Search found 94 matches

by osxrules
Sat May 20, 2006 1:03 pm
Forum: News & Chat
Topic: combining blender with traditional animation
Replies: 9
Views: 14784

I tried this recently because I was mixing 2D characters with 3D scenery and I just ended up doing still shots. The problem is that any camera movement in a 3D scene changes the perspective and throws it off the perspective shot by the 2D artist. I'd imagine the easiest way to do it with a moving ca...
by osxrules
Fri May 19, 2006 1:13 pm
Forum: News & Chat
Topic: OK, so who else hates Material datablock links?
Replies: 13
Views: 6543

I have tried to stay out of this thread because the whole rant was based on not understanding Blender. The rant was based on the choice to link materials to datablocks instead of object blocks by default, which is still my complaint. The part that I didn't get was the need to have access to the dat...
by osxrules
Tue May 16, 2006 1:00 pm
Forum: News & Chat
Topic: OK, so who else hates Material datablock links?
Replies: 13
Views: 6543

Ok, it seems that for some other object types, using object.getData() is fast enough. For meshes, I could do object.getData(True) to return the datablock name and then use that to get the Mesh. The trouble is that object.getData() is returning None for things like meta objects and nurbs curves and a...
by osxrules
Mon May 15, 2006 5:36 pm
Forum: News & Chat
Topic: OK, so who else hates Material datablock links?
Replies: 13
Views: 6543

When you access a material linked to a datablock via either NMesh or object.getData, the performance is terrible for big meshes. However, materials linked to objects can be accessed very quickly. we've already discussed this. That is the reason the Mesh api was created Newbies in the house say hooo...
by osxrules
Mon May 15, 2006 4:22 pm
Forum: News & Chat
Topic: OK, so who else hates Material datablock links?
Replies: 13
Views: 6543

ctrl-L is the hart of blender. ( not only ctrl-L, the popups to (re)link other data blocks are everywhere in blender, what are you thinking? ) Y'know, I've been using Blender for nearly two years and I've never used ctrl-L other than for selecting linked verts on a model in editmode. "...think it w...
by osxrules
Mon May 15, 2006 3:03 pm
Forum: News & Chat
Topic: OK, so who else hates Material datablock links?
Replies: 13
Views: 6543

Another thing seems to be that the two links can exist simultaneously. I think that maybe explained some odd behaviour I saw when using multiple materials - the material preview doesn't update when you switch them. You can assign a material to an object and to the datablock the object is linked to a...
by osxrules
Sat May 13, 2006 7:01 pm
Forum: News & Chat
Topic: OK, so who else hates Material datablock links?
Replies: 13
Views: 6543

So, the Mesh module was created to work that way. The NMesh module still exists for older scripts... but probably will go away. I don't think it will. The reason being that materials are linked to datablocks and not objects by default. This means the only way to access an object's material properti...
by osxrules
Fri May 12, 2006 12:37 pm
Forum: News & Chat
Topic: Developing Blender's NLE
Replies: 7
Views: 10359

I think an "asset" panel of some sort and a more logical layer system would be a good start, not to mention a tools palette or screen. I agree. I don't have a recent CVS build but if the compositor has fileinput nodes like Shake then that would make taking passes from external renderers or sources ...
by osxrules
Fri May 12, 2006 12:18 pm
Forum: News & Chat
Topic: OK, so who else hates Material datablock links?
Replies: 13
Views: 6543

changing getData() to return a Mesh object instead of NMesh would break existing scripts But why are there two of them - can't one mesh class handle all the stuff needed? Breaking existing scripts is not a major problem because commercial apps do it all the time and the amount of code change would ...
by osxrules
Fri May 12, 2006 1:51 am
Forum: News & Chat
Topic: OK, so who else hates Material datablock links?
Replies: 13
Views: 6543

OK, so who else hates Material datablock links?

I've been trying to get some Python working (again) and I keep coming across the problem where some functions don't return what I expect. Turns out the problem was again because Blender has two separate links per object - a datablock link and an object link. In the materials panel, you can see the O...
by osxrules
Sun Apr 23, 2006 10:49 pm
Forum: Python
Topic: Python menus don't scroll :o
Replies: 0
Views: 1802

Python menus don't scroll :o

You are limited to about 100 items or so and there aren't any submenus.

Since the right and left arrow keys aren't used for navigation, could they perhaps be used to flip left and right between sets of 100 menu items?

A scrollable table would be quite useful too.
by osxrules
Sun Feb 05, 2006 3:56 pm
Forum: Documentation & Education
Topic: PROBLEMS OPENING BLENDER WITH MAC OS X
Replies: 4
Views: 5193

z3r0_d wrote:the brand new intel imac g5?
The Intel imac is an Intel not a G5 but then again, it could be a mistake of the original poster.

Anyway triadic_monk, just follow the usual procedure and note the crash report or console activity and post it back here.
by osxrules
Sun Feb 05, 2006 3:52 pm
Forum: Rendering
Topic: Anyone still working on Renderman export?
Replies: 9
Views: 7381

I'm modifying the Blenderman script to work with 3delight just now and its working adequately well. I need to use it on a low budget animation and we don't use a render farm. I prefer Renderman over Blender internal renderer too. Mainly the efficiency in handling lots of geometry, having true displa...
by osxrules
Tue Jan 10, 2006 7:16 pm
Forum: News & Chat
Topic: Scene renders differently with 2.40 than in with 2.36: Bug?
Replies: 3
Views: 3488

Turn off the edge button in the render panel. Maybe the setting is just stored differently or something.
by osxrules
Mon Jan 02, 2006 4:47 pm
Forum: Animation
Topic: Apparent Armature Limits Bug?
Replies: 3
Views: 4290

The IK target was missing. When it shows a red symbol, that means Blender can't resolve the constraint. To make the IK work, you just had to add a bone to the end of the foot and then make that the foot's target. The new bone at the end is your ik handle/target and it shouldn't be parented to any bo...