Search found 278 matches

by harkyman
Tue Oct 04, 2005 4:23 pm
Forum: Animation
Topic: default biped rigs
Replies: 5
Views: 4931

A couple of default rigs was one of the suggestions I put into my original character animation proposal. I still think it would be a good idea. While it is true that Orange will produce some nice rigs (and I'm working on one, too), one of the strengths and conveniences of the currently available cro...
by harkyman
Thu Sep 29, 2005 2:58 pm
Forum: Interface & Tools
Topic: Constraint evaluation issue
Replies: 9
Views: 5786

Oh yeah, I've also used it on empties locked to four different portions of dynamic water, which are in turn pointed to be a floating box. The four copyLoc constraints made the box appear to move with the waves all around it.
by harkyman
Thu Sep 29, 2005 11:30 am
Forum: Interface & Tools
Topic: Constraint evaluation issue
Replies: 9
Views: 5786

Actually, I had used this to make a reactive spine in my basic character rig. The bone at the base of the spine had two copyLoc constraints on it, each pointing to one of the second bones down the leg IK chains. That way when you moved a foot, the pelvis would pull a little bit with the leg. I don't...
by harkyman
Tue Sep 13, 2005 1:21 pm
Forum: Interface & Tools
Topic: I'm tired of "BKEY" ! :-)
Replies: 35
Views: 11264

Right. And if someone wanted to, I'm guessing this would be a simple bit of coding swapping to change. There's no reason in the world that someone who felt strongly about this couldn't set up a swap code/build system to do nightly cvs builds with this change, and also make shadows of the official re...
by harkyman
Mon Sep 12, 2005 10:25 pm
Forum: Interface & Tools
Topic: I'm tired of "BKEY" ! :-)
Replies: 35
Views: 11264

This is where Blender needs some actual UI research. They need to observe 100's of folks using the software, from noobs to pros, and have them fill out usage and demographic surveys afterward. If it turns out that only 1% of users consistently use mouse gestures and even seasoned pros mistakenly try...
by harkyman
Mon Sep 12, 2005 10:21 pm
Forum: Rendering
Topic: Faking G.I. through calculated bounce lights
Replies: 12
Views: 8438

Why doesn't someone do a test as proof of concept? Do a scene (NOT the Cornell box - go find someone's nice Yafray living room render and ask to borrow the .blend file) with hand-placed lamps to simulate bounce lighting. See how good it looks compared to its GI cousin. How acceptable are the results...
by harkyman
Tue Sep 06, 2005 6:35 pm
Forum: Testing Builds
Topic: Floor Constraint: Patch and Windows Build
Replies: 11
Views: 7272

One more feature added and now I'm through with it. In addition to the "offset" feature suggested above, which is very cool, I've also added a "sticky" button in the constraint. When "sticky" is active, your constrained object freezes against the target object for as long as it's constrained, as opp...
by harkyman
Fri Sep 02, 2005 9:00 pm
Forum: Testing Builds
Topic: Floor Constraint: Patch and Windows Build
Replies: 11
Views: 7272

Works great. Cool idea. I'll clean up the GUI and make a new patch over the long U.S. weekend.
by harkyman
Fri Sep 02, 2005 7:59 pm
Forum: Testing Builds
Topic: Floor Constraint: Patch and Windows Build
Replies: 11
Views: 7272

That's a cool and useful idea. You can get around it with workarounds and careful planning, but it would be easier to do it right in the constraint. I've added that and am trying to compile right now.
by harkyman
Fri Sep 02, 2005 5:42 pm
Forum: Testing Builds
Topic: Floor Constraint: Patch and Windows Build
Replies: 11
Views: 7272

I think that's just the way constraints work. The actual coords (what you'd get if you set an IPO key) of your object stay live as you translate, but they are constrained on-the-fly before display, render and other calculations. As far as I know, this is the first constraint whose functionallity has...
by harkyman
Fri Sep 02, 2005 4:35 pm
Forum: Animation
Topic: Floor effect suggestion
Replies: 11
Views: 6091

Constraint written and new post with link to Windows .exe and patch made in Testing Builds...

http://www.blender.org/forum/viewtopic. ... 2784#42784
by harkyman
Fri Sep 02, 2005 4:34 pm
Forum: Testing Builds
Topic: Floor Constraint: Patch and Windows Build
Replies: 11
Views: 7272

Floor Constraint: Patch and Windows Build

Made a new constraint yesterday, called "Floor". The way it works: 1. Apply constraint to object (or bone). 2. Choose target. 3. Choose: X,Y,Z,-X,-Y,-Z. Default is Z. Z will not allow the constrained object to pass below the target object. -Z will not allow it to go above the target. X,-X,Y and -Y w...
by harkyman
Thu Sep 01, 2005 6:25 pm
Forum: Animation
Topic: Floor effect suggestion
Replies: 11
Views: 6091

OS X was driving me nutz, so I reverted back to compiling on Windows. Less convenient and much slower machine, but at least it compiles. I'll work on the constraint this afternoon, unless things go totally crazy here.
by harkyman
Tue Aug 23, 2005 3:18 pm
Forum: Animation
Topic: Proposition to NLA
Replies: 7
Views: 4495

I find that when I'm working in the Action editor, I almost always use the ctrl-drag combo to snap to frames. When I fine tune, I just move it freely, but my overall time spent probably breaks down to 80% ctrl-drag/20% free drag. Changing the default behavior would certainly remove some keyboard wor...
by harkyman
Wed Aug 17, 2005 6:36 pm
Forum: Testing Builds
Topic: BF-Blender OSX *UPDATED* 2005-8-23
Replies: 14
Views: 10351

Hey Zarf, I really appreciate these builds. I've been trying to compile my own on OS X 10.3.8, but I'm having fits. The official link for OS X in the "compiling your own" thread is broken. Would you care to share what method you're using to compile (X-code, Scons, make?), and maybe some setup info?