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modifier stack: Mirror for vertex group
Posted: Sun Dec 11, 2005 12:28 am
a big thank you for all the developers who are bringing us this fine 3d-app.
I have one question: Would it be possible to integrate a vertex group field in the mirror modifier, so that only those verteces in that group would be mirrored?? That way one could create half of a car and select the verteces around the exhaust to not be mirrored.
I think you often have the problem, that an object is to a great extent symmetrical, but not exactly in that it has small differences between the two halves. I think this small change shouldn't be much of a problem, is it??
Posted: Mon Dec 12, 2005 4:53 am
Posted: Mon Dec 12, 2005 5:41 am
Please post the bug to the tracker,
Posted: Tue Dec 13, 2005 12:26 am
Not possible anymore to add a volume IPO to sound strips in the sequencer !?
Posted: Tue Dec 13, 2005 4:56 am
Bullet Physics does not affect objects added with the "add object" actuator.
When is the expected release date for 2.40?
Posted: Wed Dec 14, 2005 11:49 am
Just a little info on when the 2.40 release is to be made? Really looking forward to this..
Posted: Wed Dec 14, 2005 7:48 pm
Hmm just got a new error in python saying: "invalid bit(s) set in mask"
This when I execute a simple and previously working: "NewMaterial.mode |= Material.Modes.ZTRANSP"
Also just noticed... setting layer for a sun lamp still makes it render trashadows cast by objects on other layers.
Posted: Wed Dec 14, 2005 8:34 pm
probably a bug or wrong implementation?
Add icosphere level 1, subdivide multy level 2 - n.p.
Add icosphere level 1, subdivide multy level 3 or more - some overlaping faces occur.
Posted: Thu Dec 15, 2005 7:18 am
start with a plane, merge 2 dots and subdivide multy lvl 2,3,4,5
Posted: Sat Dec 17, 2005 1:55 pm
I think there's some inconsistency and possible some bugs in this.
Didn't put in bugtracker yet to "ear" your opinion first. Have looked at the bugtracker and didn't find nothing to do with this.
When we're in editmode there's some options in the "Select" 3dwindow menu that are suposed to work only in face mode (Non Triangles/quads ; Quads ; Triangles). If i change to face mode this options are not in the menu, wich doesn't seems right.
The bugs "i think" are, when i change to facemode and apply the keyboard shortcuts that are in that menus, nothing happens.
Am i seeing something wrong here?
No "Around Active" in Edit Mode
Posted: Mon Dec 19, 2005 4:30 pm
I did not notice this before, but if you Set "Turnable" and "Around Active" in Blenders Preferences, there is no "Around Active" in Edit Mode.