Search found 159 matches

by malefico
Thu Sep 23, 2004 4:26 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2004/09/19)
Replies: 27
Views: 9366

Somehow I can't login the bug tracker... anyway there are a couple of things missing from some time: - Apply Deformation in Object menu gets confused and doesn't recognize when it should be "Apply Lattice Deformation" instead of "Make Duplis Real". Hotkey still works though. - Align axis doesn't wor...
by malefico
Wed Sep 22, 2004 9:33 pm
Forum: Interface & Tools
Topic: Collapsing surfaces with bezier curves...
Replies: 0
Views: 870

Collapsing surfaces with bezier curves...

Hi, When using 3D bezier curves, I got these "collapsed" surfaces (with Bevel Object) whenever I aligned the nodes to make a straight segment (eg: scaling the nodes in X or Y). I think this is not new, and probably there are some workarounds to overcome it, which I ignore :oops: Anyway, I have used ...
by malefico
Wed Sep 22, 2004 6:32 pm
Forum: Interface & Tools
Topic: Camera Switching
Replies: 11
Views: 6576

I've written a small script for personal use, which loads all cameras in current scene and creates a simple interface, so you only need to press a button to switch to the desired camera. I can upload it if you are interested. However I do think this should be a builtin feature pretty much as in B@rt...
by malefico
Wed Sep 15, 2004 9:08 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2004/09/15)
Replies: 12
Views: 5050

slikdigit: Yes, tab in/out for the children updates them too, but if you want to do a quick animation render in opengl... gosh... can't do it anymore, can you ? (unless updating everything frame by frame... :roll: )

Cheers.

malefico.
by malefico
Wed Sep 15, 2004 7:07 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2004/09/15)
Replies: 12
Views: 5050

I've compiled it myself in linux and have found that there is a problem updating position of children objects. I have a mesh parented to an armature, and there are several objects parented to the mesh itself. When previewing animation, these objects are displaced away from the mesh, as if they have ...
by malefico
Thu Sep 09, 2004 5:01 pm
Forum: Interface & Tools
Topic: Editing: Allow Face and Edge selection and edit modes
Replies: 30
Views: 11153

Well, this was discussed before. The face selection in edit mode WAS implemented in Tuhopuu, and it worked fine (ALT+V). Somehow it wasn't ported to BF, I guess there was something about structures rewriting or something alike. Even in Tuhouu, the hotkey stopped working but I think you can enter thi...
by malefico
Tue Aug 31, 2004 7:03 pm
Forum: Interface & Tools
Topic: Several "everyday's work" feature proposals
Replies: 10
Views: 2656

Or maybe the possibility to select multiple objects to append, and not just one at a time.
Actually you can append multiple objects, just select them with RMB.
However it is hard if you have many children, maybe a flag to append all children without having to manually select them....
by malefico
Sun Aug 29, 2004 1:49 am
Forum: Interface & Tools
Topic: Rotate View around View Normal
Replies: 2
Views: 1189

why would the camera be so odd that you needed to do that? camera ? what camera ? Never mentioned a camera. I never model from camera view, is awful... but for the 3d view, you can get pretty close to that if your cursor is right on the edge of the window Yup, you're right here, thanks for the work...
by malefico
Sat Aug 28, 2004 2:07 am
Forum: Interface & Tools
Topic: Rotate View around View Normal
Replies: 2
Views: 1189

Rotate View around View Normal

I wonder if anybody else think this might be useful for modelling helper. Since we have Mirror around View axis, sometimes I needed to rotate the view around its own normal axis (the one pointing at you!). I couldn't found a way, and I rotated the object instead as a workaround. Then mirror ->View X...
by malefico
Fri Aug 27, 2004 12:11 pm
Forum: Interface & Tools
Topic: feature request: render in channels
Replies: 8
Views: 2086

I missed this thread and wanted to join !

Many software have this feature included and its quite cool. And maybe it's a mistake to entirely rely on Aqsis/Whatever integration. This kind of feature should be blender internal renderer's IMHO.

Cheers !

malefico.
by malefico
Fri Aug 27, 2004 12:04 pm
Forum: Rendering
Topic: render from window bug.
Replies: 3
Views: 1756

I agree with Ilac in how useful this preview renders are. BTW, if it could be a way to include the frame number always inside the camera limits if selected, then we could have a "timecode" stamp which is very comfortable to have when editing. Currently the frame number falls outside the camera limit...
by malefico
Fri Aug 27, 2004 11:56 am
Forum: Interface & Tools
Topic: lscm feature request
Replies: 7
Views: 1613

LSCM pinned UVs can be manipulated with standard operations like : scale, rotate . grab , prop. edit .... and it must stay that way! Yes I know and I agree. Didn't mean to change that. I think whats needed is clever UV selection. Hmm may be a "group" thing like for vertices in edit mode or some boo...
by malefico
Fri Aug 27, 2004 12:42 am
Forum: Interface & Tools
Topic: lscm feature request
Replies: 7
Views: 1613

But the problem is that with LSCM, the pinned uv's are really the only UV's I do want to move, since the other ones will be recalculated anyway. OK, maybe "pinned UVs" in LSCM context and "nailed" UVs (just a joke) in non-LSCM mode ? So, a "nailed" UV will be recalculated in LSCM, but not moved by ...
by malefico
Fri Aug 27, 2004 12:20 am
Forum: Interface & Tools
Topic: Several "everyday's work" feature proposals
Replies: 10
Views: 2656

Thanks for the explanation Theeth ! You never know everything about Blender ! Would it be too annoying to change this concept :D ? In crowded scenes, sometimes its nice to have everything in Bounds drawtype, while having yur main character shaded (for instance). Currently to have something like this...
by malefico
Thu Aug 26, 2004 9:33 pm
Forum: Interface & Tools
Topic: lscm feature request
Replies: 7
Views: 1613

BTW, I posted in another thread, but it would be nice if pinning of UVs would work to fix a UV not only for LSCM but for every other operation. For instance if you pin now one UV and proportionally move the next UVs, the pinned UVs are also moved. Could it be a way to keep them pinned no matter what...