Search found 206 matches

by malCanDo
Mon Feb 12, 2007 9:58 pm
Forum: Coding Blender
Topic: Is Blender really able to do everything?
Replies: 13
Views: 7149

Beserk, Those features you mentioned can definitely be done in Blender using a bit of creativity. You seem to be a programmer, with a specific interest in real-time / game technologies - your best bet might be to either try to accomplish what you want in Python, or to download the Blender source, co...
by malCanDo
Mon Feb 12, 2007 6:32 pm
Forum: Coding Blender
Topic: Is Blender really able to do everything?
Replies: 13
Views: 7149

> it's a comphrehensive 3d graphics package, not a developement platform > What Blender actually is, this is a known topic. What Blender can be, this is up to the future, don't you agree? I might have grasped the wrong end of the stick, but here are my thoughts. Blender should of course always remai...
by malCanDo
Sat Feb 03, 2007 6:50 pm
Forum: Interactive 3d
Topic: inertia in gameblender
Replies: 5
Views: 4744

Hi there, You will need to use the great physics engine ( Bullet 2 ) with Blender if you want to have momentum etc. Have a read over this tutorial, and it'll help explain the difference between direct control over objects, and using the physics engine ( Section 4 and 5 - moving an object using no ph...
by malCanDo
Mon Oct 02, 2006 10:32 pm
Forum: Interface & Tools
Topic: Shockwave 3D export ( via XSI exporter )
Replies: 22
Views: 14881

Hi k776, Send over a simple model with either one or two simple textures ( send these as well ) , and I'll have a look to see if I can fix it up for you. > I know nothing about py, so I can't edit it. When I got started, I hadn't a clue about Python either, I just looked over the existing code for t...
by malCanDo
Mon Oct 02, 2006 5:51 pm
Forum: Interface & Tools
Topic: Shockwave 3D export ( via XSI exporter )
Replies: 22
Views: 14881

Hi K776, While the XSI2W3D converter supports textured objects, the actual XSI export script doesn't yet have this functionality fully implemented ( exporting UVs, as well as the texture names ). You could try editing the .py script within Blender and changing it, to see if you could get it to expor...
by malCanDo
Tue Aug 22, 2006 2:44 pm
Forum: Testing Builds
Topic: [update]BF verse patches for windows 06/08/24
Replies: 11
Views: 9361

Excellent work! Is it possible to have a VERSE server was set up somewhere on the Blender ( or other ) server, and have this server URL as the default setting when selecting File->Verse->Connect ( eg verse.blender.org )? This should encourage more people to try it out, and see just how cool VERSE re...
by malCanDo
Tue Jul 25, 2006 3:28 am
Forum: Coding Blender
Topic: Error with vc++ 2005 express
Replies: 14
Views: 13755

Hi Mpan3, The Platform SDK is required, as the VC++ Express doesn't ship with files such as windows.h. You can read the documentation about it here, as well as how to configure VC++ Express... http://msdn.microsoft.com/vstudio/express/visualc/usingpsdk/default.aspx The SDK is huge though, I'd like t...
by malCanDo
Thu Jul 20, 2006 2:23 am
Forum: Interactive 3d
Topic: 2.42 Runtime Crashes
Replies: 3
Views: 3265

There was a problem with the official builds ( should be fixed soon ).

In the meantime, download the newer player here...
http://blenderartists.org/forum/showthread.php?t=72538

Mal
by malCanDo
Wed Jul 12, 2006 3:02 pm
Forum: Interface & Tools
Topic: Change Up Axis
Replies: 5
Views: 3809

Hi ProtoZoo,

You could modifiy the relevant exporter script that you are using to allow you to choose the up axis as an option ( or if it is just for yourself, hack the script to always rotate the whole scene )

Mal
by malCanDo
Tue Jul 11, 2006 7:52 pm
Forum: Interface & Tools
Topic: Textures - Viewport
Replies: 5
Views: 4953

It would be great to see live textures in the Blender viewport - not GE textures, but material textures for rendering. This is a great timesaver for saving on rendering times to check correct mapping etc, and Blender is the only 3D application I know of that doesn't have this feature. It is definite...
by malCanDo
Sat Jun 03, 2006 2:50 pm
Forum: Interface & Tools
Topic: Quick Assign Material (with patch and OSX test build)
Replies: 2
Views: 2713

Hi there,

I agree with you in that the current way of assigning additional materials is a royal pain, for both newbies and experienced users.

I look forward to testing your Windows build when you upload it!

Mal
by malCanDo
Fri Jun 02, 2006 9:45 pm
Forum: Interface & Tools
Topic: Support 3D Printer?
Replies: 0
Views: 1596

Support 3D Printer?

It might be cool to support output direct to this, especially for people working on architecture projects.

http://www.lgmmodel.com/

The latest version of formZ seems to support this...
http://www.formz.com/products/version_6 ... n_6_0.html ( check at the bottom of the page )

Mal
by malCanDo
Sat Apr 22, 2006 1:49 pm
Forum: Coding Blender
Topic: Compiling Blender with Code::blocks and MVC toolkit fails
Replies: 3
Views: 3111

Wasabi, You might find that you have to add paths to point to some of the missing files. For example, if the first error ( in the long list of errors ) contains a reference to a file, check which folder this file resides in ( you might find a lot of .h files in extern folders aren't referenced expli...
by malCanDo
Tue Apr 18, 2006 7:39 pm
Forum: Coding Blender
Topic: Compiling Blender with Code::blocks and MVC toolkit fails
Replies: 3
Views: 3111

Hi Wasabi, I'm working on getting Code:Blocks working also for Blender :) I've been getting a LOT of help from Salvatore, who is working on the BlenderCE project using Code:Blocks. To solve your current error, you will need to add the directory containing the .rc resource to the project. Try this......
by malCanDo
Mon Apr 17, 2006 10:24 pm
Forum: Testing Builds
Topic: verBlender, updated 20.08, 2.42 verse+ cloth+pov etc
Replies: 15
Views: 22767

> And yes it places new objects on the real axis. Very handy for beginners and people who use other 3D programs. I haven't tested this, but it would be great if it also came out of Edit mode when adding new objects as well. If you're a newbie, this helps remove confusion when adding new objects, and...