Search found 206 matches

by Koba
Mon Dec 17, 2007 12:18 pm
Forum: Coding Blender
Topic: Muscle system for blender
Replies: 66
Views: 60364

I'm looking forward to seeing this!

Sounds like you are making progress! If you release a test build once useable if buggy, your work will get a lot more attention (if you want it!).

Not very useful information from me, I know, but maybe you can appreciate a little encouragement! :wink:

Koba
by Koba
Wed Dec 12, 2007 11:30 am
Forum: News & Chat
Topic: Don't let TCPA ruin Blender
Replies: 3
Views: 3446

It is an everlasting battle against greedy cooperate interests. Battles for net neutrality, battles against software patent law and now battles against "trusted computing". It disgusts me that money is the power behind what laws are passes and never the vast majority of people's interest. My only co...
by Koba
Tue Dec 11, 2007 11:06 am
Forum: Python
Topic: I created a ShapeDriver
Replies: 2
Views: 1926

Nice!

I can see a lot of use for this but honestly, I really think you ought to be able to drive shape keys like everything else. Your script is very useful but of course, ideally a script wouldn't be needed in the first place!

Still, I'll make a note of this should I need it.

Koba
by Koba
Mon Nov 05, 2007 9:51 am
Forum: Blender Open Projects
Topic: Peach Open Movie: Volumetric Clouds
Replies: 26
Views: 41426

Now I remember! Personally, I had been hoping that project would become part of SOC.

Anyone know what happened to it? I'm also wondering exactly how it was done - those examples don't look very wispy..

Koba
by Koba
Mon Nov 05, 2007 1:45 am
Forum: Blender Open Projects
Topic: Peach Open Movie: Volumetric Clouds
Replies: 26
Views: 41426

use cellular automata on points for its dynamics. That would be wicked! Somehow I am imagining defining CA rules in Blender and having fun watching them evolve. However, you probably mean a CA based method for dynamics and Blender already has one such system - fluids. The current fluid solver is CA...
by Koba
Fri Oct 26, 2007 1:20 am
Forum: Coding Blender
Topic: Named Layers Update
Replies: 9
Views: 4621

Ah yes! It has been on the back of my mind for a while now and now I remember! Forgive me if it is already there, but I would love the ability to *lock* layers! In other words, I would like to display - but prevent myself from accidentally editing - a specified selection layers. That would be very u...
by Koba
Mon Oct 22, 2007 10:09 pm
Forum: News & Chat
Topic: Topological mesh modelling: TopMod
Replies: 3
Views: 7341

Wow.

TopMod now supports python scripting!

This is getting interesting...


Koba
by Koba
Mon Oct 01, 2007 10:23 am
Forum: Coding Blender
Topic: NEW BLENDER FEATURE - NAMED LAYERS
Replies: 10
Views: 4314

What is happening to this? :cry:

Surely some kind person has helped you out, ace1 and you'll have a build on graphicall.org any time soon! (crosses fingers)

Koba
by Koba
Mon Sep 17, 2007 11:30 am
Forum: News & Chat
Topic: Material Library feature...
Replies: 5
Views: 5164

Assuming Windows (other platforms available): http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=453 And a bit about the material databrowse: http://blenderartists.org/forum/showthread.php?t=100085&page=7 Hope that helps. Joeri: For me the advantage isn't about "professional" prese...
by Koba
Sun Sep 16, 2007 11:26 am
Forum: News & Chat
Topic: Material Library feature...
Replies: 5
Views: 5164

Hi If you look up the "new UI" build, materials can now have assocciated preview thumbnails (eg. in "DataBrowse") which is certainly a step in the right direction. Look it up, it sort of does some of the stuff you mention. However, the biggest possible productivity boost for me will happen when Blen...
by Koba
Sun Sep 16, 2007 11:18 am
Forum: Coding Blender
Topic: NEW BLENDER FEATURE - NAMED LAYERS
Replies: 10
Views: 4314

Finally it is here! I've been using Blender seriously for a whole year and now it is the "small" features that I desire most! Very much looking forward to trying this out for you! Koba P.S> Just so you know, the other feature I would kill for is an internal "drag and drop" object/mesh/armature/mater...
by Koba
Mon Sep 03, 2007 12:52 pm
Forum: Python
Topic: AUTORIG - Third Edition :)
Replies: 8
Views: 6925

Hi Just had a look, at it seems it may be useful - if I knew exactly what it does! Maybe I missed it, but a little documentation would be great! From what I understand, it appears you can define a "preset" rig and then use that as the basis for naming bones in new rigs you create. Is that is or am I...
by Koba
Sun Jun 10, 2007 11:53 am
Forum: Interface & Tools
Topic: A texture output node would be *very* powerful...
Replies: 1
Views: 2056

No one has *any* thoughts on this?

Koba
by Koba
Wed Jun 06, 2007 12:19 pm
Forum: Interface & Tools
Topic: A texture output node would be *very* powerful...
Replies: 1
Views: 2056

A texture output node would be *very* powerful...

Hi One thing that has been bothering me recently is how so many things in Blender require textures to work loosing all the power of nodes and material options. For example, particles can be affected by textures, the displace modifier uses textures and so on. Textures, however have extremely limited ...
by Koba
Wed May 30, 2007 10:33 am
Forum: Coding Blender
Topic: C++ coders wanted for GPL unbiased renderer
Replies: 2
Views: 2928

Hi radiance! Nice project - there has been a spate of new unbiased renderers recently (Indigo, Kerkythea, Renderlight) all of which are free with nice communities but none that are opensource. There is Sunflow as for Igneus which was meant to be opened, it seems rather dead at the moment. From your ...