Search found 251 matches

by Dani
Tue Jan 03, 2006 1:39 pm
Forum: Testing Builds
Topic: Linx Moving Objects Fluidsim Preview
Replies: 53
Views: 40006

LetterRip:

okay, I hadn't understood how the algorithm works, though I had understood that there was one mesh per frame.
However, once everything is calculated, maybe idea 3 could still be valid?

Dani
by Dani
Mon Jan 02, 2006 6:42 pm
Forum: Testing Builds
Topic: Linx Moving Objects Fluidsim Preview
Replies: 53
Views: 40006

Hello n_t! (and happy new year!) Here are two or three things I've been thinking of about ElBeem: :arrow: I think I've read around the .org website or the mailing list that one improvement of the renderer would be vector based motion blur. This could solve the problem of no-mblur for fluids. (but yo...
by Dani
Sun Aug 28, 2005 11:14 pm
Forum: Interface & Tools
Topic: The new particle features need a GUI overhaul
Replies: 12
Views: 4490

What I understood is that all simulations and physics and such would have there own context, as editing buttons, texture buttons and so on...

am I wrong?

Dani
by Dani
Mon Jul 25, 2005 11:00 pm
Forum: Coding Blender
Topic: Re: Ocean Simulator: The research continues...
Replies: 133
Views: 98475

Hello!

This message is just to show that there is interest in your project!

But first, finish your thesis, I beleive it's really largely more important!

keep it up!

Dani!
by Dani
Sat Jun 18, 2005 11:50 pm
Forum: Rendering
Topic: Future of Blender's internal renderer, alternatives
Replies: 23
Views: 15812

learning how to use all the potential of the internal renderer is a good idea too I think...

Having the choice is good, forcing a change can be disastrous, IMHO...

Dani
by Dani
Fri May 13, 2005 11:28 am
Forum: News & Chat
Topic: Hexagon is finally here...
Replies: 11
Views: 6609

Blender is not far from that type of modelling in Hexagon... I just think that Hexa's interface looks clearer, and widgets look as though they can do a lot more than simply moving stufff around... let's see what happens with blender 2.40....

hum

Dani
by Dani
Fri Apr 29, 2005 10:29 am
Forum: Testing Builds
Topic: bf-blender / Windows (2005/04/28) Intrr´s DoF :) - UPDATE -
Replies: 28
Views: 14480

gabio, I'm not sure I'm 100% right, but the cygwin build is not dependant of the cygwin1.dll emulation layer...

well, thats not the problem.

Thks for the built ZanQdo, I don't have acces to cvs from the university, so I depend on other people's builds to test.

Dani
by Dani
Mon Apr 25, 2005 7:10 pm
Forum: Interface & Tools
Topic: Post effects
Replies: 3
Views: 2692

this is what would allow the float buffer. It does some of it. However, exposure correction and the like are not part of it yet. I really do not know if it makes sense (if it was just me, it would, but I have so many things happening lately that I can't be sure I'm not just saying pure non-sense) Dani
by Dani
Sat Apr 16, 2005 10:32 am
Forum: Interface & Tools
Topic: Reducing number of modes...
Replies: 7
Views: 2320

Hi levon!

I don't think there is any hotkey to get into weight mode or out of it...
tabbing gets you into edit mode...

this would be fixed by a cleanup of all the modes...

Dani
by Dani
Fri Apr 15, 2005 5:42 pm
Forum: Interface & Tools
Topic: Reducing number of modes...
Replies: 7
Views: 2320

(((i'm sure I'd sent this message.... anyway, here hoes again))) Hi! joeri : I must disagree upon the draw mode subject :) Here's my pov: edit modes is for editing subelements of objects, so we need to display subelements in there object mode is for organizing the objects in the scene, there is no n...
by Dani
Wed Apr 13, 2005 5:54 pm
Forum: Interface & Tools
Topic: new transform
Replies: 20
Views: 5605

and.. if your going to imply ignorance, it may be a good idea to be sure you actually know what the word means... i am many things, but ignorant is not one of them, yes, it was harsh.. but, for the most part, totally justified IMO.. just a bit too freeform and rant style.. because.. thats exactly w...
by Dani
Wed Apr 13, 2005 3:17 pm
Forum: Interface & Tools
Topic: new transform
Replies: 20
Views: 5605

Hi! The handles as the are in rt == 6 are surely the best for me... should they even be a little more discrete that it would be perfect! But how do we do local axis rotations, scaling or moving with the widgets? I can't seem to figure that out... IMHO this should be the default behaviour... we have ...
by Dani
Wed Apr 13, 2005 10:20 am
Forum: Interface & Tools
Topic: Reducing number of modes...
Replies: 7
Views: 2320

Reducing number of modes...

Hello! Currently there a lot of different modes and navigation through them isn't that much of a pleasure. let's list them: -object mode -edit mode -face select mode -vertex paint mode -weight paint mode -pose mode did I miss any? ah yes: -texture paint mode I think this could be reduced to three mo...
by Dani
Tue Apr 05, 2005 10:28 pm
Forum: Coding Blender
Topic: Re: Ocean Simulator: The research continues...
Replies: 133
Views: 98475

oh boy!

good good! I join to the others! this is a great project!
if you need testing, I'll be happy to help!

Dani
by Dani
Mon Feb 21, 2005 12:41 pm
Forum: Coding Blender
Topic: Hooking blender coders up with researchers.
Replies: 1
Views: 1692

Hello! It's surely would be a good thing if siggraph dudes could code thigs for blender... I think the hard part will be to keep the momentum... you call for people who are willing to help a little... now you need to give them feed back... I think you might have wanted to post this on the developper...