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Posted: Thu Oct 13, 2005 3:31 pm
by cekuhnen
i noticed that optimal draw difference as well.
in edit mode the low poly ribcage is shown
and not the subdiv rib cage.

thats pretty bad.


what is so great about the tuhopuu interface?
i am just curious, i did not work with tuhopuu since some
time and last time i did not see a big difference.
however i remember a cool hower bar for short cuts!

claas

Posted: Thu Oct 13, 2005 5:32 pm
by Bellorum
cekuhnen wrote:i noticed that optimal draw difference as well.
in edit mode the low poly ribcage is shown
and not the subdiv rib cage.

thats pretty bad.


what is so great about the tuhopuu interface?
i am just curious, i did not work with tuhopuu since some
time and last time i did not see a big difference.
however i remember a cool hower bar for short cuts!

claas
Well, it's more of a reorganization of panels and buttons, to make it more logical, than a complete UI makeover. The floating toolbar is also a great addition that I hope will make it in.

Posted: Thu Oct 13, 2005 5:53 pm
by ZanQdo
well, it actually is a complete make over that started since blender 2.3 and now I think is finished :D

Posted: Thu Oct 13, 2005 8:30 pm
by cekuhnen
that sounds great!

claas

Posted: Thu Oct 13, 2005 10:35 pm
by cekuhnen
does actualy the new ashkhmin shader for anisotropic specular and diffuse shader make it into blender?

claas

Different sound types ???

Posted: Sat Oct 15, 2005 10:39 pm
by tioilmo
Do you think we will be able to use different sound types like .MP3 and MID files ?

Tio Ilmo

Posted: Sun Oct 16, 2005 2:35 am
by cekuhnen
i also noticed the difference with the optimqal draw setting in the current test build.
i guess they will fix that for the final release.

claas

Posted: Sun Oct 16, 2005 4:28 am
by LetterRip
the two behaviors that used to be optimal draw have been seperated, I thought it was a bug also.

LetterRip

Posted: Sun Oct 16, 2005 4:51 am
by cekuhnen
well i realy hope that they will bring back the possebility to show the smoothed optimal view in edit mode as well. it hels a lot for modeling.

Posted: Sun Oct 16, 2005 8:23 pm
by ZanQdo
Just aply the modifier to the editing stack, you can do that also with lots of other modifiers (armature, wave, etc)

Posted: Sun Oct 16, 2005 11:26 pm
by LetterRip
well i realy hope that they will bring back the possebility to show the smoothed optimal view in edit mode as well. it hels a lot for modeling.
You can use it in the edit stack,

it is just not part of the button - if you look to the right of the subsurf modifier you'll see a empty circle - click in it and it does the subsurf on the cage as well. I agree it is confusing.

LetterRip

Posted: Mon Oct 17, 2005 8:49 pm
by cekuhnen
dorr ...

lack of manual ;)

thankx for the tip

claas

Posted: Tue Oct 18, 2005 9:26 am
by LetterRip
Threw me for a loop to when I first tried it, and then I whined on IRC to zr about the 'bug' and he pointed out the same to me :)

LetterRip

Posted: Tue Oct 18, 2005 6:27 pm
by blazer003
So do we submit bugs to the bug tracker? What if it is a really lengthy description and I'm not quite sure what is wrong, and can't recreate it without going through about 15 steps on the same pre-existing model?

Posted: Wed Oct 19, 2005 6:22 am
by scooterl
There don't seem to be any constraints for the camera under editing>modifiers.

Is this intentional?