Search found 146 matches

by Pierre-Luc_Auclair
Fri Oct 28, 2005 6:59 pm
Forum: Interface & Tools
Topic: feature request/proposal - "Submaps"
Replies: 4
Views: 2634

Submap? It looks like vertex displacement to me.
by Pierre-Luc_Auclair
Fri Oct 28, 2005 4:11 am
Forum: Blender Conference 2013
Topic: What to tape?
Replies: 27
Views: 55065

Re: What to tape?

rcas wrote:AWhy not use Theora open format :) , just to keep it Open Source.
I don't know, I thought Theora was still in alpha phase?
by Pierre-Luc_Auclair
Sun Oct 23, 2005 10:37 pm
Forum: Interactive 3d
Topic: The Orange Project
Replies: 39
Views: 27582

reimpell wrote:Anyway, the most severe issue is the restriction to a single uv coordinate set [agree] and the lack of an internal lightmap solution.
I'd rather say that the lack of vertex normal editing and lack of hard edges/smoothing groups are issues to fix first/at the same degree of importance.
by Pierre-Luc_Auclair
Sat Oct 01, 2005 12:08 am
Forum: Testing Builds
Topic: bf-Blender / Windows (05/09/30) + particle + ashkhmin shader
Replies: 22
Views: 15004

Long time I've been around. I'm testing the new build and I have a bug. When I split faces, I need to toggle object/edit mode to have a redraw of the split faces.

Edit: it seems that the redraw problems don't limit to it.. Cannot say what's wrong.
by Pierre-Luc_Auclair
Mon Jul 04, 2005 1:46 am
Forum: Interface & Tools
Topic: Interface
Replies: 5
Views: 2042

An productivy app interface SHOULD be boring, grey and without much colour. It distracts you from what you're working on and messes with the composition of what you're working on.
by Pierre-Luc_Auclair
Mon Jun 20, 2005 8:39 pm
Forum: Interface & Tools
Topic: Hard/Soft edges for smoothing
Replies: 45
Views: 27702

Thank you Efbie for taking time to write the current lacks in gamedesign.

These are really the only things that would keep anybody from doing gamedesign in Blender as a total solution.
by Pierre-Luc_Auclair
Sat Jun 18, 2005 11:32 pm
Forum: Interface & Tools
Topic: Hard/Soft edges for smoothing
Replies: 45
Views: 27702

the main coding problem with manual vertex normal is to determine a good space to describe their orientation. Must be object or tangent I guess. Tangent is more powerful though(and I guess more complex), and could be resused directly for normal maps display. But I think you can convert object<=>tan...
by Pierre-Luc_Auclair
Sat Jun 18, 2005 7:54 pm
Forum: Interface & Tools
Topic: Hard/Soft edges for smoothing
Replies: 45
Views: 27702

When you split off vert 10 from vert 6, how do you know which face uses which? Martin It's not important because it is "virtually" the same vertex. When editing they both act as one. The most important thing with hard edges is to keep editability. (is it what you meant?) Branando : I guess that to ...
by Pierre-Luc_Auclair
Sat Jun 18, 2005 6:57 am
Forum: Interface & Tools
Topic: Hard/Soft edges for smoothing
Replies: 45
Views: 27702

I'm pretty sure it would require adding access to vertex normals on meshes. Well, not really. Here's how it's done (there may be other ways of doing this but to me it's just logical, and what I've found was along those lines): http://www.heliosmulti.com/images/hard_edges_explanation.png Basically ho...
by Pierre-Luc_Auclair
Sat Jun 18, 2005 12:00 am
Forum: Interface & Tools
Topic: Hard/Soft edges for smoothing
Replies: 45
Views: 27702

ideasman wrote:Good Edge based smoothing would be realy slow unless you have a format that stores which faces are next to each other, faces sharing edges, faces sharing verts etc.
I don't think it would be really slow. It's just a open edge with vertex normals not facing the same way..
by Pierre-Luc_Auclair
Thu Jun 16, 2005 8:44 pm
Forum: Interactive 3d
Topic: Using a Ogre as Blender game engine
Replies: 21
Views: 13732

Personally I wouldn't really push a Ogre implementation to Blender. I'd rather much prefer something like that: Blender3D with shaders and lighting support => export via BlenderXML to Editor => Game So that you create your shaders, animations, lighting (to some extent), models in Blender. Then you a...
by Pierre-Luc_Auclair
Thu Jun 16, 2005 7:42 pm
Forum: Coding Blender
Topic: New idea for next Blender
Replies: 6
Views: 2851

This is against blender's philosophy of non-overlaying menus. I don't think it will ever be accepted.
by Pierre-Luc_Auclair
Mon Jun 13, 2005 8:21 pm
Forum: Interface & Tools
Topic: Duplicate objects
Replies: 9
Views: 4351

You obviously have no idea what your talking about. Cool down.
by Pierre-Luc_Auclair
Sat Jun 11, 2005 8:41 am
Forum: Interface & Tools
Topic: Advance Modelling Tools
Replies: 7
Views: 3216

Re: Advance Modelling Tools

CG_Tiger wrote:1) Wings3D's virtual mirror
2) Silo Topology tool
First already exists, it just doesnt weld your mesh at the center.

Second could be good, there are much more important things to focus on at the moment.
by Pierre-Luc_Auclair
Fri Jun 10, 2005 11:47 pm
Forum: Interface & Tools
Topic: Multiple displays - a very hybrid topic
Replies: 8
Views: 2347

joeri wrote:This makes them zoomable, but slow on crappy gfx cards.
Which is normal.. They wouldn't be qualified as crappy the other way around. :)