Search found 94 matches

by osxrules
Fri Nov 25, 2005 2:30 pm
Forum: Animation
Topic: Armature roll angles??? I'm stumped.
Replies: 2
Views: 8690

If you make your bones coplanar while resetting the roll angles then they set correctly. On your blend file for example, select the upper and lower bones of an arm and do s,z,0 so they are lying flat on the z-plane. Then while those two bones are selected, doing ctrl-n makes the axes go the way you ...
by osxrules
Thu Nov 24, 2005 2:14 am
Forum: Documentation & Education
Topic: Die AnotherWay Tutorial on Wikibooks
Replies: 4
Views: 2785

i don't know who set up the whole Noob to Pro tutorial, or if it's part of a community effort Yes it's a community effort. Anyway, obviously, on that error that was actually something that stuck with me, more than just following each step by step rule. Something I have found in IT especially, doing...
by osxrules
Wed Nov 23, 2005 4:59 pm
Forum: Documentation & Education
Topic: Orientation angle and Joint angle
Replies: 1
Views: 2180

I don't know the context those terms were used in and a lot of terminology gets mixed up in animation between software packages. At a guess, I would say the orientation is the rotation of the joints and joint angle could be what Blender calls the roll angle.
by osxrules
Wed Nov 23, 2005 4:31 pm
Forum: Documentation & Education
Topic: Die AnotherWay Tutorial on Wikibooks
Replies: 4
Views: 2785

Now, if anyone can tell me if this is the right way of doing this, I would much appreciate it, as I have come to learn, some of the Tutorials are not very well written and the authors have not read them through before posting. Anyway, what I found I had to do, was to be in Edit mode, with Face Sele...
by osxrules
Wed Nov 23, 2005 4:03 pm
Forum: Interface & Tools
Topic: Envelope Request (Easily Implemented, AFAIK)
Replies: 12
Views: 6583

Another solution might be using face normals. Just including all the faces that point aways from the bone. This might not work in all the cases though, but those cases are probably marginal. Biggest limitation is that it would depend on sane face normals. Martin Yeah, I was thinking that too but li...
by osxrules
Tue Nov 22, 2005 5:29 pm
Forum: Interface & Tools
Topic: I have a problem to import Illustrator files like *.ai,*.eps
Replies: 1
Views: 1598

Use this script instead: http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_import_ai_en.htm If that still has problems, try exporting the file as a lower ai version. You can also try SVG but you need to get the SVG script from the same site: http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_im...
by osxrules
Sun Nov 20, 2005 12:54 pm
Forum: Interface & Tools
Topic: About feature requests
Replies: 168
Views: 120014

I should've posted my request about a more functional symmetry modifier here - the tracker thing wasn't working so I made a thread. Basically, it was to allow linking one side of a full mesh to the other instead of having to join the sides and lose vertex groups etc. If there was a way that you coul...
by osxrules
Sat Nov 19, 2005 10:17 pm
Forum: Interface & Tools
Topic: Feature request - more functional symmetry modifier
Replies: 2
Views: 1526

weight painting has mirroring now I believe, though I don't recall how it is setup to work. I agree that the modifiers would be better if all of that stuff would be retained... LetterRip Ah, I see there is a button called x-mirror. I'll play around with it and see how I get on. Thanks. If this work...
by osxrules
Sat Nov 19, 2005 7:47 pm
Forum: Interface & Tools
Topic: Feature request - more functional symmetry modifier
Replies: 2
Views: 1526

Feature request - more functional symmetry modifier

The symmetry modifier as it stands is quite useful but it could be much more useful. The problem with it now is that you still have to apply the modifier and doing so loses all the vertex groups, weight paints etc. What I think would be more useful is if you could add a modifier to a full mesh as op...
by osxrules
Sat Nov 19, 2005 4:13 pm
Forum: Interface & Tools
Topic: Import Maya deformation animation in to blender?
Replies: 4
Views: 2641

Re: Import Maya deformation animation in to blender?

Are tehre any utilities which let me import maya animationin to blender for rendering? You need to find a common import/export format between them. The only ones I could think that might come close are the VRML and 3DS formats. I don't know how reliable they are though. The only format I got to wor...
by osxrules
Sat Nov 19, 2005 3:36 pm
Forum: Interface & Tools
Topic: FEATURE REQUEST-GUI display of displacement mapping
Replies: 14
Views: 5779

Maya has this functionality too. It's very useful. The preview would show in object mode and disappear in edit mode. It doesn't really slow things down as much as you might expect. Just lower the subdivs and turn off wires. However, I think Blender's displacements could do with being made more effic...
by osxrules
Thu Nov 17, 2005 10:48 pm
Forum: Animation
Topic: IK 0% Influence problem
Replies: 4
Views: 2912

My arm rig is the same. I was surprised when it bent the arm the way it did - I expected the arm to stay straight too. But I wasn't too fussy because you're not supposed to bend the arm that way anyway. If you keep to the constraints when doing FK stuff, it shouldn't cause problems.
by osxrules
Wed Nov 16, 2005 10:37 am
Forum: Animation
Topic: Feature Request: 3D cursor in IPO window
Replies: 1
Views: 1582

Feature Request: 3D cursor in IPO window

I hope this hasn't been posted before but I searched and couldn't find it - I was kind of expecting to. People have said before about being able to scale around the 3D cursor in the UV editor and I feel that way about the IPO window too. It seems to always scale around the median of the selected poi...
by osxrules
Tue Nov 08, 2005 12:36 am
Forum: Rendering
Topic: Geodaesic Dome
Replies: 4
Views: 3422

Good idea z3ro d. I should add, it's important to position the 3D cursor at the object centre. I don't know why the edit tools just work with the cursor instead of using the active pivot.
by osxrules
Fri Nov 04, 2005 5:03 am
Forum: Rendering
Topic: Faking G.I. through calculated bounce lights
Replies: 12
Views: 9047

I had actually considered this idea too. My first thought was that you could simulate the bounce light from a wall using a large area light. But the problem of course when you extend that to more complex scenes is that the bounce light isn't uniform. After reading some material on radiosity, the ide...