at odds. A post of this type is essentially a job interview. You're saying "Here I am! Invest your time and ...
by harkyman
Fri Jun 09, 2006 2:30 pm
Forum: Animation
Topic: VisualLoc, etc.
Replies: 7
Views: 8089

Hmmmm. Well, bones that are in the middle of a chain won't key for position, even if an Ipo shows it. They can't be moved from the tip of the previous bone. Try posing via IK, then setting VisualLocRot keys on all bones in that chain. Then remove the IK. Alternatively, you can just remove the IK con...
by harkyman
Sun May 14, 2006 6:12 am
Forum: Coding Blender
Topic: NLA Strips Evaluation
Replies: 1
Views: 2366

This is from memory, so double-check... nla evaluation code resides in /source/blender/blenkernel/intern/action.c specifically, the function is called do_nla(), so if I pointed to the wrong function, search the sources for "void do_nla" and that'll get you there. As to blendin and blendout, they are...
by harkyman
Wed May 03, 2006 8:33 pm
Forum: Animation
Topic: VisualLoc, etc.
Replies: 7
Views: 8089

Nope. Names are easy to change. When I wrote this bit, I thought it was the most intuitive way to name, though... it's based on what you can see, not Blender's internal structures like regular Ipo keying.
by harkyman
Thu Apr 13, 2006 4:22 pm
Forum: Testing Builds
Topic: BF/Windows/(2006/4/10) cvs +cloth +flymode +actionbake
Replies: 23
Views: 17926

Anyone who wants to try Action Baking... Add an Action strip to your armature in NLA, select it, and hit Shift-B. Action Bake menu pops up. Choosing Object to Action will bake object-level motion (whether from keyframing, paths, constraints, etc.) into an Action. NLA to Action bakes the current stat...
by harkyman
Mon Apr 10, 2006 3:31 pm
Forum: Testing Builds
Topic: BF/Windows/(2006/4/10) cvs +cloth +flymode +actionbake
Replies: 23
Views: 17926

Thanks for the build. Though I must say that character animators get little love around here... My patch here: http://projects.blender.org/tracker/index.php?func=detail&aid=3634&group_id=9&atid=127 Contains the full version of Action Baking that's now partially implemented in current cvs. Full versi...
by harkyman
Thu Mar 23, 2006 2:02 pm
Forum: Interface & Tools
Topic: feature request: select faces and edges
Replies: 6
Views: 2844

It would also be great if there were some easier way to add IK constraints, like just selecting the two bones and hitting Ctrl-I or something.
by harkyman
Thu Mar 23, 2006 6:22 am
Forum: Rendering
Topic: Suggestion: Colored box around render buckets?
Replies: 4
Views: 4058

Yes (he says, anticipating objection), you could always change your render settings, remove OSA, set it to 50%, use Preview Render, etc., but unless I understand it incorrectly, this method should take only a trivial amount of additional time to produce, yet give significantly better feedback to the...
by harkyman
Wed Mar 22, 2006 4:53 pm
Forum: Python
Topic: Blender bone structure
Replies: 2
Views: 3958

jebus: do you mean "how does Blender do it within the c source code", or "what steps does a user have to take to get bones to deform a mesh"?

Two very different questions, and it's not clear from your phrasing which you mean.
by harkyman
Wed Mar 22, 2006 4:45 pm
Forum: Rendering
Topic: Suggestion: Colored box around render buckets?
Replies: 4
Views: 4058

I thought that was the different passes (spec first, then ref, etc.) showing up as they finished. What I would like to see as far as render display, is for scanlines to be done in a binary fashion within buckets (i.e. if the bucket is x by y, render line y/2 first, then y/4, then 3y/4, etc.). As the...
by harkyman
Thu Mar 16, 2006 7:13 pm
Forum: Interface & Tools
Topic: Feature Request: Texture control via painting
Replies: 2
Views: 2364

One of the developers working on the material nodes has said he would be putting in a node to allow access to vertex colors. That would allow you to use each channel (rgb) separately as masks or just plain texture channels. It would also work with a minor mod (IMHO) for weight paints, too. Just wait...