Search found 92 matches

by scourage
Mon Aug 09, 2004 9:34 am
Forum: Interface & Tools
Topic: UV Relaxing
Replies: 0
Views: 913

UV Relaxing

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,
by scourage
Sat Jul 17, 2004 4:38 am
Forum: Interface & Tools
Topic: Feature Purposal
Replies: 1
Views: 927

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
by scourage
Fri Jun 11, 2004 2:27 am
Forum: Interface & Tools
Topic: Request-Pixel Shader support
Replies: 1
Views: 1276

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
by scourage
Thu Jun 10, 2004 4:24 am
Forum: Interface & Tools
Topic: working still image renderfarm script.
Replies: 16
Views: 35513

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...
by scourage
Sat Jun 05, 2004 2:44 am
Forum: Python
Topic: I/O Scripts... some feedback from users.
Replies: 30
Views: 3546

What talk are you refering to? I'm just curious.

As far as import/export scripts go, I completely agree. Is there any way that I can help? I think that a central import/export site on the BF site would help.

Cheers,

Bob
by scourage
Mon May 31, 2004 3:51 am
Forum: Interface & Tools
Topic: BVH Motion Capture I/O Update 04/06/08
Replies: 39
Views: 27548

A new script is up on my site that applies the BVH motion to the armature created from the file. However, it does not animate it properly, and I haven't figured out why yet. Any ideas Ideasman?

cheers,

Bob
by scourage
Sun May 30, 2004 7:14 am
Forum: Interface & Tools
Topic: BVH Motion Capture I/O Update 04/06/08
Replies: 39
Views: 27548

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 ...
by scourage
Sun May 30, 2004 4:30 am
Forum: Interface & Tools
Topic: BVH Motion Capture I/O Update 04/06/08
Replies: 39
Views: 27548

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...
by scourage
Sun May 23, 2004 6:08 am
Forum: Testing Builds
Topic: Tuhopuu-2 / Linux (2004/05/23) with LSCM
Replies: 12
Views: 6929

Tuhopuu-2 / Linux (2004/05/23) with LSCM

Compiled it on my Linux machine and it works great. Can't wait for this to get to the next release of blender.

Cheers,

Bob

Dynamic
Static
by scourage
Wed May 12, 2004 12:44 am
Forum: Python
Topic: 2.33 API doc
Replies: 10
Views: 3274

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...
by scourage
Tue May 11, 2004 3:03 pm
Forum: Python
Topic: 2.33 API doc
Replies: 10
Views: 3274

gunzip says that the file is not a valid gzip archive. What did you use to zip it and what would be a good way for me to unzip it.

Cheers,

Bob
by scourage
Fri Apr 09, 2004 5:59 pm
Forum: Animation
Topic: Absolute Keyframe limit
Replies: 3
Views: 5496

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...
by scourage
Wed Mar 31, 2004 12:11 pm
Forum: Animation
Topic: Absolute Keyframe limit
Replies: 3
Views: 5496

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...
by scourage
Wed Mar 31, 2004 10:26 am
Forum: Interface & Tools
Topic: BVH Motion Capture I/O Update 04/06/08
Replies: 39
Views: 27548

Me and some other guys are working on extending the python api so that you can build armatures using python. It should be done soon.

Cheers,

bob
by scourage
Thu Mar 11, 2004 11:08 pm
Forum: Coding Blender
Topic: iPAQ version of Blender
Replies: 2
Views: 1696

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