Search found 164 matches

by bertram
Sat Dec 04, 2004 1:49 pm
Forum: News & Chat
Topic: instinctive-blender 2 released (New Game engine soundsystem)
Replies: 92
Views: 30070

it's the default value 0.001 Ah, just found where to switch it off. Basically I find the routine of auto-removing double vertices a good idea. I just like to suggest a few optional checks before auto-removing. One should be checking if the vertices have the same texture index assigned. And the more ...
by bertram
Sat Dec 04, 2004 12:49 am
Forum: News & Chat
Topic: instinctive-blender 2 released (New Game engine soundsystem)
Replies: 92
Views: 30070

The automatic removal of double vertices may lead to 'corrupt' meshes. Example: Take the monkey and rotate the mesh in any angle. The UI says "Auto-Merged: 2". After this action, Suzanne has two holes under her eyes :( This is because the eyeballs have each been merged with the whole head. Maybe thi...
by bertram
Fri Dec 03, 2004 1:36 pm
Forum: News & Chat
Topic: instinctive-blender 2 released (New Game engine soundsystem)
Replies: 92
Views: 30070

It's sooo beautiful to see all the old buttons in the header again. I still cannot understand why all these have been removed! (Especially the IPO extend modes).
Thank you so much!!!
by bertram
Thu Dec 02, 2004 11:49 pm
Forum: Interface & Tools
Topic: Moving not only h/v splits of views but also crossings
Replies: 3
Views: 1433

Moving not only h/v splits of views but also crossings

Right at the moment, you can move the borders (the dividers) of a viewport in either x- or y-direction (illustrated in red) If you try to grab a crossing of two borders, nothing happens. Wouldn't it be very useful sometimes to also grab crossings and move the crossing along both, the x- and thy y-ax...
by bertram
Thu Dec 02, 2004 11:11 pm
Forum: Animation
Topic: Comprehensive Character Animation Proposal
Replies: 40
Views: 42715

How about "meta"ing actions like in the Sequence Editor instead of baking them? This would keep things non-destructive and therefore reversible.
by bertram
Thu Dec 02, 2004 10:15 pm
Forum: News & Chat
Topic: Okay who wants to try making these in blender
Replies: 51
Views: 19531

Blender also needs to have wider and better professional support to be able to compete against the big boys. [...] If Blender wants to break into the world of big-name studios, it needs to be backed up by a solid after-sales support plan. Agreed, but who should want blender to compete against the b...
by bertram
Mon Nov 29, 2004 5:07 pm
Forum: Interface & Tools
Topic: Tips on start-up ( optional of course ;)
Replies: 10
Views: 1576

My opinion: This is the first option I deactivate with all new software I've just installed! I hate it, but I can understand that there are people out there to whom this would really speed up learning blender. Regarding the latest discussions about the interface I think there needs to be the definit...
by bertram
Mon Nov 29, 2004 4:57 pm
Forum: Interface & Tools
Topic: On Exit: Do you want to save?
Replies: 34
Views: 8435

(o) Don't show this message again.

:wink:
by bertram
Mon Nov 29, 2004 4:54 pm
Forum: News & Chat
Topic: Muse RenderMan compliant with Blender
Replies: 96
Views: 33563

>> Can you tell me why it should be unique? Yes: Using different words for different things helps avoiding to talk at cross-purposes. I don't care if Google spits out a 1,000,000 results on "muse +software". I just wanted to give you that hint. >> Would be relevant for the project if it had another...
by bertram
Sun Nov 28, 2004 6:27 pm
Forum: News & Chat
Topic: Muse RenderMan compliant with Blender
Replies: 96
Views: 33563

How did you come up with the name "Muse"? What does it mean and what does it stand for.
By the way the name Muse is not very unique. You're likely to associale quite a lot of other projects with it...
by bertram
Thu Nov 25, 2004 7:49 pm
Forum: News & Chat
Topic: Muse RenderMan compliant with Blender
Replies: 96
Views: 33563

Yes! To me it's speed too.
A renderer that's optimized for speed down to each single cycle of a CPU (and probably the GPU)!
by bertram
Wed Nov 24, 2004 5:18 pm
Forum: Interface & Tools
Topic: A few feature requests
Replies: 58
Views: 19971

Pablosbrain wrote:
make blender as different as possible
Dumb goal.
Agreed, if you take it as a goal.
But as a process it makes sense: "You cannot get ahead of someone by stepping into his footprints".

I'm scared of accidentially running into the disussion about conventions again...so I'll drop out of this.
by bertram
Wed Nov 24, 2004 2:33 pm
Forum: Rendering
Topic: what about passes?
Replies: 25
Views: 9408

I don't like the cyan checkboxes... :D ... just kiddin'! This is a great idea: The idea of selectively rendering blender-layers aswell as the idea of configuring the render passes in such panel. But why not killing two birds with one stone and making the list of passes and the configuration of each ...
by bertram
Tue Nov 23, 2004 11:05 am
Forum: Rendering
Topic: what about passes?
Replies: 25
Views: 9408

joeri wrote:I'd also like layers to be in a separate pass, or photoshop layer.
Then it's easy to make post fake-dof or post object transparancy
:shock:
Groovy!
Never thought of automating the process of rendering layers.
- Me wants this too!!! -
by bertram
Sun Nov 21, 2004 10:31 pm
Forum: Interface & Tools
Topic: Box packing - External module, optimized code + screenshot
Replies: 11
Views: 2239

don't call me stoopid... but, what the heck is this boxpacker good for? (And please don't answer me "it's used to better place LSCM chunks")