Search found 73 matches
- Tue May 27, 2003 1:04 am
- Forum: News & Chat
- Topic: Functionality board
- Replies: 44
- Views: 10194
Somebody comented that he will start incorperating the BF tree into Tuhopuu. Wa? Was'nt Tuhopuu supose to be the Tree that BF pulls from? Tuhopuu is supposed to be bleeding edge, right? Well, how is it going to achieve that if it isn't even up to date with the current BF tree? BF advances too, so T...
- Tue May 13, 2003 11:22 am
- Forum: Rendering
- Topic: DOF Idea for RenderMan Support
- Replies: 7
- Views: 6279
LukeW -> that's exactly what i mean. i'm thinking more of a camera control widget, built in. Rather than having it track an empty, there would be a track/focus point built in to the camera that could be dragged around, snapped, etc. This could be parented to an object, given an ipo, whatever. more f...
- Thu May 01, 2003 8:57 pm
- Forum: Rendering
- Topic: DOF Idea for RenderMan Support
- Replies: 7
- Views: 6279
well, as DOF is a focus and aperture simulation effect, wouldn't it be more effective to tie something like this directly into the camera object? It could work in the same way as the start and end clipping points for the camera -> a vector along the camera's path that can be scaled and positioned. T...
I've always thought that RVKs were a little ineffective anyway. Just think, natural motion involves curve, especially for facial movements. RVKs, on the other hand, are direct straight lines, unless you push them using a curve weight style key. The IPO curve for an RVK is completely 2D -> influence ...
- Tue Apr 29, 2003 11:03 am
- Forum: Animation
- Topic: Animatic Rendering
- Replies: 8
- Views: 8696
thanks for the info everyone. kaktus -> you are mostly correct. i do want this feature for sound synchingand preproduction editing/presentation, but i also want it for rapid animation testing at final render quality. my "real" idea is to extend it into a sort of pencil test system. my uni had these ...
- Sat Apr 26, 2003 1:48 pm
- Forum: Animation
- Topic: Animatic Rendering
- Replies: 8
- Views: 8696
yes, a step type IPO was something I also considered as a possible solution to this. However, this still requires the rendering of all frames in an animation, thus detracting a little from the whole point of an animatic. speed is the key issue in a function like this -> only rendering the frames wit...
- Thu Apr 24, 2003 7:53 pm
- Forum: Animation
- Topic: Animatic Rendering
- Replies: 8
- Views: 8696
Animatic Rendering
coming from a background of traditional 2D animation, this is a feature that i would very much like to add into blender: when rendering an animation, you would check a little button labelled "animatic", and, in an edit box underneath, enter "OB:<object name>". then, when you press "ANIM", blender wo...
- Sat Apr 19, 2003 4:01 pm
- Forum: Interface & Tools
- Topic: EASY TOOL (L-KEY)
- Replies: 9
- Views: 8594
- Sat Apr 19, 2003 10:15 am
- Forum: News & Chat
- Topic: Blender's Imporvement
- Replies: 5
- Views: 3598
Re: Blender's Imporvement
For example, say you want to push some vertices in on a sphere, to make a dent. In Blender, you would select the vertices, turn on proportional editing, change views, and grab them in. In Maya, or Lightwave, you could select a push an pull tool, and it would be more like clay, than polygons. There ...
- Sat Apr 19, 2003 9:39 am
- Forum: News & Chat
- Topic: Additional features/basic shapes
- Replies: 8
- Views: 2854
how about when you create a sphere, the sphere is automatically smooth I have nothing against this idea (they are, after all, called spheres in the menu, and real spheres are smooth surfaces), but I don't really think that it matters that much--the "smooth" button is only a click away. still, only ...
- Tue Dec 17, 2002 3:24 pm
- Forum: Rendering
- Topic: Renderman Support Started
- Replies: 96
- Views: 43071
- Wed Nov 13, 2002 10:19 pm
- Forum: News & Chat
- Topic: I don't get it...
- Replies: 16
- Views: 8220
http://www.cplusplus.com
that should set you on your way. after that you'll be needing a little info on openGL:
http://www.opengl.org
then, well, you can figure the rest out for yourself. (nb-> i'm still a long way from figuring out any of this)
BEAT
that should set you on your way. after that you'll be needing a little info on openGL:
http://www.opengl.org
then, well, you can figure the rest out for yourself. (nb-> i'm still a long way from figuring out any of this)
BEAT
- Sat Nov 09, 2002 11:39 pm
- Forum: Interactive 3d
- Topic: Particles?
- Replies: 13
- Views: 9621
- Sat Nov 09, 2002 1:20 am
- Forum: Interactive 3d
- Topic: openGL tutorial links for potential game engine hackers
- Replies: 1
- Views: 5101
openGL tutorial links for potential game engine hackers
http://www.opengl.org & http://www.opengl.org/developers/code/tutorials.html - definitely the best starting point. http://nehe.gamedev.net/ - very useful, starts at the very beginning, source ported to many formats, including cygwin and even python in some cases. more will be added as i find them. ...
- Tue Nov 05, 2002 12:47 am
- Forum: News & Chat
- Topic: Redesigning the Oops window
- Replies: 5
- Views: 3349
have you looked at buzz? it a music creation package with an interface reminiscent of the OOPS window, modules connected to each other etc. i think the buzz way of drawing the connections is better than blender's, and might even be simpler to display (i'm not sure without looking at the code). basic...