Search found 309 matches

by solmax
Fri Apr 01, 2005 6:35 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2005/03/28)
Replies: 41
Views: 14776

Bellorum wrote:
there is already SHIFT+SPACE to switch between old skool transform and handles.
I'm aware of that, but using space in a keycombo is almost as bad as cycling for widgets, imo.
hm, disagree - one of the most comfortable IMO.
by solmax
Fri Apr 01, 2005 6:07 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2005/03/28)
Replies: 41
Views: 14776

I'd use g,r and s to switch like with normal transform, and CTRL to switch between normal transform and widget. But all complaints are still being ignored, so I don't see the point in complaining anymore. there is already SHIFT+SPACE to switch between old skool transform and handles. I strongly hop...
by solmax
Fri Apr 01, 2005 1:41 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2005/03/28)
Replies: 41
Views: 14776

please, take CTRL out for transform cycling! this is the ugliest UI hack ever! it's uncomfortable. G,R,S was just fine. BTW I see no reason to mix both transform methods if there is a fast way to switch between them. So in handle mode GRS switch transform type and pressing/releasing LMB executes it....
by solmax
Fri Mar 25, 2005 3:28 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2005/03/23)
Replies: 79
Views: 25855

i agree CTRL was a bad choice for switching transform mode. since the two modes are quite different i would rather prefer a user option (no widgets: as usual; widgets: drag-to-transform). mixing them up is of no use (for me). rt: 0 is the best and most intuitive rot-widget IMO. at a resolution of 16...
by solmax
Mon Mar 21, 2005 1:22 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2005/03/20) updated
Replies: 55
Views: 19913

ha - great! all thumbs up for the widgets. they work perfect.

marin
by solmax
Mon Mar 14, 2005 9:59 pm
Forum: Testing Builds
Topic: HEMesh build
Replies: 7
Views: 4320

this looks very promising. however, i also can't extend edges, and with vertices it works only if Draw Normals is activated.

looking forward for more :)
by solmax
Tue Mar 01, 2005 1:07 pm
Forum: Testing Builds
Topic: Bf-blender / OsX 10.3-CVS (2005-02-28) Experimental XCode
Replies: 20
Views: 7811

this is very good news, luke - i'll test it as soon as i can.
by solmax
Thu Feb 10, 2005 1:59 pm
Forum: Coding Blender
Topic: using XCode
Replies: 3
Views: 1974

alright. ..errr.. confusing.. compiöation started .. and ended with the following lines: In file included from source/blender/src/buttons_editing.c:151: source/blender/include/BSE_seqaudio.h:35:17: SDL.h: No such file or directory In file included from source/blender/src/buttons_editing.c:151: sourc...
by solmax
Thu Feb 10, 2005 12:56 pm
Forum: Coding Blender
Topic: using XCode
Replies: 3
Views: 1974

using XCode

does anyone know how to set up a Xcode project to compile blender under OSX? i'd like to mess around a little, but i can't seem to find a good start.

marin
by solmax
Sat Jan 29, 2005 3:42 pm
Forum: Interface & Tools
Topic: bezier circles not entirely round( request )
Replies: 6
Views: 2269

theeth wrote: Neither Beziers nor BSplines can represent conics, you need NURBS for that. This is a mathematical limitation in their definition, not an implementation limitation, I can assure you.

Martin
alright.
by solmax
Fri Jan 28, 2005 11:15 pm
Forum: Interface & Tools
Topic: bezier circles not entirely round( request )
Replies: 6
Views: 2269

this is a limitation from splines itselves. Slpines can't produce perfect circles, that's why nurbs were created. i dont think so. when using illustrator or flash, i can create perfect circles which are made of splines, too. it rather seesm that the handles are not placed correctly. of course maybe...
by solmax
Fri Jan 28, 2005 11:08 pm
Forum: Interface & Tools
Topic: new interface
Replies: 77
Views: 19913

long ago a though about this , as it would be a cool time saver. a browse button next to the text field where you enter datablock name. Yes, I actually tried this one recently for the constraint panels, but failed. I got the menu working, showing the list of all available objects, but couldn't get ...
by solmax
Tue Jan 25, 2005 2:19 pm
Forum: Testing Builds
Topic: Tuhopuu3 / OS X (2005/01/23)
Replies: 12
Views: 5948

Money_YaY! wrote:hooks are not working unless you advance the frames.

Where is the softbodies stuff??
rename an object so that it starts with "soft", and in F7 a new tab will appear.

have fun
by solmax
Tue Jan 04, 2005 11:31 pm
Forum: Testing Builds
Topic: Tuhopuu3 / Windows (2005/01/03)*updated # 2*
Replies: 38
Views: 10974

(transform) bug: i created a bezier spline, selected one vertex and tried grab, rotate or scale via shortcut (g, r, s) - in any of the three cases the vertex went off screen and moved "strange", i.e. not according to the mouse. using gestures to invoke transform commands, however, worked fine (|, C,...
by solmax
Mon Dec 20, 2004 2:32 pm
Forum: Interface & Tools
Topic: Relative vertex key enhancements.
Replies: 56
Views: 28552

i say it again: multiple objects IS clutter. if it's not a problem for you - fine. for me, it is. so, as i said before: adding additinal targets from other meshes should be an option, not the replacement for the current implementation. and, of course RVK's have something to do in the NLA. if a have ...