Search found 207 matches

by pildanovak
Wed Sep 14, 2005 1:35 pm
Forum: Testing Builds
Topic: bf-Blender / Windows (2005/09/12) patch Fluid & Particle
Replies: 22
Views: 15498

Hi, the new particles are awesome. I needed to scatter some hair on a fly and i just painted it!
by pildanovak
Tue Sep 13, 2005 2:34 pm
Forum: Interface & Tools
Topic: Simple: override "intelligence"
Replies: 1
Views: 1722

ideas man has done some good scripts for the triangulation and quadranculation, which work much better than the internal functions, i also think they could be part of blender...
by pildanovak
Thu Sep 01, 2005 11:27 am
Forum: Coding Blender
Topic: Sterescopic interface
Replies: 5
Views: 4435

Hey, this is all still in bf blender - under game framing settings in render buttons. It works nice, but i think here is meant such interaction with the normal blender interface?(non game engine?)
by pildanovak
Wed Aug 24, 2005 8:00 pm
Forum: Testing Builds
Topic: bf-blender windows(8/23/05) game engine materials
Replies: 5
Views: 5782

it makes me a little confused. Will there be some more work on the internal engine, or are these just some tests? Where e.g. disappeared the patch which allowed multiple views, 2 sided lightning etc.? Does this have something in common with new Bullet integration, Crystalblend or Bandoler's engine? ...
by pildanovak
Wed Aug 24, 2005 4:41 pm
Forum: Interface & Tools
Topic: Vertex Paint in Procedural Materials
Replies: 9
Views: 3336

the problem is, that you can mix textures, but not materials. That's becuse Blenders material system isn't node based, but it's a simple row of different texture layers.
by pildanovak
Mon Aug 22, 2005 9:13 pm
Forum: Interactive 3d
Topic: New fully integrated "game" engine
Replies: 53
Views: 57131

but python scripting slows things down(at least in the original gameblender) so it is good to do as much as possible in C(++). but it would be great to have a repository of scripted blocks with behavior, AI, mechanic systems etc., and this could sure be done by the users community, if some scripting...
by pildanovak
Mon Aug 22, 2005 5:30 pm
Forum: Interactive 3d
Topic: motion trecking & blender game engine / example
Replies: 7
Views: 4577

I recently used ARToolKit for a project in Blender. But the connection wasn§t optimal. I used the DART library in Macromedia Director and sent the data to blender with a network socket. It run smooth, but i had a demo version of the Socket extra, ant there had to be some tweaks which interrupted the...
by pildanovak
Thu Aug 18, 2005 9:50 am
Forum: Interactive 3d
Topic: CrystalBlend Progress and Search for Sponsors
Replies: 1
Views: 2365

Hi jorrit, good to hear you are progressing.
by pildanovak
Thu Aug 18, 2005 9:19 am
Forum: Testing Builds
Topic: Soc project: verse-blender / Linux, Mac OS X (2005/08/31)
Replies: 5
Views: 4745

no linux here, so I can't try but i can really imagine this can be usefull. e.g. for modelling teaching. (something else?)
by pildanovak
Sat Aug 13, 2005 10:24 am
Forum: Interface & Tools
Topic: Feature proposals (updated aug 12)
Replies: 17
Views: 5143

Hi, your proposal is nice, but I don't agree with your critics of the new subdivide code - I think what counts, is that no not tneeded vertices are created. In fact, a quad will always be 2 tris. old code - 3 quads = 6 tris, new code 2 tris, 1 quad = 4 tris.
by pildanovak
Thu Aug 11, 2005 11:25 am
Forum: Python
Topic: Timeline play in Python
Replies: 2
Views: 2461

you can play the timeline with the setCurrentFrame function, eg with a for cycle.
by pildanovak
Thu Aug 11, 2005 9:23 am
Forum: Interactive 3d
Topic: New fully integrated "game" engine
Replies: 53
Views: 57131

very nice progress....
by pildanovak
Tue Jul 26, 2005 9:57 pm
Forum: Testing Builds
Topic: bf-Blender / Windows (2005/07/24)
Replies: 39
Views: 21426

The modifier stack is great....

This animation could be preveiewed in realtime:

http://www.ffa.vutbr.cz/~novak/dwnflz/0001_0250.avi
- Xvid, 0.4 Mb

I think it is something which wouldn't definitely be possible before(It's a combination of mirror, subsurf, wave, curve and armature deform.)
by pildanovak
Sun Jul 24, 2005 11:00 pm
Forum: Interface & Tools
Topic: Multiple selection assigning
Replies: 4
Views: 2307

materials can also be linked with CTRL + L. assign material to 1 object, then select a group with the original one as active(brighter) and CTRL + L to link the material.
by pildanovak
Sun Jul 24, 2005 9:32 am
Forum: Interface & Tools
Topic: Multiple selection assigning
Replies: 4
Views: 2307

Stupid me. I really didn't use this very often. After using Blender for many years... :oops: :cry: :oops: . Many of what I requested is already there... But still, this could work already when you have the objects selected and work with them. It would save some clicking/ menu crawling. Also, the cur...