Thanks.. I cut it down.. I don't think I was able to cut down on the
total area though..
Search found 320 matches
- Wed Jul 02, 2003 7:19 am
- Forum: News & Chat
- Topic: 3D Labs open sources OpenGL HLSL compiler
- Replies: 27
- Views: 9534
- Wed Jul 02, 2003 5:38 am
- Forum: News & Chat
- Topic: 3D Labs open sources OpenGL HLSL compiler
- Replies: 27
- Views: 9534
http://www.3dlabs.com/opengl2/p10.htm Read John Carmack's posts.. He favors abstraction. That's basically what he is saying.. And I've read two posts from him so far that imply his interest in better abstraction, but I wouldn't call OGL 2 IT.. Its just a step toward a pluggable graphics card archite...
- Mon Jun 30, 2003 6:37 am
- Forum: News & Chat
- Topic: Last word
- Replies: 9
- Views: 4349
Last word
I don't think the ideas I put forth were infeasible, the programmers are not interested in implementing them, and I can understand that.. However I think I communicate too much and will just let it ride.. I think I communicated enough to allow the users/coders to decide for themselves on the right a...
- Sat Jun 28, 2003 8:59 am
- Forum: Animation
- Topic: Could someone please consider optimizing armature speeds.
- Replies: 37
- Views: 27404
Hi Thorax, We do need people to look at the sources and determine what its doing... From the above line, I get the impression that you haven't looked at the code at all. Also, I as one of the current developers on Blender, am getting pretty insulted at the way you're 'giving lecture' on the differe...
- Sat Jun 28, 2003 2:53 am
- Forum: Animation
- Topic: Could someone please consider optimizing armature speeds.
- Replies: 37
- Views: 27404
I think that this is not a general attitude toward the requests of users. It seems to be reserved solely for Thorax, who has obviously put a lot of thought into this. I myself am not a coder on this project, nor do I pretend to be, but I do write database apps for my employer, so I'm not completely...
- Sat Jun 28, 2003 1:34 am
- Forum: Animation
- Topic: Could someone please consider optimizing armature speeds.
- Replies: 37
- Views: 27404
I think you should check out the animanium demo movies at http://www.animanium.com Thanks Zarf for the lead.. This system is quite close to Kinemation, Note that in the animation with the cat, the user selects the feet of the cat and makes them blue, this is "sticky".. In my suggestions.. Notice ho...
- Fri Jun 27, 2003 3:24 am
- Forum: Animation
- Topic: Could someone please consider optimizing armature speeds.
- Replies: 37
- Views: 27404
We do need people to look at the sources and determine what its doing, then develop a diagram of the code from this and determine both how to make it better and how to make it more like what we want, if we don't it will be just a layer of unguided hacks.. I liked the reference to the "Cscope" progra...
- Wed Jun 25, 2003 11:16 pm
- Forum: Animation
- Topic: Could someone please consider optimizing armature speeds.
- Replies: 37
- Views: 27404
How hard would it be to have a multi-chain IKA skeleton Lozar? This is what I would use in Kinemation.. Basically there would be one handle chain over all the joints from the shoulder to the wrist, then for the elbow joint another handle chain going from the shoulder. I could move the handle chain f...
- Wed Jun 25, 2003 10:59 pm
- Forum: Animation
- Topic: Could someone please consider optimizing armature speeds.
- Replies: 37
- Views: 27404
Hello I can't possibly comment on the speed of the armature system in general, just the IK Solver part which I had the pleasure of implementing at NaN. The 2 main speed problems are 1) History independent IK solves The IK solver as used by the armature system always starts from the same bone positi...
- Tue Jun 24, 2003 10:45 am
- Forum: Animation
- Topic: Could someone please consider optimizing armature speeds.
- Replies: 37
- Views: 27404
Thorax: I find the concept of stickies and single chain IK's Fascinating. Would posing fingers for instance, be a good time to use single chain IK? Well posing fingers is hard whatever you use, but a single chain with rotational constraints makes it easier.. Then you can prevent the fingers from go...
- Tue Jun 24, 2003 8:46 am
- Forum: Animation
- Topic: Could someone please consider optimizing armature speeds.
- Replies: 37
- Views: 27404
Well you can weight things, IK or skin, you've played around with relative vertex keys so you know what weighting is like.. You could combine IK and FK together by computing the armature with IK then mixing in rotations from the same armature but without the IK computation, then you could mix the tw...
- Mon Jun 23, 2003 5:22 am
- Forum: Animation
- Topic: Could someone please consider optimizing armature speeds.
- Replies: 37
- Views: 27404
Well your idea sounds like burning Inverse Kinematics (solving joint rotations based on rigid lengths of bones and a desired goal) into Forward Kinematics (animation by specifying joint rotations).. I've not worked on this much, but it would allow for some reuse of animation computed with IK.. But i...
- Mon Jun 23, 2003 5:10 am
- Forum: Foundation and Websites
- Topic: Its time to hack the newsgroups..
- Replies: 1
- Views: 4600
Its time to hack the newsgroups..
What's with all the moving of topics into here?
Can we merge the groups without
corruption of the message space?
Can we merge the groups without
corruption of the message space?
- Mon Jun 23, 2003 3:45 am
- Forum: Interface & Tools
- Topic: Anit-wish list
- Replies: 25
- Views: 7210
Bottleneck the world, why don't you!!
I don't want Blender to stay static.. It should be dynamic and moldable into any shape needed.. The reason commercial applications suck so much is they are driven to be sold, not to be understandable in their most basic forms.. Blender is and should be what the world understands about 3D application...
- Sun Jun 22, 2003 9:38 am
- Forum: Interface & Tools
- Topic: Discussing Winged Edges and a better Skinning (copied here)
- Replies: 1
- Views: 1667
Discussing Winged Edges and a better Skinning (copied here)
I'm going to continue my descriptions of my ideas for skinning and Winged edges at my website at http://www.bl3nder.com/UML/WingedEdge.html http://www.bl3nder.com/UML/SkinningAndIK.html I plan to do visual descriptions of these in addition to the UML.. The discussion on Skinning models my experience...