Search found 213 matches

by slikdigit
Mon Dec 27, 2004 1:35 am
Forum: Animation
Topic: Slurph
Replies: 4
Views: 4634

and from the manual: This option is only available if there are VertexKeys. The "Slurph" value specifies a fixed delay for the interpolation of Keys pervertex. The first vertex comes first, the last vertex has a delay of "Slurph" frames. This effect makes quite special and realistic Key framing poss...
by slikdigit
Wed Dec 22, 2004 3:13 am
Forum: Animation
Topic: animation tools: will it all become obsolete?!
Replies: 6
Views: 4834

heathens ! :wink: but seriously: That's like saying painting is dead because photgraphy exists. Animation can be realistic, but it almost always isn't- you could say it has "impressionist" and "expressionist" varieties. mocap has it's place, but it is not animation, though you can have a mixture of ...
by slikdigit
Fri Dec 03, 2004 7:35 am
Forum: Interface & Tools
Topic: Rounded Corners for Headers
Replies: 12
Views: 3496

I vote to keep them in, and not to waste time with silly things ;)
I guess if a coder wants to make a non rounded header "theme" there's no harm, but it seems like a strange thing to pick on.
by slikdigit
Fri Nov 05, 2004 9:53 pm
Forum: Animation
Topic: feature request: create an new action with NLA strips
Replies: 1
Views: 2721

sounds like a good idea to me (but I'm not a coder)
by slikdigit
Tue Nov 02, 2004 5:28 am
Forum: Animation
Topic: New tool: vertex group assignment via envelopes (released!)
Replies: 27
Views: 14865

neat stuff! don't worry, there are actually quite a lot of people who use blender for animating, so your script (and some other animation related scripts) will have many fans.
:D
by slikdigit
Tue Oct 19, 2004 7:55 pm
Forum: Animation
Topic: proposal, better fk joint rotation
Replies: 15
Views: 9884

interesting- I don't remember A:M working in this way, but its been a while since I've used it. I do remember some nice features (Aditional constraints, constraint offsets, offset mode and of course, the abilitiy to have Editing data and interpolation data distinct- Its nice to have quaternion inter...
by slikdigit
Tue Oct 12, 2004 3:03 pm
Forum: Interface & Tools
Topic: Rookie problem with mirroring a mesh
Replies: 4
Views: 1543

You're doing nothing "wrong" per se.
My guess is the tutorial is mirroring in object mode, and you're doing it in edit mode. (I don't have the manual with me right now)
by slikdigit
Thu Oct 07, 2004 1:30 am
Forum: Animation
Topic: proposal, better fk joint rotation
Replies: 15
Views: 9884

yeah zbgump, that's a bit more of an intricate setup, harder to do. How do you want to control it? master control bone, that sends it's rotation to the childeren? or do you want to move a target IK style, and have the chain try to follow with this constraint? I've never seen a spine rigged this way ...
by slikdigit
Wed Oct 06, 2004 4:50 am
Forum: Animation
Topic: proposal, better fk joint rotation
Replies: 15
Views: 9884

you mean, you don't want each bone to rotate individually, you want them to rotate exactly the same amout? interesting. Not sure how this will get a natural spine, but let me know if that's what you mean you can do what you want- might get a little intricate- but it is a setup I'm unfamiliar with. O...
by slikdigit
Wed Oct 06, 2004 2:18 am
Forum: Animation
Topic: proposal, better fk joint rotation
Replies: 15
Views: 9884

well, the fact is the constraint system is a current interface to do what you want. It could be easier- for instance, a constraint that translated the "child" to the "parent"'s tip would get rid of the need for a third bone. I actually prefer the rotate like method- it allows for a clean split betwe...
by slikdigit
Wed Oct 06, 2004 12:26 am
Forum: Animation
Topic: proposal, better fk joint rotation
Replies: 15
Views: 9884

they're not that tricky- seriously
by slikdigit
Tue Oct 05, 2004 6:04 am
Forum: Animation
Topic: Spline IK Concept
Replies: 13
Views: 8099

yeah, I think we're almost there.
Incidentally, I tried path constraints with offsets to do this, but it doesn't quite work (almost- but not quite)
by slikdigit
Tue Oct 05, 2004 6:02 am
Forum: Animation
Topic: proposal, better fk joint rotation
Replies: 15
Views: 9884

don't think this is a good idea, you're violating what parenting is about. I do what you want all the time, incidentally; you just need to use constraints and control bones (standard practice in rigging) there's actually many ways to accomplish this right now (Ok, I can think of at least two) case o...
by slikdigit
Tue Oct 05, 2004 5:57 am
Forum: Interface & Tools
Topic: Feature Request: Mirror
Replies: 9
Views: 2505

no not at all you can use the ability of two objects to link to the same mesh to accomplish this: create half the face (It can be a simple plane or a cube, any level of detail will do) go into object mode. copy with "alt-d" then enter, this creates a linked copy now hit ctrl m you get the mirror men...
by slikdigit
Thu Sep 23, 2004 7:11 pm
Forum: Rendering
Topic: Render? 1ghz and 2.6ghz
Replies: 15
Views: 6314

Isn't the fpu on the p4 a bit braindead, unless you use SSE or SSE2 optimizations? an unoptimized blender would probably better on a P3, or an Athlon clock for clock, than a P4 ( 1gHz to 2.6 seems huge) cache size very important cache speed important ( tho I think the cache on P4s runs at the same s...