Search found 213 matches

by slikdigit
Thu Aug 19, 2004 2:55 pm
Forum: Coding Blender
Topic: THE N-GONS PROJECT
Replies: 106
Views: 85471

"fake" ngons are the way to go, I think. The user would probably not notice any difference. One thing though is that the edge tools (alt-b select, shift-r, ctrl-r ) need to terminate at the n-gon, not follow a "phantom' edge that is invisible to user. one of the benefits of ngons is giving a place t...
by slikdigit
Thu Aug 19, 2004 1:29 am
Forum: Interface & Tools
Topic: Organic Modelling Part.II -- Subdivision Surfaces Features
Replies: 23
Views: 3646

old habits die hard :wink:
by slikdigit
Wed Aug 18, 2004 7:21 pm
Forum: Interface & Tools
Topic: Constraint requests
Replies: 1
Views: 925

in total agreement with you. as far as the action constraints there is a workaround, but its a bit complicated. I think I can post a blend file tonight, to show it, because explaining it in detail is tedious. Short explanation say you have bone.child parented to bone.parent, and bone.action with an ...
by slikdigit
Wed Aug 18, 2004 7:14 pm
Forum: Interface & Tools
Topic: Organic Modelling Part.II -- Subdivision Surfaces Features
Replies: 23
Views: 3646

this thread really should start in elysiun, since some of the features you're asking for exist, and then keep just feature stuff to blender.org. 1-all subdivision modellers that I've used are the same- however, there are some comments I'd like to make: the ctrl-r tool for adding edgeloops has some p...
by slikdigit
Sat Jul 31, 2004 1:09 am
Forum: Interface & Tools
Topic: Ctrl+A improvement suggestion
Replies: 8
Views: 2186

sometimes having a 'residual' unwanted transformation on the object (scale rot) makes undesireable effects, when animating for instance. So you apply these values, since they represent the 'base' object and not a transient transform. However, one does not usually in this case want to move the center...
by slikdigit
Thu Jul 29, 2004 8:53 pm
Forum: Interface & Tools
Topic: Ctrl+A improvement suggestion
Replies: 8
Views: 2186

this is a terrible idea
the last thing I want when I press ctrl-A is for the origin to move. Please don't do it! or if you do make a way to turn it off- It'll seriously encumber workflow.
by slikdigit
Fri Jul 16, 2004 7:53 pm
Forum: Interface & Tools
Topic: More tha 4 vertices polygons.
Replies: 10
Views: 2796

I've used n-gons in applications that supported them. In general, I avoid n-gons and tris while modelling, and add a few tris while detailing. I'm not 'against' n-gons, just for me they are a lower priority improvement ( lower than creased edges, for instance, or perhaps some animation related impro...
by slikdigit
Mon Jul 05, 2004 5:13 pm
Forum: Interface & Tools
Topic: Change the orientation of the internal triangles of a Quad
Replies: 7
Views: 2388

you could try xsort- it sorts the vertex edges, but its rather a slapdash method (and actually I don't know if it would change the internal triangulation of the quad)
As a fix, I guess you have to triangulate this quad and flip the tris to get them rendering the way you want.
by slikdigit
Fri Jul 02, 2004 4:38 pm
Forum: Rendering
Topic: Blender internal renderer problems
Replies: 9
Views: 3372

I too don't think this is a result of the software/os. If the same scene doesn't crash your mac, it most likely isn't the scene taking up available memory (though your mac may have more memory than the pc) check: hardware: ram and power supply as mentioned before prime suspects. drivers: video drive...
by slikdigit
Tue Jun 22, 2004 2:52 pm
Forum: Python
Topic: Parenting to faces... possible ?
Replies: 7
Views: 1949

.. and I'll bring burnt offerings to it :D
Seriously, this is a nice idea, and perhaps (though I may be ignorant) not too hard?
by slikdigit
Thu Jun 17, 2004 2:52 pm
Forum: News & Chat
Topic: found free cloth simulator for Blender
Replies: 23
Views: 13191

Another idea would be to set bounds so only the cloth renders even if underneath the surface of the object. In terms of raytracing this would mean that if the cloth and object intersections were within a certain distance, only the cloth would render.
That is a really clever idea!!
by slikdigit
Thu Jun 17, 2004 3:30 am
Forum: News & Chat
Topic: found free cloth simulator for Blender
Replies: 23
Views: 13191

It does look interesting though. one thing I note is that the demo only has square cloth patches in it. If it were to be a blender plugin (python or otherwise) it wouldn't be a complete solution, unless one could stich meshes together or if the freecloth engine is improved. I also think that this is...
by slikdigit
Tue Jun 15, 2004 1:36 am
Forum: Interface & Tools
Topic: gl point size
Replies: 16
Views: 4378

basically I searched the code for all the glPointSize calls, and then did those changes for the ones that weren't one. More recently, and only on my ati 'puter, I've resorted to patching the xfree radeon driver, from the [url=http://marc.theaimsgroup.com/?l=dri-devel&m=105862837814769&a mp;w=2]patch...
by slikdigit
Wed Jun 09, 2004 8:23 pm
Forum: News & Chat
Topic: blender film
Replies: 7
Views: 4607

People are working on films (short ones ) in blender already, both individually and in groups, not to mention the ones that have been made ( @ndy's stuff, OOM, Cyan Sun, etc.) for a collaborative one, check "the muffin project" in of topic chat on elysiun. There's also X-Warrior's exodus project (mu...
by slikdigit
Thu Jun 03, 2004 10:10 pm
Forum: Rendering
Topic: Post processing in python.
Replies: 10
Views: 2642

As to how this is useful, one word: automation. If you're rendering stills no problem, but for an animation it might be quite nice to 'script' some gimp filters into each frame as you go. I know this is possible as a second step, but this way you've saved all rendering steps in the same .blend file....