Search found 39 matches

by reimpell
Wed Feb 15, 2006 8:32 pm
Forum: Interface & Tools
Topic: Blender crashes on minimized
Replies: 3
Views: 2120

Re: Blender crashes on minimized

Epimetheus wrote:Btw, this started happen as i installed some Ogre xml import export scripts. Does these scripts affect blender when not in use?
No, Blender only scans the script header for the menu entries when it starts. No parts of the scripts get executed.
by reimpell
Fri Oct 21, 2005 1:37 pm
Forum: News & Chat
Topic: I'm new here and i have a few Q's
Replies: 2
Views: 3298

Re: I'm new here and i have a few Q's

Morgoth wrote:I'd like to use common technique with rendering high-poly mesh onto textured low-poly one
ATI .nmf Interface
by reimpell
Thu Oct 20, 2005 1:40 am
Forum: Interactive 3d
Topic: The Orange Project
Replies: 39
Views: 28511

Blender RayTrace Baker which I think does what you want It doesn't. This script bakes the lighting into the diffuse texture. This prevents you from using a detailed texture for more than a single face which is unacceptable. For example take a tileable grass texture that you use for several terrain ...
by reimpell
Thu Oct 20, 2005 12:31 am
Forum: Interactive 3d
Topic: The Orange Project
Replies: 39
Views: 28511

I forgot to mention that some people asked for a "snap on grid" option for level/mesh editing. Anyway, the most severe issue is the restriction to a single uv coordinate set and the lack of an internal lightmap solution. The other things are just nice to have but not absolutely necessary. E.g. the c...
by reimpell
Wed Oct 19, 2005 11:27 pm
Forum: Interactive 3d
Topic: The Orange Project
Replies: 39
Views: 28511

could you be more specific on what could be done to make billboards and particles 'map well'? Billboards are just rectangles that always face the camera while fixing a point or an axis. They usually display a texture, e.g. the light flare of a lantern. The concept in Blender that comes close to thi...
by reimpell
Wed Oct 19, 2005 5:25 pm
Forum: Interactive 3d
Topic: The Orange Project
Replies: 39
Views: 28511

Instead it would focus on improving the work flow between Blender and external engines such as CrystalSpace or Ogre3D and improving Blenders modeling tools for game development. Blender can be used to create and export static, armature and vertex animated meshes as well as complete scenes to Ogre. ...
by reimpell
Fri Jul 08, 2005 3:28 pm
Forum: Animation
Topic: delete actions?
Replies: 2
Views: 14671

Re: delete actions?

Maybe i'm too stupid - but is there actually a way to delete actions permanently :?: Open the DataBlock browser (Shift+F4), select the action with the RMB and press the FKey to remove the fake user. Now you can delete the action in the Action Editor. Afterwards, save and reload your blend file to r...
by reimpell
Sat Jun 18, 2005 10:58 pm
Forum: Interactive 3d
Topic: Using a Ogre as Blender game engine
Replies: 21
Views: 14104

Thats it. Ogre already has a scene exporter however is a very incomplete one and doesn't work with the mesh scene exporter. The scene exporter is complete in the sense, that everything that can be reasonable mapped to Ogre is exported. Can you please be more specific on what features you are missin...
by reimpell
Sat May 21, 2005 9:22 pm
Forum: Python
Topic: How can i know clockwise direction of a face?
Replies: 4
Views: 6540

Re: How can i know clockwise direction of a face?

EladarGL wrote:I need to know how i can know face triangle direction
Blender utilizes OpenGL for display and therefore uses clockwise vertex winding. However, this only affects the game engine (PKey), not the rendered results. Also, culling based on vertex winiding is disabled if the "Two Sided" face option is set.
by reimpell
Mon May 16, 2005 12:32 am
Forum: News & Chat
Topic: Blender to Ogre scene exporter and mesh importer
Replies: 3
Views: 5201

what about shaders ? Ogre has full shader support . Unfortunately this doesn't apply to Blender. Of course you can tweak your materials once exported. Ogre has a powerful material script language that can be edited by hand or with the Cronos Editor . The export script already exports the combinatio...
by reimpell
Sat May 14, 2005 12:37 pm
Forum: News & Chat
Topic: Blender to Ogre scene exporter and mesh importer
Replies: 3
Views: 5201

Blender to Ogre scene exporter and mesh importer

I'm pleased to announce, that the Ogre project enlarged its support for Blender as content creation suite. Besides for modelling, texturing, rigging, skinning and posing, Blender can now be used for complete world design, including the import of meshes made with other tools. All these contents can b...
by reimpell
Tue Apr 26, 2005 12:31 pm
Forum: Python
Topic: How to Compute a Armature's Rest-Position
Replies: 12
Views: 7485

weight # people use this? Yes. I don't understand roll Head and tail define the position of the bone's y-axis. Roll is the additional rotation around this axis in respect of the parent's coordinate system. loc returns [0.0,0.0,0.0] when IK is set [head of current bone can't be moved relative to tai...
by reimpell
Mon Apr 25, 2005 9:22 pm
Forum: Python
Topic: How to Compute a Armature's Rest-Position
Replies: 12
Views: 7485

dandeloreon1984 wrote:i actually saw something about this before... a known bugs with the bones...
Fortunately, you can still export animations. See the Ogre3D export script for possible workarounds, resp. a fully functional animation export.
by reimpell
Mon Apr 25, 2005 3:31 am
Forum: Python
Topic: How to Compute a Armature's Rest-Position
Replies: 12
Views: 7485

Re: Pose Bone Rotations

> Bone.getRestMatrix('bonespace').toQuat() is the current > rotation for child bones, while > (Bone.getRestMatrix('bonespace')*A*M^(-1)).toQuat() is the > current rotation for root bones in respect of the mesh's > coordinate system. The current rotation I'm trying to compute is the rotation of the ...
by reimpell
Sun Apr 24, 2005 1:28 am
Forum: Python
Topic: How to Compute a Armature's Rest-Position
Replies: 12
Views: 7485

Re: Bones Orientation relative to a Mesh

Thank you very much for the information, but I'm still a bit confused. How do you compute (0, 0, 0) * (Matrix) as you described ? And can you please clarify what "P = the transformation due to its parent bones" is equivalent to? Of course, it's the vector (0,0,0,1), as we are in homogeneous coordin...