Search found 73 matches
- Tue Aug 31, 2004 8:52 am
- Forum: Foundation and Websites
- Topic: mailing list archives
- Replies: 3
- Views: 5941
I too have been checking there for the past week, wondering what was going on. I was beginning to think that the cache for the whole of China hadn't been updated, when I was getting the same results at work and at home. :) Perhaps somebody with the right privelages could add a little note on the ML ...
- Thu Mar 04, 2004 5:37 pm
- Forum: Animation
- Topic: Armature proposal
- Replies: 85
- Views: 40597
To make the bones fatter, you need to change this line: /* BEATcode - changed to make bones skinnier */ bulge=length*0.05; i can't remember the line number, so just do 'find in file' for the word "skinnier". Change 0.05 to a higher value. Original was 0.1, you could even make it fatter still (eg 0.2...
- Wed Mar 03, 2004 12:33 pm
- Forum: Animation
- Topic: Armature proposal
- Replies: 85
- Views: 40597
Ok, here it is: http://www.gwynimation.com/blender/editarmature.c Provided as is. All sections of my code are preceeded by /* BEATcode */ comments, so just search the code to find it all. That's all I can do for the time being. There are so many things that would need to be changed, it isn't even fu...
- Wed Mar 03, 2004 10:34 am
- Forum: Animation
- Topic: Object following two paths?
- Replies: 6
- Views: 9014
Don't use parenting, instead use constraints and varying influence. I've never done it, but I know it's possible. Theeth created that system, and I'm sure he'll be along shortly with a decent explanation. Also, there is a blender demo with an empty parented to two circular paths, with the influence ...
- Tue Mar 02, 2004 6:08 pm
- Forum: Animation
- Topic: Armature proposal
- Replies: 85
- Views: 40597
Stray \312 means that when you copied and pasted the code you picked up some nonbreaking spaces which must be replace with "normal spaces". Ahhh. That would explain why loos code didn't work for me first time around. Anyway, it all worked out ok in the end. So there's you answer money. remove all o...
- Tue Mar 02, 2004 3:40 pm
- Forum: Animation
- Topic: Armature proposal
- Replies: 85
- Views: 40597
I really can't help you that much. I'm just playing here. I read the openGL programming guide last autumn, then a few other OGL books. My C/C++ knowledge is pretty pathetic, and I've only been digging around the Blender source for about a fortnight. Plus I'm compiling on WinXP with VC6, whereas you ...
- Tue Mar 02, 2004 1:17 am
- Forum: Animation
- Topic: Armature proposal
- Replies: 85
- Views: 40597
well, ok. i can't get you the .c file just yet, as it is at my workplace (hence the reason i can't work on this too much), and i won't be back there until wednesday or friday. I can tell you that copying and pasting from this thread will not work. There are plenty of additional changes you have to m...
- Mon Mar 01, 2004 5:48 pm
- Forum: Animation
- Topic: Armature proposal
- Replies: 85
- Views: 40597
ok, here is a screenshot of my current status: http://www.gwynimation.com/blender/boxbones.png This is a chain of bones, the fourth of which is selected (and currently being rotated, though the cursor isn't captured). The bones are automatically rendered in openGL, a direct replacement of the curren...
- Mon Mar 01, 2004 12:17 pm
- Forum: Animation
- Topic: Armature proposal
- Replies: 85
- Views: 40597
loos - those are the same problems that i had: a. changing gl instructions still displays as flat colours. not solid / shaded. b. bones are drawn based on their length. longer bones are thicker. doesn't fit for all cases - eg -> fingers: short & thin (ok); limbs: longer & thicker(ok); however: head?...
- Mon Mar 01, 2004 11:51 am
- Forum: Animation
- Topic: Armature proposal
- Replies: 85
- Views: 40597
- Thu Feb 19, 2004 6:10 pm
- Forum: Animation
- Topic: Armature proposal
- Replies: 85
- Views: 40597
OK money man, what i was trying to show you is that changing things is not so difficult if you look in the right place. Everything i know about opengl is mostly taken from the red book, with a few source downloads as well. As far as displaying things in blender is concerned, the OpenGL guides are th...
- Wed Feb 18, 2004 1:37 pm
- Forum: Animation
- Topic: Armature proposal
- Replies: 85
- Views: 40597
ok, more digging around, more possibilities. Once again, I don't know really what i'm doing here, and i can't compile yet (haven't tried). If you, Mr Money, could try out my suggestions and post screenshots of the results, that would be cool, and might actually get me digging in this code for real. ...
- Wed Feb 18, 2004 11:06 am
- Forum: Animation
- Topic: Armature proposal
- Replies: 85
- Views: 40597
Anything involving drawing to the screen is created in OpenGL. Read the OGL reference manual & the OGL programming guide - http://www.opengl.org/documentation/blue_book_1.0/ http://www.opengl.org/documentation/red_book_1.0/ To make the bones solid, my guess is that you would have to replace GL_LINE_...
- Tue Feb 17, 2004 6:52 pm
- Forum: Animation
- Topic: Armature proposal
- Replies: 85
- Views: 40597
OK Money, here is a little explanation of some of the code. Please bear in mind that C is not a language that i'm very familiar with, and i haven't delved in OGL for about half a year. this is the part of the draw_bone function that draws the kite shaped thingamy-hedrons: /* Section 1*/ glBegin(GL_L...
- Mon Feb 16, 2004 7:01 pm
- Forum: Animation
- Topic: Armature proposal
- Replies: 85
- Views: 40597
Money_YAY! - why don't you just have a little delve around in the display code, see if you can replace the funny 3D kite things with some different OpenGL calls. strangely enough, i'm with you on this one, I usually think you just spout a constant stream of crap. I would prefer a proper set of 3D ob...