Search found 161 matches

by oin
Tue Oct 11, 2005 11:30 pm
Forum: Python
Topic: ms3d exporter? And md2 exporter not working
Replies: 13
Views: 5453

ms3d... venon at elysiun.com made one, I think. dunno if does work. Oh, and both md2(this one full animation import and export ) and md3 plugins -you gotta dig a bit at elysiun to find them, specially the md3 improved one, as the modified version is the one to support anim export- do work perfectly,...
by oin
Thu Sep 01, 2005 10:56 pm
Forum: Animation
Topic: Floor effect suggestion
Replies: 11
Views: 6337

cool thing, I liked that constraint you made...and am on windows, lately... :)
by oin
Tue Aug 23, 2005 4:20 pm
Forum: Interface & Tools
Topic: Feature request: vertex weight mirror
Replies: 5
Views: 2930

well...for hi res, it maybe is better idea, but i weight -even hi res models- at my job many models using just lasso selection and typing absolute weight number. I go tweaking and testing rotations, and I'm quite fast , specially thanks to mirroring weights feature, as I concentrate only on one side...
by oin
Sat Aug 13, 2005 12:07 pm
Forum: Animation
Topic: Floor effect suggestion
Replies: 11
Views: 6337

x... interesting, crashing against a wall? :)
by oin
Fri Aug 12, 2005 8:20 pm
Forum: Animation
Topic: Floor effect suggestion
Replies: 11
Views: 6337

"though, so no one ever got to use it. "


I did use it.(though prefering joint pinning)
by oin
Thu Aug 11, 2005 10:19 pm
Forum: Animation
Topic: For the coders: Animanium Pin-and-Drag paper
Replies: 1
Views: 2119

absolutely agree.

have said several times, are my same ideas since much long ...It is in general a much better way to animate.

yet though, there are workarounds to pin a joint already. I'd love it be so good and fast as described in that paper, or used in other 3d packages already.
by oin
Thu Aug 04, 2005 9:49 pm
Forum: Animation
Topic: Feature request: roll bones to plane
Replies: 3
Views: 3266

I don't know, but if you mean do 2d chains like in XSI, you have my vote. Is something I recently mentioned at Elysiun : When you IK rotate a bone, the bone chain should be able to be restricted to a plane where the rotations occurs, as the rotations in depth are not visually handled. I don't know i...
by oin
Tue Jul 26, 2005 7:02 pm
Forum: Interface & Tools
Topic: Feature request: vertex weight mirror
Replies: 5
Views: 2930

Yep, Max has that, native since Max 6. But you can use Jox's envelope suite, dunno if that one mirror only his envelopes -kindda the ones in max, but just boxes, which probably is easier to handle than Max envelopes, which aren't very comfortable....So, dunno if the painted weights are mirrored with...
by oin
Mon Jul 25, 2005 10:50 pm
Forum: Animation
Topic: Footsteps
Replies: 1
Views: 2651

Imho, this would get solved and help in more situations with the ik it already has, and a pin bone to world space feature(I still think it's the main lack in animation). The floor constrain is nice, but you can do that thing with what I mention. Indeed, seems yet what animators in blender use is the...
by oin
Wed Jun 29, 2005 11:08 pm
Forum: News & Chat
Topic: Inspiration for coders (animation related)
Replies: 13
Views: 8516

Interactive, fast pinning (switching on and off for joints) and fk/ik switching are a real good thing when one animates. I encourage people to check XSI ( in xsi u can asign a key to the pin object) style of pinning, is good enough, too. In character studio (Max world) sadly it's not problems free, ...
by oin
Fri Jun 24, 2005 5:14 pm
Forum: Interface & Tools
Topic: Hard/Soft edges for smoothing
Replies: 45
Views: 28327

OBJ is a standard format. It supports both smoothing normals and smooth groups. Advantage is most packages, most converters too, open and export it too. (but vertex normals is all what is needed to port: As far as I know, cob, *.x , lwo, do support very well them , too. OBj is by far much more stand...
by oin
Wed Jun 22, 2005 11:46 pm
Forum: Interface & Tools
Topic: Hard/Soft edges for smoothing
Replies: 45
Views: 28327

I have that 500$ xsi..checked now it has the feature too...lol, allways was importing from wings,(knew already that supported normals info in obj import) yet to dig "a bit" xsi modelling... It's called split, but it doesn't make different vertices. Acts like typical hard edge stuff :), as all, can b...
by oin
Wed Jun 22, 2005 9:41 pm
Forum: Interface & Tools
Topic: Hard/Soft edges for smoothing
Replies: 45
Views: 28327

I see. Well, I knew that possibility of splitting. The people like me that have used many years other tools before getting to Blender, call that "breaking the mesh". Yep, I see it's surely no problem in animation (in high poly projects) ..But adding vertex count every time you want a hard edge (prob...
by oin
Tue Jun 21, 2005 6:16 pm
Forum: Interface & Tools
Topic: Hard/Soft edges for smoothing
Replies: 45
Views: 28327

..Indeed, I personally would prefer a workflow-quick pin joint feature (animation) , and *.x import fully done (perhaps Ben is already at this last one) ...But also several indy game authors which I pointed to use Blender as their level creator for their engine, or the team's engine, got back to me ...
by oin
Tue Jun 21, 2005 6:08 pm
Forum: Interface & Tools
Topic: Hard/Soft edges for smoothing
Replies: 45
Views: 28327

" As a matter of fact I prefer multiple objects. I rather have a grouping that "joins" multiple objects (nurbs, curves, emptys and meshes alike) and treat them as one with transformation tools. This makes me think that smooth/hard edges is a games thing. Where certain game engines have a certain app...