Search found 73 matches

by beatabix
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...
by beatabix
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...
by beatabix
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...
by beatabix
Thu May 01, 2003 8:40 pm
Forum: Animation
Topic: about Rvk
Replies: 4
Views: 5790

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 ...
by beatabix
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 ...
by beatabix
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...
by beatabix
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...
by beatabix
Sat Apr 19, 2003 4:01 pm
Forum: Interface & Tools
Topic: EASY TOOL (L-KEY)
Replies: 9
Views: 8594

when i press the L key it selects ALL linked verts. Are you guys saying it works differently for you?
select adjacent verts is what i would want a 'linked' command to do.

BEAT
by beatabix
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 ...
by beatabix
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 ...
by beatabix
Tue Dec 17, 2002 3:24 pm
Forum: Rendering
Topic: Renderman Support Started
Replies: 96
Views: 43071

I'm pretty sure that page is out of date. BMRT is not being developed any further.

BEAT
by beatabix
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
by beatabix
Sat Nov 09, 2002 11:39 pm
Forum: Interactive 3d
Topic: Particles?
Replies: 13
Views: 9621

yamyam: is that file name a reference to kitano-san?

BEAT
by beatabix
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. ...
by beatabix
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...