UV Relaxing was a feature in Tuhopuu, but it's not in included in 2.34. I was hoping it would come over with LSCM unwrapping. Is there a plan for it to make it into a future version?
Cheers,
Search found 92 matches
- Mon Aug 09, 2004 9:34 am
- Forum: Interface & Tools
- Topic: UV Relaxing
- Replies: 0
- Views: 977
- Sat Jul 17, 2004 4:38 am
- Forum: Interface & Tools
- Topic: Feature Purposal
- Replies: 1
- Views: 1022
Feature Purposal
Here's an idea
Inlcude the python struct classes/functions in blender's python implementation so that loading and saving binary data (file formats) won't require a full python install.
my 2 cents,
Bob
Inlcude the python struct classes/functions in blender's python implementation so that loading and saving binary data (file formats) won't require a full python install.
my 2 cents,
Bob
- Fri Jun 11, 2004 2:27 am
- Forum: Interface & Tools
- Topic: Request-Pixel Shader support
- Replies: 1
- Views: 1409
Request-Pixel Shader support
Would it be too difficult to include Pixel shaders as a Material option. For example using a Cg/OpenGL shader language as a script? or would that require a complete rewrite of the rendering pipeline? Maybe use the built in text editor to edit the shader. Just an idea.
Cheers,
Bob
Cheers,
Bob
- Thu Jun 10, 2004 4:24 am
- Forum: Interface & Tools
- Topic: working still image renderfarm script.
- Replies: 16
- Views: 36297
Another Idea- The master computer has a screen that shows the status of all the computers in the the renderfarm. The status would be something simple like a line with each nodes address, frame number that it's working on, time elapsed, and ping time (for internet use). The lines would update as each...
- Sat Jun 05, 2004 2:44 am
- Forum: Python
- Topic: I/O Scripts... some feedback from users.
- Replies: 30
- Views: 4283
- Mon May 31, 2004 3:51 am
- Forum: Interface & Tools
- Topic: BVH Motion Capture I/O Update 04/06/08
- Replies: 39
- Views: 29110
- Sun May 30, 2004 7:14 am
- Forum: Interface & Tools
- Topic: BVH Motion Capture I/O Update 04/06/08
- Replies: 39
- Views: 29110
I could have it build a root bone that the rest of the bone Hierarchy builds off of. It could stick out the back like a small tailbone (as opposed the front :lol:). That shouldn't be too hard. Would actually be quite easy the way everything builds right now. I would just make the None parent have a ...
- Sun May 30, 2004 4:30 am
- Forum: Interface & Tools
- Topic: BVH Motion Capture I/O Update 04/06/08
- Replies: 39
- Views: 29110
Ideasman, Great work on your script. I used it as a base for my own BVH import which builds a blender armature and bones from the BVH file, but no animation yet. Maybe you could use that and import the animation to the armature? It's on my site, if you want to use it, please feel free. I'd love to s...
- Sun May 23, 2004 6:08 am
- Forum: Testing Builds
- Topic: Tuhopuu-2 / Linux (2004/05/23) with LSCM
- Replies: 12
- Views: 7471
- Wed May 12, 2004 12:44 am
- Forum: Python
- Topic: 2.33 API doc
- Replies: 10
- Views: 3708
thankyou very much. I appriciate the help. One quick question. The 2.33 release log said that there was support for parenting an armature to a mesh, "added parenting support in the armature module." But I don't see it in the docs. Is that not implemented yet, or is the documentation in somewhere els...
- Tue May 11, 2004 3:03 pm
- Forum: Python
- Topic: 2.33 API doc
- Replies: 10
- Views: 3708
- Fri Apr 09, 2004 5:59 pm
- Forum: Animation
- Topic: Absolute Keyframe limit
- Replies: 3
- Views: 5762
I found a work around for the 100 keyframe limit. I changed the speed ipo curve so that it was a straight line after I made it and the keyframes didn't all pile up at 100. Here's my code: #hack to evenly space out the vertex keyframes on the IPO chart #it does-Happy Dance! if i==1: #after an IPO cur...
- Wed Mar 31, 2004 12:11 pm
- Forum: Animation
- Topic: Absolute Keyframe limit
- Replies: 3
- Views: 5762
Absolute Keyframe limit
I'm trying to import keyframes from a MD2 (or MD3) file. Currently, when I load any more than 100 absolute keyframes through python they all pile up at the 100 mark. Is there anyway to keep this from happening, or resorting all my keyframes so that they are evenly spaced out? If this is a code issue...
- Wed Mar 31, 2004 10:26 am
- Forum: Interface & Tools
- Topic: BVH Motion Capture I/O Update 04/06/08
- Replies: 39
- Views: 29110
- Thu Mar 11, 2004 11:08 pm
- Forum: Coding Blender
- Topic: iPAQ version of Blender
- Replies: 2
- Views: 1842
I'm suprised nobody had anything to say. Anyways, I guess I'll give it a go. I found an openGL implementation for PDAs that I'm going to try and use at http://studierstube.org/klimt/.
Cheers,
Bob
Cheers,
Bob