Search found 169 matches

by bmud
Sun May 08, 2005 3:18 am
Forum: Interface & Tools
Topic: Widgets: more logical hotkeys
Replies: 16
Views: 5337

R R is already used for free rotate (trackball rotate). Daaaaannnng. I would say use TKEY (transform) universally, but doesn't that twist beziere curves? And then there's W for "Widget", and W is already a super duper key. (why is that?) By the way, I can reach my fingers just as far as you can joe...
by bmud
Sun May 08, 2005 3:03 am
Forum: Interface & Tools
Topic: Widgets: more logical hotkeys
Replies: 16
Views: 5337

R R is already used for free rotate (trackball rotate). Daaaaannnng. I would say use TKEY (transform) universally, but doesn't that twist beziere curves? And then there's W for "Widget", and W is already a super duper key. (why is that?) By the way, I can reach my fingers just as far as you can joe...
by bmud
Mon May 02, 2005 4:34 am
Forum: Interface & Tools
Topic: Widgets: more logical hotkeys
Replies: 16
Views: 5337

Widgets: more logical hotkeys

okay, the current hotkeys are as such: show/hide translate: ctrl+alt+G show/hide rotate: ctrl+alt+R show/hide scale: ctrl+alt+S okay, and then there's the golden rule "Keep one hand on your keyboard and one on your mouse." I can't stand doing CTRL+ALT+button commands with one hand. It's a strange ha...
by bmud
Sun Apr 24, 2005 4:43 pm
Forum: Interface & Tools
Topic: Request: Material save/load feature
Replies: 18
Views: 16337

Tricks like that is what I love about blender sometimes. It's just like changing the GUI can be done if you open a "gui file" then open your file again without loading the gui. It's not a bad idea, but it does seem backwards. However, the problem is solved. I's very plausable to make complete librar...
by bmud
Fri Apr 08, 2005 1:35 am
Forum: Interface & Tools
Topic: suggestion: particle level in real time and render time
Replies: 3
Views: 1458

I have to agree with this one. That's a feature that's widely used when I use particles in 3ds MAX because it's very easy to hit the million mark. passing all those objects to a renderer like Yafray might still crash your PC or kill your RAM, but at least you'll be able to work on a file with respec...
by bmud
Fri Apr 01, 2005 6:44 am
Forum: Python
Topic: [Level Of Detail] LOD-Matic for animation
Replies: 2
Views: 1253

Wow. this looks super neat.
by bmud
Sun Mar 27, 2005 7:14 pm
Forum: Interactive 3d
Topic: physics super slower in >2.34 game engine
Replies: 2
Views: 1919

I, toom get much better results when "show all frames" is turned on. It's as if the game engine really wants to be time-based, but that solid framerate that you set in the render preferences is making it hiccup, and it's re-calculating extraneous information and things tend to jitter about. It'd be ...
by bmud
Tue Mar 22, 2005 7:13 am
Forum: Interactive 3d
Topic: UV gradual effect
Replies: 2
Views: 1968

By graduation I think you are talking about a graduation of color, yes? If you make a cube with some vertex color VKEY and set the faces to catch light FKEY, Mesh Edit, [Light] , then you should be able to see those faces catch light with hard edges (by default). Clicking [smooth] in Mesh Edit will ...
by bmud
Mon Mar 21, 2005 5:05 am
Forum: News & Chat
Topic: Skeleton Muscle
Replies: 5
Views: 3605

Mucles are already fairly doable with the current bone system.. But skinning isn't so hot. A really good first step would be if bones could be illustrated as real meshes -- as they are in 3dsmax -- and even renderable.
by bmud
Mon Mar 21, 2005 4:58 am
Forum: News & Chat
Topic: Try Modo !
Replies: 7
Views: 3176

*nod* I would have to agree a slight bit. The replayable sessions as tutorials is pretty snazzy. But macros is something that's been requested before -- one of the only edges I think modo has over Blender other than left/right to progress through edge loops.
by bmud
Mon Mar 21, 2005 4:56 am
Forum: Interface & Tools
Topic: colour picker minor request (but time saver)
Replies: 11
Views: 4042

As a side-note, I am in love with the Lab color scheme which i've only ever seen in photoshop. It's lovely.
by bmud
Fri Mar 18, 2005 8:13 pm
Forum: Interface & Tools
Topic: Baking radio data into textures is here...
Replies: 27
Views: 9763

Yes... The variable names in the source are very short though. And this is my first time looking at it. It's probably something that Ton would be able to add in about an hour, where it would take you and I... all week, but.. :roll: Oh what the hey. Let's see what we can do. The first function says s...
by bmud
Fri Mar 18, 2005 6:43 pm
Forum: Interface & Tools
Topic: Baking radio data into textures is here...
Replies: 27
Views: 9763

Wow... At this rate, I am very ready to take a long hard look at the radiosity source code, and see if I can make it simply retain UV coordinates.. or at least pin points that are from the original mesh so that the LSCM unwrap can fix the rest. Then running UV Paint would paint all the vertext color...
by bmud
Wed Mar 16, 2005 6:02 am
Forum: Interface & Tools
Topic: Baking radio data into textures is here...
Replies: 27
Views: 9763

First of all... (09:29:06) ideasman: Make Low poly model- radio setup and UV map This doesn't make sense -- nor much of the rest of the instructions because the options when you run "Bake Radio" are only: Bake Radiosity to selected (no subdiv) Radio to UV Mesh (select both) Bake images from Radio Me...
by bmud
Tue Mar 15, 2005 5:31 am
Forum: Interface & Tools
Topic: material idea... stickers?
Replies: 7
Views: 2170

This idea, sorry, isn't that new, but if you're thinking creatively, that's good! There is a very similar feature in ZBrush 2 known as the "projection master". Look it up. Then, the wide range of obscure tools in ZBrush allow you (in one way) to do exactly what I believe you're proposing. But in a p...