Search found 49 matches

by IanCalvert
Tue May 09, 2006 2:45 pm
Forum: Interface & Tools
Topic: Program goes crazy at startup!! help!!
Replies: 2
Views: 1908

Can you give more information, please understand that we cant see whats happening.

What OS, what version of blender, what graphics card, all the information you can give us, do.



Ian
by IanCalvert
Tue May 09, 2006 2:43 pm
Forum: Interface & Tools
Topic: User Interface Design - A guide - Circular Menus
Replies: 7
Views: 5127

Blender used to have kind of circular menus. Then they disappeared, I don't know why, I liked them, still.


ian
by IanCalvert
Tue May 09, 2006 2:42 pm
Forum: Interface & Tools
Topic: Extrusion Problem
Replies: 4
Views: 2798

It would mess up the subsurf mesh, and give really annoying problems if it was used on anything that was transparent.

A mesh is supposed to be the surface of an object.

ian
by IanCalvert
Mon Apr 17, 2006 4:22 pm
Forum: Interface & Tools
Topic: Basic modelling issue; extremely annoying
Replies: 7
Views: 4106

It depends on which vertices you move. If you move two and they do what you see, move two that are adjacent to it. ou can't have concave quad faces in blender, meaning a "c" shape. you'll have to make the top and bottom faces into triangles. (select face & press ctrl-T) You can, it just depends on w...
by IanCalvert
Wed Mar 01, 2006 1:36 am
Forum: Interface & Tools
Topic: Noob Question
Replies: 1
Views: 1568

Welcome to blender! Dont worry about it, if you select a vertex, it is like selecting part of an edge. It is just used to display what is being selected. It is worth registering over at www.elysiun.com , that is the place for user questions and help. You will also get responses much quicker. (this i...
by IanCalvert
Wed Mar 01, 2006 1:31 am
Forum: Interface & Tools
Topic: Mesh problem
Replies: 3
Views: 1895

It sounds like blender has got the normals wrong. Select all the vertices and hit ctrl-n to recalculate them.

Hope this helps.

www.elysiun.com is the place to go for user questions, this is a developers forum.

Ian
by IanCalvert
Thu Feb 23, 2006 4:31 am
Forum: Testing Builds
Topic: Linx Moving Objects Fluidsim Preview
Replies: 53
Views: 41444

ZanQdo, once you have baked it, use the new vector blur. This should mean you dont have to do so many meshes.

The fluid dynamics system is just incredible, thank you!

Ian
by IanCalvert
Wed Feb 22, 2006 4:00 am
Forum: Interface & Tools
Topic: Feature Request/suggestion: Time warp
Replies: 5
Views: 2199

You can do this for individual objects. Use the time IPO.

I dont know if you can apply this to a whole scene or not, though.

Ian
by IanCalvert
Tue Feb 21, 2006 5:43 pm
Forum: Interface & Tools
Topic: Feature Request: Volumes of Revolution
Replies: 5
Views: 2841

Just use bevOb with a tiny circle. This has worked for me in the past.

Edit - About the normals, you need to flip the curve. It thinks the inside is the outside, so move one handle from the left to the right, say.
See here:
http://www.apieceofstring.com/normalscurve.jpg

ian
by IanCalvert
Mon Feb 20, 2006 7:51 pm
Forum: Rendering
Topic: Feature Request: Renderers linked to compositing nodes
Replies: 11
Views: 6044

Another thing is every render preset probably needs an individual render button and then you need a composite render button as well. Hmm yeah. I see it as being render presets so you can just flip between them and render as you wish, so that you would notice no difference if you just rendered as we...
by IanCalvert
Mon Feb 20, 2006 5:38 am
Forum: Rendering
Topic: Feature Request: Renderers linked to compositing nodes
Replies: 11
Views: 6044

Option 4 is very nice. However, I think there are just too many render options to put into a node. A hybrid of the two could be possible though, you have render settings, chosen as one would with materials or a world. Then you can also have several presets. The render node is the node representation...
by IanCalvert
Sun Feb 19, 2006 6:14 pm
Forum: Interface & Tools
Topic: Softbody & deflection
Replies: 2
Views: 1882

Softbodies dont take into account subsurfs. So, in the subsurf section, use the "Apply modifier" button. This will make the calculations a lot slower though.


Just as a note, this is a developers forum. These questions really belong over at www.elysiun.com


Ian
by IanCalvert
Sat Feb 18, 2006 4:33 am
Forum: News & Chat
Topic: reflextions
Replies: 4
Views: 3591

by IanCalvert
Mon Feb 13, 2006 3:20 pm
Forum: News & Chat
Topic: Inaccurate Scaling (Bug?)
Replies: 3
Views: 3581

Well, perhaps the code uses a sin/cos function (or similar), the result for this will not be accurate. You are scaling up and then zooming, a lot. For those that haven't noticed, its just that the top and bottom dont quite align. I have to scale up a cylinder then zoom in until I hit blenders limit ...
by IanCalvert
Wed Feb 01, 2006 4:28 pm
Forum: Interface & Tools
Topic: Question about Dual-mon and Handwriting
Replies: 4
Views: 2609

for user questions you should go to www.elysiun.com since this is the developer forum.
Try there, as already mentioned. This is a developers forum.


Ian