Search found 206 matches

by malCanDo
Tue Nov 23, 2004 7:34 pm
Forum: Interactive 3d
Topic: Physics example
Replies: 14
Views: 4161

The monkey head demo has been updated to specify polytopes, and to set the tickRate for the physics system.

http://www.candointeractive.com/blender ... Test.blend

Mal
by malCanDo
Tue Nov 23, 2004 4:38 pm
Forum: Interface & Tools
Topic: favorite scripts button list
Replies: 5
Views: 1998

Imagine that, but with cool Blender icons :)

It would be great if a script could be allocated with an icon, but this could be tricky to manage.

Allowing the user to select from a set of icons ( or create their own ), and assign a tool tip, to an entry in the shelf would be easier.

Mal
by malCanDo
Wed Nov 17, 2004 9:40 pm
Forum: Interactive 3d
Topic: Hurray for Kester
Replies: 6
Views: 3847

Hurray for Kester

Well done dude, on getting one of the coding awards at the Blender Conference 2004!

http://www.blender3d.org/cms/Category__ ... 468.0.html

Your ongoing work in the game engine is very much appreciated!
Mal
by malCanDo
Wed Nov 17, 2004 2:55 pm
Forum: Interface & Tools
Topic: Really Really Really Simple Num Button request!!!!
Replies: 14
Views: 4707

I agree... Blender has a few quirky interface components, that could be standardised while still keeping their time-saving features.

Selecting and entering basic text should be standard for any interface ( even for copying values between entry boxes ), this is a PITA at the moment in Blender.

Mal
by malCanDo
Wed Nov 17, 2004 2:51 pm
Forum: Interactive 3d
Topic: Materials and Game Engine
Replies: 5
Views: 2316

> how much more easier can it get than using python to link shaders? ;) just kidding. lol, I prefer to change the source code and recompile Blender, python is for newbies ;) > i see gameblender as an intro to the world of making games, but we also have to make it good for hobbyists and maybe pros on...
by malCanDo
Mon Nov 15, 2004 4:18 pm
Forum: Interface & Tools
Topic: separate gui windows
Replies: 18
Views: 7147

This would be the great thing about having a flexible, customisable interface. The default ( non-overlapping / integrated windows ) could be un-checked, allowing people to place the various windows in different monitors. This is probably quite important if Blender is to be used more in a commercial ...
by malCanDo
Mon Nov 15, 2004 1:46 pm
Forum: News & Chat
Topic: PocketPC
Replies: 66
Views: 54641

Hi russose, Good luck with the Pocket PC project. If you are really serious about getting it done, you could contact Ton directly, who might be able to set you up on the projects area of Blender ( see http://projects.blender.org/ at the bottom of the screen ). You might need to show some sort of pro...
by malCanDo
Mon Nov 15, 2004 1:22 pm
Forum: Interactive 3d
Topic: Materials and Game Engine
Replies: 5
Views: 2316

Hi Metallica, Yep, have seen that post, those features look excellent. This post is more about a) increasing the consistency between what you see in Blender and what you see in the game engine and b) making it easier for people to create sample content for the game engine. Having simple, coloured ob...
by malCanDo
Mon Nov 15, 2004 12:40 pm
Forum: Interactive 3d
Topic: Game Engine Issues
Replies: 104
Views: 148376

> The logic & physics now happen at a fixed rate (30 & 60 Hz respectively, settable with python) IPO and action actuators still run at framerate, so they are still smooth. The physics will eventually interpolate on framerate to maintain animation speed. Is it possible to have this as an option to se...
by malCanDo
Sat Nov 13, 2004 7:30 pm
Forum: Testing Builds
Topic: bf-blender / Windows Official 2.35 RC1 (20041108)
Replies: 55
Views: 20343

Hi ElBarto, > "Rendering into actual viewport, rather than into a separate window, seems to be ignoring the OSA settings." > Not a bug, just a scaling problem, if the render area have the same size as render output anything is fine in RenderView too. This could probably be sorted with a quick bit of...
by malCanDo
Sat Nov 13, 2004 3:42 pm
Forum: Interactive 3d
Topic: Materials and Game Engine
Replies: 5
Views: 2316

Materials and Game Engine

It would be great if you create some object, give them a material colour, and when you enter the game engine, they use that material colour, rather than going white. If it was detected that vertex colouring, or textures, were applied to the object, or to faces of it, then use these, but if none exis...
by malCanDo
Sat Nov 13, 2004 3:24 pm
Forum: Testing Builds
Topic: bf-blender / Windows Official 2.35 RC1 (20041108)
Replies: 55
Views: 20343

I really hope that the release is delayed until all of the minor bugs are fixed. This is the first real version that can IMO be taught to beginners ( the new selection modes, the outliner ), although it still has a long way to go. Having small bugs like those mentioned on the list will only serve to...
by malCanDo
Tue Nov 09, 2004 4:43 pm
Forum: News & Chat
Topic: MakeHuman 2.0 pre alpha: 14 nov 2004
Replies: 14
Views: 9282

Looks very cool.

Just a quick comment, maybe the 3D gizmos should be transparent, so that you can still see the changes to the model below them ( eg when changing the mouth in the video, quite a lot of the models mouth and chin was covered by the gizmo ).

Mal
by malCanDo
Mon Nov 08, 2004 8:43 pm
Forum: Interactive 3d
Topic: Interesting Physics engine
Replies: 5
Views: 1812

That looks very cool indeed.

Mal
by malCanDo
Fri Nov 05, 2004 9:44 pm
Forum: Interactive 3d
Topic: BUG: intermittent reproduceable failure in physics engine
Replies: 13
Views: 5973

I think I read that there was a change to the code, so that the physics engine ran at either 30 or 60 frames a second, independantly of how fast the game was updated. If there was an option to increase the number of steps that the engine used between each update, that would help increase the stabili...