Search found 13 matches
Search found 13 matches • Page 1 of 1
Quite big, but easy, except for the triangle strip creation. Check out VTK at http://www.vtk.org/ Also, if you search news here for an article on blender export for the torque game engine (garagegames.com), James Urquhart has python code that interfaces to VTK and makes strips for torque DTS models.
I ran into this problem while working on the topix cloth python code. The only solution I found was to add the vertex keys as relative and then have the user change them to absolute after I added them. Its not too difficult to do, although it isn't as good of a solution as I wanted. It was pretty si...
- Thu Mar 11, 2004 9:17 pm
- Forum: Interface & Tools
- Topic: Vertex coordinates bug
- Replies: 3
- Views: 2502
The "Center" of a blender object is sort of a misnomer as its really the coordinate origin. You can set it any place you like, so if you want to work in world coordinates, place the 3D cursor (that little red and white ring) at the origin of the world coordinate system and in the Editing (F9) panel,...
- Tue Jan 27, 2004 5:15 am
- Forum: Python
- Topic: How do I handle meshes and skeletons?
- Replies: 4
- Views: 2042
You're more likely to get help on questions like this over at elysiun in the forums there http://www.elysiun.com/forum/ Check out the Python & Plugin forum. There's a sticky thread in that forum with scripts in it for various tasks. Some of the are for importing and exporting data of various formats...
Is it possible that all of the locations are relative to the parents until you get to a root ? At the root, the bone location would then be relative to the object. I looked at this brielfy a while back, I think this is what I decided was the situation.
1) 'welding' of verts in the UV window. This would allow us to have 'mesh' groups which correspond to the UV map. With seam edges just like the UVmap (eg. chest/arms) If I understand what you mean by weld, you can already do that in the UV editor. Just select the points you want to weld to the same...
The Blender Gamekit book, available in the E-shop here and in bookstores, has a utility that does this. The big caveat is that the game engine is only available right now in versions 2.25 and earlier. The game engine is coming back, but it will be a while before its in a newer released version of bl...
- Sun Jan 04, 2004 2:09 am
- Forum: Rendering
- Topic: Using 2 or more computers to render...
- Replies: 1
- Views: 2931
renderd/brokerd is the blender specific utility to do this. There have been recent posts about them here, a search should find a link to some pre-compiled binaries for several platforms. Also, on the front page here, there is a news item for drqueue which is another option to do this. I've only used...
- Sun Jan 04, 2004 2:05 am
- Forum: Interface & Tools
- Topic: Using Blender for 3D (game) engines...
- Replies: 1
- Views: 1415
1) Check out properties under Game Logic (F4). 2) You need to have an active face in Face Mode to see the texture in the UV/Image Editor window. Right Click on a face. 3) I'm pretty sure this feature also already exists, maybe not exactly, but something close, but haven't used it myself. Check out t...
I played with nitrox a bit early on. It had several huge deficiencies and didn't appear that the code had any design in place to deal with those. I believe the author didn't quite understand how big of a task they were getting involved in. Check out renderd/broker, it's the best solution I've found,...
- Mon Dec 01, 2003 5:50 am
- Forum: Coding Blender
- Topic: Link against .so instead of .la when using ./configure
- Replies: 6
- Views: 3094
It looks like you're building under linux and probably with NVIDIA drivers installed. Under SuSE 8.2 with the last few official releases of the NVIDIA drivers, you'll find that the libGL.la files are removed by the NVIDIA driver and not replaced. Its probably the same with other linux releases as we...