Search found 60 matches

by crsrma
Sun Nov 26, 2006 4:11 pm
Forum: Interface & Tools
Topic: Import Scripts - Do Not Respect Layers
Replies: 2
Views: 2031

Honestly, I'm not positive - been busy elsewhere. I know it's at least an issue with .3ds & .obj. Has this sort of issue been worked on across the board, regarding layer respect with importing? I mean, as long you have an active layer & some checking in the scripts regarding that, that should be eno...
by crsrma
Thu Nov 23, 2006 3:40 pm
Forum: Interface & Tools
Topic: Import Scripts - Do Not Respect Layers
Replies: 2
Views: 2031

Those recent changes of .obj import sound promising, more power to y'all!

I haven't been keeping up with test builds, sorry fellas. ;)
by crsrma
Sat Nov 18, 2006 5:15 am
Forum: Interface & Tools
Topic: Import Scripts - Do Not Respect Layers
Replies: 2
Views: 2031

Import Scripts - Do Not Respect Layers

I was just going through a bit of a mystery recently, regarding importing. It's been reported that it happens at least with the .3ds & .obj import scripts. They do not seem to respect layers upon importing... it had me chewing things over for nearly 2 days at the Indigo forums. No worries, I'm glad ...
by crsrma
Sat Jan 07, 2006 3:17 pm
Forum: Testing Builds
Topic: bf-Blender -Orange / Windows - Linux (2006/01/05)
Replies: 33
Views: 22532

That post wasn't for someone of your obviously advanced expertise.

I apologize if that sounds condescending, but it is. ;)
by crsrma
Fri Jan 06, 2006 8:46 pm
Forum: Testing Builds
Topic: bf-Blender -Orange / Windows - Linux (2006/01/05)
Replies: 33
Views: 22532

Multiple Lighting Models w/ Node Editor: -Shift+D in node editor & do "single user" after selecting duplicate - in Material Editor) -Change one of the duplicate's diffuse or specular shaders -Shift+A - Add a "Mix Color" -Attach color values of 2 materials to "Mix Color" slots 1 & 2 -Attach "Mix Colo...
by crsrma
Sat Nov 19, 2005 7:11 pm
Forum: Testing Builds
Topic: bf-Blender / Windows (2005/11/17)
Replies: 30
Views: 24703

Hm, maybe it is a feature & really meant to be dandruff. :)

You are right, though. I must have been a bit lucky with the hair I was working on yesterday, the specks are almost microscopic but there nonetheless. I'm almost positive it would look noisy when animated.
by crsrma
Fri Nov 18, 2005 10:51 pm
Forum: Testing Builds
Topic: bf-Blender / Windows (2005/11/17)
Replies: 30
Views: 24703

Apply a good shampoo! Unacceptable, my monkey is meant to be dirty. I noticed that the tangent shading seems to work better with more uniform hair. Like, a big lock of hair with an additive curve guide applied. Otherwise, with more random/messy hair, you've to keep a fairly low spec value it seems....
by crsrma
Fri Nov 18, 2005 1:50 am
Forum: Testing Builds
Topic: bf-Blender / Windows (2005/11/17)
Replies: 30
Views: 24703

Everything's falling together very nicely, even a big diff from the official alphas. Love the reorganize of the particle/physics butts & all the new strand options.

Thanks for the build. :)
by crsrma
Thu Oct 20, 2005 4:55 pm
Forum: Testing Builds
Topic: bf-Blender / Windows (2005/10/20) + Jahka patch No GE
Replies: 10
Views: 9239

Alt+RMB - Edge Loop Select.
Alt+Ctrl+RMB - Face Loop Select.

Thanks for the build, mesh ripping is a fun new little tool. Still curious where the Ashikhmin shader went, though. :)
by crsrma
Tue Oct 04, 2005 6:40 pm
Forum: Testing Builds
Topic: bf-Blender / Windows (05/10/03) + patch
Replies: 24
Views: 15033

No Ashikhmin shader patch? It goes so nicely with the new static particle stuff, though. :wink: Just curious; are these patches still not in the normal cvs repository? Some of them seem to have been in limbo for some time now, however, you seem quite successful in making them get along in your compi...
by crsrma
Fri Sep 30, 2005 10:55 am
Forum: Testing Builds
Topic: bf-Blender / Windows (2005/09/27) + 3 patch
Replies: 21
Views: 16729

Regarding the new hair/static particle stuff: Very cool, but could it be possible to set a specific unit width as opposed to it being fixed to 1 pixel?

It doesn't look quite right when there's variable (animated) distance between the camera & the hairy object, especially when extremely close.
by crsrma
Fri Sep 16, 2005 10:18 pm
Forum: Testing Builds
Topic: bf-Blender / Windows (2005/09/12) patch Fluid & Particle
Replies: 22
Views: 15099

fakeplasticdreams: That's a fairly old issue, dating back to the inclusion of ray tracing lamps, I believe. Not certain of the details, it's been quite a while. I think the only solution is to use lamps without ray traced shadows and/or disable ray tracing in the render panel altogether. Another opt...
by crsrma
Sat Sep 10, 2005 9:55 am
Forum: Testing Builds
Topic: Soc project: Booleans -- win/linux (2005/09/09)
Replies: 12
Views: 12328

A few (random) situations for crashing: Default scene cube + 32x32 uvsphere (sphere at: LocX: 1, LocY: 1, LocZ: 1) -That works fine, but once subdividing cube 3,4 times there is a crash once doing the boolean operation. -Another was even more random, just involving some edge selection in edge mode o...
by crsrma
Wed Aug 24, 2005 7:20 am
Forum: Testing Builds
Topic: bf-Blender / Windows (2005/08/23) Bullet + Ashikhmin shader
Replies: 14
Views: 9517

You can sort of get it to work right now by turning on the envelope options in the edit panels for your armature. I had to scale the influence areas of the envelopes quite large for it to work with that "closest bones" parenting scheme.
by crsrma
Mon Aug 15, 2005 5:36 pm
Forum: Testing Builds
Topic: Win :bf-Blender(15/08/05) and Tuhopuu3 (Update 15/08/05)
Replies: 13
Views: 8555

bf-blender build: The modifier stack really simplifies things, very handy having that Apply button for everything right there, it does some interesting things with the Build modifier. Edgeloop delete really saves me a lot of repetition, you can be a little looser with subdividing since you can just ...