Search found 213 matches

by slikdigit
Thu Sep 16, 2004 8:30 pm
Forum: Blender Conference 2013
Topic: Thursday 21st Pre-Conference Dinner
Replies: 13
Views: 15853

Barring any last minute surprises, I can make it too.
by slikdigit
Wed Sep 15, 2004 7:43 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2004/09/15)
Replies: 12
Views: 4620

maleficio, yeah I saw the same thing
however when you click on the child and attempt a move, or if you move the frame, it updates again.
by slikdigit
Tue Sep 14, 2004 4:59 am
Forum: Interface & Tools
Topic: Modelling Questions: Subsurf, Particles, Armatures
Replies: 5
Views: 1684

yeah, I'm not sure that's what he wants specifically- he may not know about adjusting the falloff, but that does sound like a good idea (the way you describe it)
by slikdigit
Mon Sep 13, 2004 2:53 pm
Forum: Interface & Tools
Topic: Modelling Questions: Subsurf, Particles, Armatures
Replies: 5
Views: 1684

1- they can, at least in the latest release. 2- plus minus numpad, or the mouse wheel 3- hmmmm, a "toughie" but maybe some-one will code this- for now try smoothing and tweaking your new verts. 4- There is a mirror python script somewhere that will give you this functionality. stiching mirrored mesh...
by slikdigit
Tue Sep 07, 2004 9:00 pm
Forum: Animation
Topic: Blender, Animation, and the Community
Replies: 7
Views: 4743

whether a bone is IK or FK in a chain does not constraint to FK or IK animation, merely the possiblity of it; to actually do IK animation you need a constraint, (IK solver) to a goal. The constraint itself is animatable with IPOs, so you can indeed switch IK and FK easily. This is a must. The interf...
by slikdigit
Sun Sep 05, 2004 5:40 pm
Forum: Interface & Tools
Topic: Upgrading Audio/Video
Replies: 8
Views: 1983

This looks to be sweet :) will these codecs be useable as inputs ( e.g. for sequence editor strips / movie textures ) as well as outputs? that would be great. I looked a little at the committers' maillist archive, and noticed some of the talk vs. libavcodecs/ffmpeg vs. openquicktime vs. libquicktime...
by slikdigit
Wed Sep 01, 2004 3:13 am
Forum: News & Chat
Topic: Blender and 64-bit processors...
Replies: 32
Views: 12536

Antares: linux, macOS and windows will/do all have 64 versions of their OSs. 64 bit will happen, not might, so in a way, its not a real 'choice' just a matter of when. I've created scenes that paged on a machine with 1 Gig of RAM (I went a bit insane in this scene) I toned it down later on to fit it...
by slikdigit
Tue Aug 31, 2004 3:37 pm
Forum: News & Chat
Topic: Blender and 64-bit processors...
Replies: 32
Views: 12536

64 bit arch also increases the memory space, = more memory available
by slikdigit
Sat Aug 28, 2004 10:24 pm
Forum: Interface & Tools
Topic: Upgrading Audio/Video
Replies: 8
Views: 1983

I heard something a long time ago, so its possible someone was thinking of it. From a linux users perspective this would be great, windows users have microsoft avi support, mac users have quicktime (maybe windows too), but only "the basics" for us linux folks so far. Which works, but it would be nic...
by slikdigit
Fri Aug 27, 2004 2:50 am
Forum: Interface & Tools
Topic: Organic Modelling Part.II -- Subdivision Surfaces Features
Replies: 23
Views: 3816

ok, been looking at your mesh a little closer, and come to the conclusion its too messy at the center to use rem doubles. reason is some of the verts you want to merge are further apart from verts you shouldn't. Advice: use select-> non manifold to select the center region, hide everything else, the...
by slikdigit
Fri Aug 27, 2004 2:14 am
Forum: Interface & Tools
Topic: Organic Modelling Part.II -- Subdivision Surfaces Features
Replies: 23
Views: 3816

hey downloaded the blend - I'll have some pointers later, but just to tell you you can increase the limit in the buttons window to something higher than .0001 and rem doubles will work- this is the threshold of closeness at which it works, alternatively you could scale or merge the vertices together...
by slikdigit
Thu Aug 26, 2004 8:46 pm
Forum: Animation
Topic: draw keys in action mode (i.e. for armatures)
Replies: 7
Views: 3992

I've chatted about that on irc with some people (display motion paths) and optionally only for selected bones. I'd like both, actually, motion paths and keys, to work on armatures. I wanted the paths to see if e.g. my character's eyes were following a nice curve, or if they were bobbing around all o...
by slikdigit
Wed Aug 25, 2004 6:27 pm
Forum: Interface & Tools
Topic: Organic Modelling Part.II -- Subdivision Surfaces Features
Replies: 23
Views: 3816

that's a really beautiful result. nice work
by slikdigit
Wed Aug 25, 2004 6:09 pm
Forum: Animation
Topic: draw keys in action mode (i.e. for armatures)
Replies: 7
Views: 3992

draw keys in action mode (i.e. for armatures)

Hi, I was at Sig recently and saw Ton demo draw keys on an ipo animation; it was awesome! So I went home and tried it on an armature, sadly, it doesn't work for armatures. Any ideas why this is so? Anyone else think it would be a nice feature add?
by slikdigit
Sat Aug 21, 2004 10:41 pm
Forum: News & Chat
Topic: crafter-blender integration
Replies: 72
Views: 18677

any idea which version of glut I should be using? ld returns with unresolved references on my system (3.7.1 is the glut version) but yeah, I agree node based interface similar to crafter or a revamped oops window would be nice for materials, and perhaps in combination with the sequence editor for po...