From bf-funboard@blender.org Sun Aug 1 09:41:08 2004 From: bf-funboard@blender.org (Epsilorn) Date: Sun, 1 Aug 2004 10:41:08 +0200 Subject: [Bf-funboard] some imrovments maybe Message-ID: <002e01c477a3$4af102e0$0100000a@strapiuter> This is a multi-part message in MIME format. ------=_NextPart_000_002B_01C477B4.0E28CCB0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Hi, new here!! I want to say 2 things: 1 - Blender is GREAT!!! 2 - It would be greater if: Face selection could be used inside edit = mode, going in & out of it every time is a bit a lose of time, also = there is something (i dont know if it's my hardware): in face selection = my object become completely white and i'm not able to see faces so how = can i select the ones i need? Is it a Bug? Also in face selection mode i cannot select faces in a "cheker" like = mode cause selction acts always on vertexes so if i select a "ring of = faces" around a face that face is selected also, this limits my = extrusion possilibilties. Another useful thing would be in Proprtional vertex edit (OKey) if the = vertex could change color in relation to intensity of "force" acting on = them, something similar is in 3DSMAX. OOPS these are more of 2 things, hope not being impudent.. bye Epsilorn ------=_NextPart_000_002B_01C477B4.0E28CCB0 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
Hi, new here!!
 
I want to say 2 things:
 
1 - Blender is GREAT!!!
 
2 - It would be greater if: Face = selection could be=20 used inside edit mode, going in & out of it every time is a bit a = lose of=20 time, also there is something (i dont know if it's my hardware): in face = selection my object become completely white and i'm not able to see = faces so how=20 can i select the ones i need? Is it a Bug?
Also in face selection mode i cannot = select faces=20 in a "cheker" like mode cause selction acts always on vertexes so if i = select a=20 "ring of faces" around a face = that face is=20 selected also, this limits my extrusion possilibilties.
Another useful thing would be in = Proprtional vertex=20 edit (OKey) if the vertex could change color in relation to intensity of = "force"=20 acting on them, something similar is in 3DSMAX.
 
OOPS these are more of 2 things, hope = not being=20 impudent..
 
bye
 
Epsilorn
------=_NextPart_000_002B_01C477B4.0E28CCB0-- From bf-funboard@blender.org Tue Aug 3 10:41:10 2004 From: bf-funboard@blender.org (Carsten Wartmann) Date: Tue, 03 Aug 2004 11:41:10 +0200 Subject: [Bf-funboard] Color selector in FaceSelect Mode Message-ID: <410F5DB6.8020006@imago-viva.de> Hi, some time ago I proposed a patch to add a color selector for the FaceSelectMode. Currently you have to switch into VertexPaint Mode to change the color to be used in FaceSelectMode (e.g. SHIFT-K). This is complicated... With the new Color pop-up the space requirement will be much lower inside the FaceSelect Mesh Buttons. A "SetVCol" and a Color-Chooser button will do. Regards, Carsten. From bf-funboard@blender.org Tue Aug 3 14:41:01 2004 From: bf-funboard@blender.org (=?iso-8859-1?q?malefico=20andauer?=) Date: Tue, 3 Aug 2004 10:41:01 -0300 (ART) Subject: [Bf-funboard] About weight painting In-Reply-To: <20040803100004.4643.75611.Mailman@localhost> Message-ID: <20040803134101.13780.qmail@web60507.mail.yahoo.com> Hi, I was working on a character which forced me to do a very complex weight painting. I found that Tuhopuu had a few nice things like report which vertex group a vertex belong to by pressing NKEY. Great. It also reports the weight in that group. What I needed in that occasion was a tool to edit vertex weights easily. Now, this Tuhopuu feature is great, but you can't change the shown weight value for the selected vertex. You have to go to the Vertex Group panel in Edit buttons and change it there. So, I wonder if this is possible/feasible to do: 1- Pressing NKEY (or whatever I'm not too political about hotkeys ;-) ), let the user view/set the weight of a vertex. This have been partially done in Tuhopuu. 2- A tool (more complex) to assign a weight progression over a vertex loop, let's say, you select a vertex loop , assign weights to the starting and ending vertices, and then it would calculate the linear/quadratic/whatever progression for the weights of the remaining vertices. Maybe even assign weights by texture ? You may wonder why on earth #2 would be needed ?. It is needed to better control deformations, to make the mesh deform nicely in some situations like when having other objects parented to the faces of the deformed mesh (eg: feathers, mesh hair, etc). Currently you must edit manually. It could be done by script I guess. Anyway, tell me what you think Cheers. malefico. ___________________________________________________________ 100mb gratis, Antivirus y Antispam Correo Yahoo!, el mejor correo web del mundo http://correo.yahoo.com.ar From bf-funboard@blender.org Tue Aug 3 18:31:05 2004 From: bf-funboard@blender.org (Martin Poirier) Date: Tue, 3 Aug 2004 10:31:05 -0700 (PDT) Subject: [Bf-funboard] About weight painting In-Reply-To: <20040803134101.13780.qmail@web60507.mail.yahoo.com> Message-ID: <20040803173105.84615.qmail@web51309.mail.yahoo.com> --- malefico andauer wrote: > 2- A tool (more complex) to assign a weight > progression over a vertex loop, let's say, you > select > a vertex loop , assign weights to the starting and > ending vertices, and then it would calculate the > linear/quadratic/whatever progression for the > weights > of the remaining vertices. Maybe even assign weights > by texture ? Like a weight gradient creator, yeah, I see where that can be useful. This would be a possible workflow: - Select vertices you want to affect - Select vertex group - Invoke gradient tool - (Alternatively, select second group. The function will balance weight between the two groups so that adding them equals 1.0). - (alternatively, select a gradient method: linear, square, cubic) - Click (and hold) once where weight will start at 0.0 - Release button where weight will stop at 1.0 No need to set starting and ending weight, just start and end the gradient line accordingly, kinda like how GIMP's gradient tool work. What do you think? Martin __________________________________ Do you Yahoo!? Yahoo! Mail - You care about security. So do we. http://promotions.yahoo.com/new_mail From bf-funboard@blender.org Wed Aug 4 11:28:13 2004 From: bf-funboard@blender.org (=?iso-8859-1?q?malefico=20andauer?=) Date: Wed, 4 Aug 2004 07:28:13 -0300 (ART) Subject: [Bf-funboard] Re: About weight painting In-Reply-To: <20040804100003.11348.3781.Mailman@localhost> Message-ID: <20040804102813.53963.qmail@web60503.mail.yahoo.com> --- bf-funboard-request@blender.org escribió: > > This would be a possible workflow: > > - Select vertices you want to affect > - Select vertex group > - Invoke gradient tool > - (Alternatively, select second group. The function > will balance weight between the two groups so that > adding them equals 1.0). > - (alternatively, select a gradient method: linear, > square, cubic) > - Click (and hold) once where weight will start at > 0.0 > - Release button where weight will stop at 1.0 > > No need to set starting and ending weight, just > start > and end the gradient line accordingly, kinda like > how > GIMP's gradient tool work. > > What do you think? It sounds pretty good to me. Very similar as gradient tool in Gimp, yes. Only thing is that I guess it would have to follow the vertex loop direction in some way, well maybe that should be automatic, right ? For the record, I was wrong, Tuhopuu DO let you change weights in Transform Panel ! Sorry Hos ! Cheers. malefico. ___________________________________________________________ 100mb gratis, Antivirus y Antispam Correo Yahoo!, el mejor correo web del mundo http://correo.yahoo.com.ar From bf-funboard@blender.org Thu Aug 5 07:18:51 2004 From: bf-funboard@blender.org (J L) Date: Thu, 05 Aug 2004 18:18:51 +1200 Subject: [Bf-funboard] Particle system Message-ID: Hi, I'm not sure whether this small addition is in any edition yet. Currently, Blender doesn't render particle emitters. This is good for the times when you don't want the emitter to be show, such as when smoke or fire is coming out of a particular area in mid-air. However, when you want the object to be shown, you currently have to make a copy of it. This means that for animation, you would have to duplicate the motion or do quite a bit of work to have both versions of the mesh doing the same thing. Another issue is the issue of vertex count and rendering time. What I want to suggest is an extra button in the particle effect window that when toggled on, makes that particular emiter visible when renderered. Aligorith _________________________________________________________________ Need more speed? Get Xtra JetStream @ http://xtra.co.nz/jetstream From bf-funboard@blender.org Thu Aug 5 11:02:19 2004 From: bf-funboard@blender.org (tim forkin) Date: Thu, 05 Aug 2004 10:02:19 +0000 Subject: [Bf-funboard] Particle system Message-ID:

you can parent the particle emitter to the copy and just animate the copy, no?




From: "J L" <aligorith@hotmail.com> Reply-To: bf-funboard@blender.org To: bf-funboard@blender.org Subject: [Bf-funboard] Particle system Date: Thu, 05 Aug 2004 18:18:51 +1200 Hi, I'm not sure whether this small addition is in any edition yet. Currently, Blender doesn't render particle emitters. This is good for the times when you don't want the emitter to be show, such as when smoke or fire is coming out of a particular area in mid-air. However, when you want the object to be shown, you currently have to make a copy of it. This means that for animation, you would have to duplicate the motion or do quite a bit of work to have both versions of the mesh doing the same thing. Another issue is the issue of vertex count and rendering time. What I want to suggest is an extra button in the particle effect window that when toggled on, makes that particular emiter visible when renderered. Aligorith _________________________________________________________________ Need more speed? Get Xtra JetStream @ http://xtra.co.nz/jetstream _______________________________________________ Bf-funboard mailing list Bf-funboard@blender.org http://www.blender.org/mailman/listinfo/bf-funboard


Protect your inbox from harmful viruses with new ninemsn Premium. Click here From bf-funboard@blender.org Thu Aug 5 13:55:03 2004 From: bf-funboard@blender.org (Gabriel Beloin ) Date: Thu, 05 Aug 2004 12:55:03 GMT Subject: [Bf-funboard] Particle system Message-ID: <1091710503022519@lycos-europe.com> This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. --=_NextPart_Lycos_0225191091710503_ID Content-Type: text/plain; charset="windows-1252" Content-Transfer-Encoding: 8bit yea easy... but if you want to morph? armature, rvk... it's time consuming to fit tow mesh in animation this way. ------- Message original ------- De: tim forkin Date: Thu, 05 Aug 2004 10:02:19 +0000 Sujet: RE: [Bf-funboard] Particle system you can parent the particle emitter to the copy and just animate the copy, no? From: "J L" Reply-To: bf-funboard@blender.org To: bf-funboard@blender.org Subject: [Bf-funboard] Particle system Date: Thu, 05 Aug 2004 18:18:51 +1200 Hi, I'm not sure whether this small addition is in any edition yet. Currently, Blender doesn't render particle emitters. This is good for the times when you don't want the emitter to be show, such as when smoke or fire is coming out of a particular area in mid-air. However, when you want the object to be shown, you currently have to make a copy of it. This means that for animation, you would have to duplicate the motion or do quite a bit of work to have both versions of the mesh doing the same thing. Another issue is the issue of vertex count and rendering time. What I want to suggest is an extra button in the particle effect window that when toggled on, makes that particular emiter visible when renderered. Aligorith _________________________________________________________________ Need more speed? Get Xtra JetStream @ http://xtra.co.nz/jetstream _______________________________________________ Bf-funboard mailing list Bf-funboard@blender.org http://www.blender.org/mailman/listinfo/bf-funboard Protect your inbox from harmful viruses with new ninemsn Premium. Click here _______________________________________________ Bf-funboard mailing list Bf-funboard@blender.org http://www.blender.org/mailman/listinfo/bf-funboard Plus simple, plus fiable, plus rapide : découvrez le nouveau Caramail - http://www.caramail.lycos.fr --=_NextPart_Lycos_0225191091710503_ID-- From bf-funboard@blender.org Thu Aug 5 14:28:58 2004 From: bf-funboard@blender.org (Martin Poirier) Date: Thu, 5 Aug 2004 06:28:58 -0700 (PDT) Subject: [Bf-funboard] Particle system In-Reply-To: <1091710503022519@lycos-europe.com> Message-ID: <20040805132858.68706.qmail@web51304.mail.yahoo.com> Just do an instance copy and delete the particles system for the copy. Tada, no problem. Martin --- Gabriel Beloin wrote: > yea easy... > but if you want to > morph? > armature, rvk... > > it's time consuming > to fit tow mesh in > animation this way. > > ------- Message > original ------- > De: tim forkin > > Date: Thu, 05 Aug > 2004 10:02:19 +0000 > Sujet: RE: > [Bf-funboard] > Particle system > > > > you can parent the > particle emitter to > the copy and just > animate the copy, > no? > > > > > > From: "J L" > Reply-To: > bf-funboard@blender.org > To: > bf-funboard@blender.org > Subject: > [Bf-funboard] > Particle system > Date: Thu, 05 Aug > 2004 18:18:51 +1200 > Hi, I'm not sure > whether this small > addition is in any > edition yet. > Currently, Blender > doesn't render > particle emitters. > This is good for the > times when you don't > want the emitter to > be show, such as > when smoke or fire > is coming out of a > particular area in > mid-air. However, > when you want the > object to be shown, > you currently have > to make a copy of > it. This means that > for animation, you > would have to > duplicate the motion > or do quite a bit of > work to have both > versions of the mesh > doing the same > thing. Another issue > is the issue of > vertex count and > rendering time. What > I want to suggest is > an extra button in > the particle effect > window that when > toggled on, makes > that particular > emiter visible when > renderered. > Aligorith > _________________________________________________________________ > Need > more speed? Get > Xtra JetStream @ > http://xtra.co.nz/jetstream > _______________________________________________ > Bf-funboard mailing > list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > Protect your inbox > from harmful viruses > with new ninemsn > Premium. Click here > > _______________________________________________ > Bf-funboard mailing > list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > > Plus simple, plus fiable, plus rapide : découvrez le > nouveau Caramail - http://www.caramail.lycos.fr > > __________________________________ Do you Yahoo!? Yahoo! Mail - You care about security. So do we. http://promotions.yahoo.com/new_mail From bf-funboard@blender.org Sat Aug 7 09:15:38 2004 From: bf-funboard@blender.org (J L) Date: Sat, 07 Aug 2004 20:15:38 +1200 Subject: [Bf-funboard] (no subject) Message-ID: Hi, I know that this question isn't about any feature, but who made the picture of the jellyfish for the Blender 2.33/2.33a releases? Aligorith _________________________________________________________________ Need more speed? Get Xtra JetStream @ http://xtra.co.nz/jetstream From bf-funboard@blender.org Sat Aug 7 20:45:23 2004 From: bf-funboard@blender.org (tim forkin) Date: Sat, 07 Aug 2004 19:45:23 +0000 Subject: [Bf-funboard] particle interaction (blender 2.34) Message-ID:



hi

is there any way to make the particles behave like balls or something rather than flames? because the dont "bounce" of anything. can you make them bounce in straight lines?there should be a toggle button for that.

+ another idea for the particle interaction is that when dupli verts is selected that the particles bounce of the verticees and not the particle "center". and the maybee also that they can bounce of each other (the dupli verted particles) .

    tim.



Searching for that dream home? Click here for all your property needs. From bf-funboard@blender.org Sun Aug 8 20:39:10 2004 From: bf-funboard@blender.org (Konrad Haenel) Date: Sun, 08 Aug 2004 21:39:10 +0200 Subject: [Bf-funboard] freezing layers... Message-ID: <4116815E.3020305@konrad-haenel.de> I haven't come across this one yet: Is it possible to "freeze" objects in Blender yet? So that they're still visible but no interaction in any way is possible? This would be very useful if it could be applied to layers, like a third layer-state besides visible and invisible. From bf-funboard@blender.org Sun Aug 8 21:00:39 2004 From: bf-funboard@blender.org (Daniel Fairhead) Date: Sun, 8 Aug 2004 23:00:39 +0300 Subject: [Bf-funboard] freezing layers... In-Reply-To: <4116815E.3020305@konrad-haenel.de> References: <4116815E.3020305@konrad-haenel.de> Message-ID: <20040808230039.6e994c16@samuel.madprof.net> > Is it possible to "freeze" objects in Blender yet? So that they're still > visible but no interaction in any way is possible? This would be very > useful if it could be applied to layers, like a third layer-state > besides visible and invisible. Yes. That would be very useful. Currently, I don't think it is possible (I could be wrong), although you can do something a bit similar with linked scenes (background? set? something like that in the render buttons) Dan From bf-funboard@blender.org Sun Aug 8 21:19:43 2004 From: bf-funboard@blender.org (alex) Date: Sun, 8 Aug 2004 22:19:43 +0200 (CEST) Subject: [Bf-funboard] freezing layers... In-Reply-To: <20040808230039.6e994c16@samuel.madprof.net> References: <4116815E.3020305@konrad-haenel.de> <20040808230039.6e994c16@samuel.madprof.net> Message-ID: On Sun, 8 Aug 2004, Daniel Fairhead wrote: >> Is it possible to "freeze" objects in Blender yet? So that they're still >> visible but no interaction in any way is possible? This would be very >> useful if it could be applied to layers, like a third layer-state >> besides visible and invisible. > > Yes. That would be very useful. Currently, I don't think it is possible > (I could be wrong), although you can do something a bit similar with > linked scenes (background? set? something like that in the render buttons) And doesn't that give you even more flexibility than layer states? alex@schnittenparadies.de From bf-funboard@blender.org Sun Aug 8 21:34:28 2004 From: bf-funboard@blender.org (Daniel Fairhead) Date: Sun, 8 Aug 2004 23:34:28 +0300 Subject: [Bf-funboard] freezing layers... In-Reply-To: References: <4116815E.3020305@konrad-haenel.de> <20040808230039.6e994c16@samuel.madprof.net> Message-ID: <20040808233428.4b9b1288@samuel.madprof.net> > >> Is it possible to "freeze" objects in Blender yet? So that they're still > >> visible but no interaction in any way is possible? This would be very > >> useful if it could be applied to layers, like a third layer-state > >> besides visible and invisible. > > > > Yes. That would be very useful. Currently, I don't think it is possible > > (I could be wrong), although you can do something a bit similar with > > linked scenes (background? set? something like that in the render buttons) > > And doesn't that give you even more flexibility than layer states? I don't think so. I just went and had a play with it now. It's called set, and is used from the little dropdown menu hidden in the Output panel of renderbuttons. All it allows is you to set another scene (something many users don't even know about, and I use about once a year...) as an immovable, unselectable backdrop. A "immovable" toggle on the layerbuts (or something that allowed that property) would be very useful, for instance in building a house, you could make all the walls and such, stick them on layer 1, and then "lock" it. Then you could reposition stuff as before, but without moving the walls. You could even select the walls and use them as alignment points, rotation axis, etc. Unfortunately... thinking about this idea gives rise to others. For instance, how about a "Unselectable" toggle too? So you cannot even select those objects. Very useful when working on a scene with lights, floors, walls, etc, and you want to select just one tiny light-switch on a wall, without selecting anything else. A feature like that would save me much time. And how about a drawtype toggle per layer? You could set all objects on a layer to draw only in wireframe mode. Or in bounding-boxes, or whatever, so that while working on small details on layer 13, all objects on layer 4 (rooves and ceilings) are drawn only as outlines, without blocking the view from outside? Many ideas, huh? All are possible, but are any practical? And what about that objects arent just "on" one layer? (sorry if I am confusing) Dan From bf-funboard@blender.org Sun Aug 8 21:44:46 2004 From: bf-funboard@blender.org (alex) Date: Sun, 8 Aug 2004 22:44:46 +0200 (CEST) Subject: [Bf-funboard] freezing layers... In-Reply-To: <20040808233428.4b9b1288@samuel.madprof.net> References: <4116815E.3020305@konrad-haenel.de> <20040808230039.6e994c16@samuel.madprof.net> <20040808233428.4b9b1288@samuel.madprof.net> Message-ID: On Sun, 8 Aug 2004, Daniel Fairhead wrote: >> And doesn't that give you even more flexibility than layer states? > > I don't think so. I just went and had a play with it now. It's called set, and is > used from the little dropdown menu hidden in the Output panel of renderbuttons. > All it allows is you to set another scene (something many users don't even know > about, and I use about once a year...) as an immovable, unselectable backdrop. "All it allows"? Isn't that exactly what has been requested? Actually, SHIFT-G 4 A CTRL-L 1 X Enter does exactly that, it makes a whole layer unselectable. And you can easily make a default "unselectable" Scene as Set in your .B.blend. I see no need for added functionality. Use the tools that are there :) > Unfortunately... thinking about this idea gives rise to others. For instance, how about > a "Unselectable" toggle too? So you cannot even select those objects. Very useful > when working on a scene with lights, floors, walls, etc, and you want to select just one > tiny light-switch on a wall, without selecting anything else. A feature like that would save > me much time. See above. The "Set" feature gives that functionality. > And how about a drawtype toggle per layer? You could set all objects on a layer to > draw only in wireframe mode. Or in bounding-boxes, or whatever, so that while working > on small details on layer 13, all objects on layer 4 (rooves and ceilings) are drawn only > as outlines, without blocking the view from outside? SHIFT-G 4 A D 2 CTRL-C 4. > Many ideas, huh? All are possible, but are any practical? And what about that objects > arent just "on" one layer? Huh? What do you mean by the last question? alex@schnittenparadies.de From bf-funboard@blender.org Sun Aug 8 21:46:44 2004 From: bf-funboard@blender.org (alex) Date: Sun, 8 Aug 2004 22:46:44 +0200 (CEST) Subject: [Bf-funboard] freezing layers... In-Reply-To: References: <4116815E.3020305@konrad-haenel.de> <20040808230039.6e994c16@samuel.madprof.net> <20040808233428.4b9b1288@samuel.madprof.net> Message-ID: On Sun, 8 Aug 2004, alex wrote: > SHIFT-G 4 A D 2 CTRL-C 4. Actually, scrap the "A" from both key sequences. Stupid, stupid. alex@schnittenparadies.de From bf-funboard@blender.org Sun Aug 8 22:05:28 2004 From: bf-funboard@blender.org (Konrad Haenel) Date: Sun, 08 Aug 2004 23:05:28 +0200 Subject: [Bf-funboard] freezing layers... In-Reply-To: References: <4116815E.3020305@konrad-haenel.de> <20040808230039.6e994c16@samuel.madprof.net> <20040808233428.4b9b1288@samuel.madprof.net> Message-ID: <41169598.2040403@konrad-haenel.de> alex wrote: > > On Sun, 8 Aug 2004, alex wrote: > >> SHIFT-G 4 A D 2 CTRL-C 4. > > Actually, scrap the "A" from both key sequences. Stupid, stupid. Apart from this "key-combination of hell" instead of a simple click I wonder how flexible in terms of quick usability this approach is. It appears very sophisticated, yet I think a more simple implementation might add something important to the workflow. Probably a better Idea: adding a shortcut to freeze the current selection immediately, add CAPS to invertly freeze everything unselected and perhaps CTRL to unfreeze all. I just don't know which keyboard-button isn't used yet. Konrad ______________________ www.konrad-haenel.de From bf-funboard@blender.org Thu Aug 12 11:03:35 2004 From: bf-funboard@blender.org (bf-funboard@blender.org) Date: Thu, 12 Aug 2004 12:03:35 +0200 (CEST) Subject: [Bf-funboard] new tool for Blender- Array Message-ID: Hi. My idea for tool to Blender is duplicate object to array.(This tool is standart in other program). You can set offset,rot, size, random rot(min,max),random size(min,max) and random offset(for each object random). Here is my python script. http://blender3d.cz/forum/download.php?id=80 Tooltips will make. Why isn't this tool in Blender? Sorry, I can't speak English well. -- Nejlevnejsi nabidka vysokorychlostniho internetu ADSL na trhu! VOLNY ADSL 512/128kbit/s. Jiz za 549Kc bez DPH mesicne! Vice na http://adsl.volny.cz From bf-funboard@blender.org Thu Aug 12 11:17:19 2004 From: bf-funboard@blender.org (Konrad Haenel) Date: Thu, 12 Aug 2004 12:17:19 +0200 Subject: [Bf-funboard] new tool for Blender- Array In-Reply-To: References: Message-ID: <411B43AF.7000304@konrad-haenel.de> g_taurus@post.cz wrote: >Hi. > >My idea for tool to Blender is duplicate object to array.(This >tool is standart in other program). You can set offset,rot, size, >random rot(min,max),random size(min,max) and random offset(for >each object random). > >Here is my python script. >http://blender3d.cz/forum/download.php?id=80 >Tooltips will make. > >Why isn't this tool in Blender? > >Sorry, I can't speak English well. > > > Does it do something that dupliverts don't? From bf-funboard@blender.org Thu Aug 12 11:19:22 2004 From: bf-funboard@blender.org (alex) Date: Thu, 12 Aug 2004 12:19:22 +0200 (CEST) Subject: [Bf-funboard] new tool for Blender- Array In-Reply-To: <411B43AF.7000304@konrad-haenel.de> References: <411B43AF.7000304@konrad-haenel.de> Message-ID: On Thu, 12 Aug 2004, Konrad Haenel wrote: > g_taurus@post.cz wrote: > >> Hi. >> My idea for tool to Blender is duplicate object to array.(This >> tool is standart in other program). You can set offset,rot, size, >> random rot(min,max),random size(min,max) and random offset(for >> each object random). >> >> Here is my python script. >> http://blender3d.cz/forum/download.php?id=80 >> Tooltips will make. >> Why isn't this tool in Blender? >> >> Sorry, I can't speak English well. >> >> > Does it do something that dupliverts don't? Or dupliframes? Or particles? alex@schnittenparadies.de From bf-funboard@blender.org Thu Aug 12 11:26:45 2004 From: bf-funboard@blender.org (jmsoler) Date: Thu, 12 Aug 2004 12:26:45 +0200 Subject: [Bf-funboard] new tool for Blender- Array In-Reply-To: <411B43AF.7000304@konrad-haenel.de> References: <411B43AF.7000304@konrad-haenel.de> Message-ID: <411B45E5.10707@free.fr> Konrad Haenel wrote: > g_taurus@post.cz wrote: > >> Hi. >> My idea for tool to Blender is duplicate object to array.(This >> tool is standart in other program). You can set offset,rot, size, >> random rot(min,max),random size(min,max) and random offset(for >> each object random). >> >> Here is my python script. >> http://blender3d.cz/forum/download.php?id=80 >> Tooltips will make. >> Why isn't this tool in Blender? >> >> Sorry, I can't speak English well. >> >> >> > Does it do something that dupliverts don't? > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > > Older but more powerful: http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_b223new.htm#duplicopy232 Regards -jm- From bf-funboard@blender.org Fri Aug 13 03:09:15 2004 From: bf-funboard@blender.org (Campbell Barton) Date: Fri, 13 Aug 2004 12:09:15 +1000 Subject: [Bf-funboard] Material Data- In-Reply-To: <411B45E5.10707@free.fr> References: <411B43AF.7000304@konrad-haenel.de> <411B45E5.10707@free.fr> Message-ID: <411C22CB.5090603@metavr.com> Hi Just writing to say I think It would be best if the Autosmoothing was stored in the material rather then in the Mesh. This means that objects could have different smoothing values without being split up. (Fixing my OBJ importer and this works like OBJ's smoothing groups that seem like a good idea to me.) Made Back compat by having an option in the materials (Mat OR Mesh AutoSmooth) Also, I think it would be best if The Ambient colour was stored in the Material rather then the World (Like in many other apps) - Gives more controle, I made a Patch that impliments- Its possible to make it backwards compatable by having a slider between World & MAt Ambient colours And have it set to wrold be default. _ I can add both of these, and keep backwoulds compatable. - Cam From bf-funboard@blender.org Fri Aug 13 11:04:09 2004 From: bf-funboard@blender.org (Konrad Haenel) Date: Fri, 13 Aug 2004 12:04:09 +0200 Subject: [Bf-funboard] Material Data- In-Reply-To: <411C22CB.5090603@metavr.com> References: <411B43AF.7000304@konrad-haenel.de> <411B45E5.10707@free.fr> <411C22CB.5090603@metavr.com> Message-ID: <411C9219.8000607@konrad-haenel.de> Campbell Barton wrote: > Hi > Just writing to say I think It would be best if the Autosmoothing was > stored in the material rather then in the Mesh. > This means that objects could have different smoothing values without > being split up. > > (Fixing my OBJ importer and this works like OBJ's smoothing groups > that seem like a good idea to me.) > Made Back compat by having an option in the materials (Mat OR Mesh > AutoSmooth) > > Also, I think it would be best if The Ambient colour was stored in the > Material rather then the World (Like in many other apps) - Gives more > controle, > I made a Patch that impliments- Its possible to make it backwards > compatable by having a slider between World & MAt Ambient colours And > have it set to wrold be default. > > _ I can add both of these, and keep backwoulds compatable. > > - Cam Smoothing has to stay an object propert. I can think of a dozen scenarios where this makes more sense. However, I like the idea about the ambient-colour. > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > From bf-funboard@blender.org Fri Aug 13 11:33:43 2004 From: bf-funboard@blender.org (alex) Date: Fri, 13 Aug 2004 12:33:43 +0200 (CEST) Subject: [Bf-funboard] Material Data- In-Reply-To: <411C22CB.5090603@metavr.com> References: <411B43AF.7000304@konrad-haenel.de> <411B45E5.10707@free.fr> <411C22CB.5090603@metavr.com> Message-ID: On Fri, 13 Aug 2004, Campbell Barton wrote: > Hi > Just writing to say I think It would be best if the Autosmoothing was stored > in the material rather then in the Mesh. > This means that objects could have different smoothing values without being > split up. Other than that, I think it's more logical, too. Smoothness is a material characteristic, not a geometrical one. alex@schnittenparadies.de From bf-funboard@blender.org Fri Aug 13 14:03:57 2004 From: bf-funboard@blender.org (Campbell Barton) Date: Fri, 13 Aug 2004 23:03:57 +1000 Subject: [Bf-funboard] Material Data- In-Reply-To: References: <411B43AF.7000304@konrad-haenel.de> <411B45E5.10707@free.fr> <411C22CB.5090603@metavr.com> Message-ID: <411CBC3D.6010707@metavr.com> I thinks its a good way of giving the User control of how the mesh looks. at the moment you need to split the object up into many just to have different smoothing values. Many formats have the smoothing as a material value- I dont see why it cant be on the object and optionaly a sart of the material. alex wrote: > On Fri, 13 Aug 2004, Campbell Barton wrote: > >> Hi >> Just writing to say I think It would be best if the Autosmoothing was >> stored in the material rather then in the Mesh. >> This means that objects could have different smoothing values without >> being split up. > > > Other than that, I think it's more logical, too. Smoothness is a material > characteristic, not a geometrical one. > > > > alex@schnittenparadies.de > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > > -- Campbell J Barton 133 Hope Street Geelong West, Victoria 3218 Australia URL: http://www.metavr.com e-mail: cbarton@metavr.com phone: AU (03) 5229 0241 From bf-funboard@blender.org Fri Aug 13 23:11:03 2004 From: bf-funboard@blender.org (Garth Williamson) Date: Sat, 14 Aug 2004 10:11:03 +1200 Subject: [Bf-funboard] Material Data- In-Reply-To: <411CBC3D.6010707@metavr.com> References: <411B43AF.7000304@konrad-haenel.de> <411B45E5.10707@free.fr> <411C22CB.5090603@metavr.com> <411CBC3D.6010707@metavr.com> Message-ID: <411D3C77.6080601@orcon.net.nz> Campbell Barton wrote: > I thinks its a good way of giving the User control of how the mesh looks. > at the moment you need to split the object up into many just to have > different smoothing values. > Many formats have the smoothing as a material value- I dont see why it > cant be on the object and optionaly a sart of the material. > Coding-wise, I think it would have to be on the object - The matarial doesn't know anything about the geometry, and it (the matarial) could be assigned to two different meshes entirely. Garth From bf-funboard@blender.org Sat Aug 14 00:19:14 2004 From: bf-funboard@blender.org (Konrad Haenel) Date: Sat, 14 Aug 2004 01:19:14 +0200 Subject: [Bf-funboard] Material Data- In-Reply-To: <411D3C77.6080601@orcon.net.nz> References: <411B43AF.7000304@konrad-haenel.de> <411B45E5.10707@free.fr> <411C22CB.5090603@metavr.com> <411CBC3D.6010707@metavr.com> <411D3C77.6080601@orcon.net.nz> Message-ID: <411D4C72.2010306@konrad-haenel.de> Garth Williamson wrote: > Campbell Barton wrote: > >> I thinks its a good way of giving the User control of how the mesh >> looks. >> at the moment you need to split the object up into many just to have >> different smoothing values. >> Many formats have the smoothing as a material value- I dont see why >> it cant be on the object and optionaly a sart of the material. >> > > Coding-wise, I think it would have to be on the object - The matarial > doesn't know anything about the geometry, and it (the matarial) could > be assigned to two different meshes entirely. > > Garth Mhm, that's what I think as well. I'd rather assign smoothing to parts of an object, even without applying a material. The smoothness of a surface obviously is a property of the geometry. > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > From bf-funboard@blender.org Sat Aug 14 00:53:11 2004 From: bf-funboard@blender.org (Campbell Barton) Date: Sat, 14 Aug 2004 09:53:11 +1000 Subject: [Bf-funboard] Material Data- In-Reply-To: <411D4C72.2010306@konrad-haenel.de> References: <411B43AF.7000304@konrad-haenel.de> <411B45E5.10707@free.fr> <411C22CB.5090603@metavr.com> <411CBC3D.6010707@metavr.com> <411D3C77.6080601@orcon.net.nz> <411D4C72.2010306@konrad-haenel.de> Message-ID: <411D5467.1090300@metavr.com> Konrad Haenel wrote: > Garth Williamson wrote: > >> Campbell Barton wrote: >> >>> I thinks its a good way of giving the User control of how the mesh >>> looks. >>> at the moment you need to split the object up into many just to have >>> different smoothing values. >>> Many formats have the smoothing as a material value- I dont see why >>> it cant be on the object and optionaly a sart of the material. >>> >> >> Coding-wise, I think it would have to be on the object - The matarial >> doesn't know anything about the geometry, and it (the matarial) could >> be assigned to two different meshes entirely. >> >> Garth > Then mabe blender needs smoothing groups- Would be a property of the face- mabe 255 diferent smoothing groups per face? From bf-funboard@blender.org Sat Aug 14 00:50:17 2004 From: bf-funboard@blender.org (Kent Mein) Date: Fri, 13 Aug 2004 18:50:17 -0500 Subject: [Bf-funboard] Material Data- In-Reply-To: <411D5467.1090300@metavr.com> References: <411B43AF.7000304@konrad-haenel.de> <411B45E5.10707@free.fr> <411C22CB.5090603@metavr.com> <411CBC3D.6010707@metavr.com> <411D3C77.6080601@orcon.net.nz> <411D4C72.2010306@konrad-haenel.de> <411D5467.1090300@metavr.com> Message-ID: <20040813235017.GA648@cs.umn.edu> In reply to Campbell Barton (cbarton@metavr.com): > >> > >>>I thinks its a good way of giving the User control of how the mesh > >>>looks. > >>>at the moment you need to split the object up into many just to have > >>>different smoothing values. > >>>Many formats have the smoothing as a material value- I dont see why > >>>it cant be on the object and optionaly a sart of the material. > >>> > > > Then mabe blender needs smoothing groups- Would be a property of the > face- mabe 255 diferent smoothing groups per face? > Cambell, you do realise you can smoth parts of a mesh without spitting it up right? try this create a cube. Extrude the left side out and back from the camera. Then do the same on the right. Render and notice the sharp edges. .----.----.----. | | | | .----.----.----. ^ select everything left of the ^ in edit mode and click set smooth then re render. Kent P.S. Sorry for the bad ascii art ;) -- mein@cs.umn.edu http://www.cs.umn.edu/~mein From bf-funboard@blender.org Sat Aug 14 04:22:27 2004 From: bf-funboard@blender.org (Campbell Barton) Date: Sat, 14 Aug 2004 13:22:27 +1000 Subject: [Bf-funboard] Material Data- In-Reply-To: <20040813235017.GA648@cs.umn.edu> References: <411B43AF.7000304@konrad-haenel.de> <411B45E5.10707@free.fr> <411C22CB.5090603@metavr.com> <411CBC3D.6010707@metavr.com> <411D3C77.6080601@orcon.net.nz> <411D4C72.2010306@konrad-haenel.de> <411D5467.1090300@metavr.com> <20040813235017.GA648@cs.umn.edu> Message-ID: <411D8573.1070508@metavr.com> Hi Kent Yes, I do realize you can turn smoothing on and off- But often more controle is needed. Bust option is to have manual editing of normals- very face (like vert colours) I have offered 2k euro for this and Ton also has given his approval- But nobody who can re-jig blenders internals has enough time. Smoothing int that usefull since it smooths everything, outo smoothing is good but per object and only applies to rendering. - Cam >In reply to Campbell Barton (cbarton@metavr.com): > > > >>>>>I thinks its a good way of giving the User control of how the mesh >>>>>looks. >>>>>at the moment you need to split the object up into many just to have >>>>>different smoothing values. >>>>>Many formats have the smoothing as a material value- I dont see why >>>>>it cant be on the object and optionaly a sart of the material. >>>>> >>>>> >>>>> >>Then mabe blender needs smoothing groups- Would be a property of the >>face- mabe 255 diferent smoothing groups per face? >> >> >> > >Cambell, you do realise you can smoth parts of a mesh without spitting it up >right? > >try this create a cube. Extrude the left side out and back from the camera. >Then do the same on the right. >Render and notice the sharp edges. > > .----.----.----. > | | | | > .----.----.----. > ^ > select everything left of the ^ in edit mode > and click set smooth > >then re render. > >Kent > >P.S. Sorry for the bad ascii art ;) > > > -- Campbell J Barton 133 Hope Street Geelong West, Victoria 3218 Australia URL: http://www.metavr.com e-mail: cbarton@metavr.com phone: AU (03) 5229 0241 From bf-funboard@blender.org Sun Aug 15 02:01:11 2004 From: bf-funboard@blender.org (alex) Date: Sun, 15 Aug 2004 03:01:11 +0200 (CEST) Subject: [Bf-funboard] Cutting the Stencil Mode chain In-Reply-To: <20040712115111.78823.qmail@web60506.mail.yahoo.com> References: <20040712115111.78823.qmail@web60506.mail.yahoo.com> Message-ID: On Mon, 12 Jul 2004, [iso-8859-1] malefico andauer wrote: > Hi, I wonder if this is a good idea... > > Sometimes I wish stencil mode would work in only a few > channels for a certain texture, and some other channel > for a second texture. Let's say I have a "white > square" (texture #1) and want it to use it as a > stencil for the following two textures(#2 and #3), > then I have a white triangle (text #4) and wanted it > to use it as a stencil for the FOLLOWING two channels > ONLY (textures #5 and #6). > Currently it would result in later two channels being > filtered thru BOTH stencils, right ? What I meant was > that the first stencil only worked on textures #2 and > #3. > > I was thinking of an extra parameter which indicates > for how many channels the stencil would work. Or a way > to "cut out" the stencil chain and start another one. > I thought that a "null texture" ("None" type maybe) > would be useful for that purpose, just like > constraints work. > > AnywaY, If someone understood anything, please > consider it. Thanks ! Hey, just stumbled about your old post here. Well, yeah, of course I understood. I had a similar problem recently, wanted the stencil not to affect following textures... so i just used the copy and paste buttons to move the stencil texture and its affected blocks to the end of the texture chain. But for two seperate blocks and stencils, something like a NULL texture would be useful, yeah. I'm not completely sure if it isn't possible in some way, I think i some day read something about it somewhere. alex@schnittenparadies.de From bf-funboard@blender.org Sun Aug 15 16:50:50 2004 From: bf-funboard@blender.org (Jiri Hnidek) Date: Sun, 15 Aug 2004 17:50:50 +0200 Subject: [Bf-funboard] Material Data- In-Reply-To: <411C22CB.5090603@metavr.com> References: <411B43AF.7000304@konrad-haenel.de> <411B45E5.10707@free.fr> <411C22CB.5090603@metavr.com> Message-ID: <411F865A.2030405@vslib.cz> Hi, idea about ambient color is very good. I would store information about smoothness in edge rather then in face. It is logical. It gives you more freedom and it shouldn't be hard to implement (we have edge in mesh data structure). Jiri > Hi > Just writing to say I think It would be best if the Autosmoothing was > stored in the material rather then in the Mesh. > This means that objects could have different smoothing values without > being split up. > > (Fixing my OBJ importer and this works like OBJ's smoothing groups > that seem like a good idea to me.) > Made Back compat by having an option in the materials (Mat OR Mesh > AutoSmooth) > > Also, I think it would be best if The Ambient colour was stored in the > Material rather then the World (Like in many other apps) - Gives more > controle, > I made a Patch that impliments- Its possible to make it backwards > compatable by having a slider between World & MAt Ambient colours And > have it set to wrold be default. > > _ I can add both of these, and keep backwoulds compatable. > > - Cam From bf-funboard@blender.org Mon Aug 16 00:35:03 2004 From: bf-funboard@blender.org (Campbell Barton) Date: Mon, 16 Aug 2004 09:35:03 +1000 Subject: [Bf-funboard] Material Data- In-Reply-To: <411F865A.2030405@vslib.cz> References: <411B43AF.7000304@konrad-haenel.de> <411B45E5.10707@free.fr> <411C22CB.5090603@metavr.com> <411F865A.2030405@vslib.cz> Message-ID: <411FF327.60206@metavr.com> Hi Jiri- I have alredy coded the ambient colour thingy In tuhopuu but sombody removed it (No Idea Why) - Mabe from a BF-Blender merge. The only issue I had was that there was 1 extra slider local/world AMB (set to Worlk be default to be backwards compatable with older Blends) Storing the Smoothing values in the edges is an AWESOME IDEA!!!!!! You rock- I would like to impliment this (mabe myself?) It gives manual control without mutch complexity for the user. I dont know how this will work with the existing setting though (Which is per face)- Would eb good to ask Ton about this one. Also- would the smoothing be a flag 1/0? or 0-255? Having a varible ammount would be cool too but it mightent be that needed. (Either way We be able to import OBJ smoothing groups NO problems) - Cam Jiri Hnidek wrote: > Hi, > idea about ambient color is very good. > > I would store information about smoothness in edge rather then in > face. It is logical. It gives you more freedom and it shouldn't be > hard to implement (we have edge in mesh data structure). > > Jiri > >> Hi >> Just writing to say I think It would be best if the Autosmoothing was >> stored in the material rather then in the Mesh. >> This means that objects could have different smoothing values without >> being split up. >> >> (Fixing my OBJ importer and this works like OBJ's smoothing groups >> that seem like a good idea to me.) >> Made Back compat by having an option in the materials (Mat OR Mesh >> AutoSmooth) >> >> Also, I think it would be best if The Ambient colour was stored in >> the Material rather then the World (Like in many other apps) - Gives >> more controle, >> I made a Patch that impliments- Its possible to make it backwards >> compatable by having a slider between World & MAt Ambient colours And >> have it set to wrold be default. >> >> _ I can add both of these, and keep backwoulds compatable. >> >> - Cam > > > > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > > -- Campbell J Barton 133 Hope Street Geelong West, Victoria 3218 Australia URL: http://www.metavr.com e-mail: cbarton@metavr.com phone: AU (03) 5229 0241 From bf-funboard@blender.org Mon Aug 16 07:38:53 2004 From: bf-funboard@blender.org (=?iso-8859-1?q?William=20Reynish?=) Date: Mon, 16 Aug 2004 08:38:53 +0200 (CEST) Subject: [Bf-funboard] Material Data- In-Reply-To: <411FF327.60206@metavr.com> Message-ID: <20040816063853.68590.qmail@web52408.mail.yahoo.com> I have been wanting smoothing set per edge for ages! This sounds great. The SetSmooth and SetSolid buttons could be used. Good luck coding, this will be such an improvement. --- Campbell Barton skrev: > Hi Jiri- I have alredy coded the ambient colour > thingy In tuhopuu but > sombody removed it (No Idea Why) - Mabe from a > BF-Blender merge. > The only issue I had was that there was 1 extra > slider local/world AMB > (set to Worlk be default to be backwards compatable > with older Blends) > > Storing the Smoothing values in the edges is an > AWESOME IDEA!!!!!! You > rock- I would like to impliment this (mabe myself?) > It gives manual control without mutch complexity for > the user. > > I dont know how this will work with the existing > setting though (Which > is per face)- Would eb good to ask Ton about this > one. > > Also- would the smoothing be a flag 1/0? or 0-255? > Having a varible ammount would be cool too but it > mightent be that needed. > (Either way We be able to import OBJ smoothing > groups NO problems) > > - Cam > > Jiri Hnidek wrote: > > > Hi, > > idea about ambient color is very good. > > > > I would store information about smoothness in edge > rather then in > > face. It is logical. It gives you more freedom and > it shouldn't be > > hard to implement (we have edge in mesh data > structure). > > > > Jiri > > > >> Hi > >> Just writing to say I think It would be best if > the Autosmoothing was > >> stored in the material rather then in the Mesh. > >> This means that objects could have different > smoothing values without > >> being split up. > >> > >> (Fixing my OBJ importer and this works like OBJ's > smoothing groups > >> that seem like a good idea to me.) > >> Made Back compat by having an option in the > materials (Mat OR Mesh > >> AutoSmooth) > >> > >> Also, I think it would be best if The Ambient > colour was stored in > >> the Material rather then the World (Like in many > other apps) - Gives > >> more controle, > >> I made a Patch that impliments- Its possible to > make it backwards > >> compatable by having a slider between World & MAt > Ambient colours And > >> have it set to wrold be default. > >> > >> _ I can add both of these, and keep backwoulds > compatable. > >> > >> - Cam > > > > > > > > _______________________________________________ > > Bf-funboard mailing list > > Bf-funboard@blender.org > > > http://www.blender.org/mailman/listinfo/bf-funboard > > > > > > > -- > Campbell J Barton > > 133 Hope Street > Geelong West, Victoria 3218 Australia > > URL: http://www.metavr.com > e-mail: cbarton@metavr.com > phone: AU (03) 5229 0241 > > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > Yahoo! Mail (http://dk.mail.yahoo.com) - Gratis: 6 MB lagerplads, spamfilter og virusscan From bf-funboard@blender.org Mon Aug 16 07:54:46 2004 From: bf-funboard@blender.org (=?iso-8859-1?q?William=20Reynish?=) Date: Mon, 16 Aug 2004 08:54:46 +0200 (CEST) Subject: [Bf-funboard] Cutting the Stencil Mode chain In-Reply-To: Message-ID: <20040816065446.61668.qmail@web52404.mail.yahoo.com> Or how about just changing the way Stencil works. Much more flexibility, ease of use and setup could be achieved by changing it into a more Photoshop-style masking system. I.e. each texture layer has a mask layer attached to it. Whatever you fill into that mask layer will stencil the layer it is attached to. Want to use the same stencil texture for two textures? Just use the same texture datablock in both mask layers. In the UI, it could be implemented so that next to each texture channel there would be a mask texture channel. This will, IMO, improve blenders texturing abilities tenfold. Now, if we could also use vertex painting as a texture layer, it would also give the possobility to control a textures visibility via vertex painting. This leads me to the idea of having several vertex painting channels, but this might be something for a different proposal... -William --- alex skrev: > On Mon, 12 Jul 2004, [iso-8859-1] malefico andauer > wrote: > > > Hi, I wonder if this is a good idea... > > > > Sometimes I wish stencil mode would work in only a > few > > channels for a certain texture, and some other > channel > > for a second texture. Let's say I have a "white > > square" (texture #1) and want it to use it as a > > stencil for the following two textures(#2 and #3), > > then I have a white triangle (text #4) and wanted > it > > to use it as a stencil for the FOLLOWING two > channels > > ONLY (textures #5 and #6). > > Currently it would result in later two channels > being > > filtered thru BOTH stencils, right ? What I meant > was > > that the first stencil only worked on textures #2 > and > > #3. > > > > I was thinking of an extra parameter which > indicates > > for how many channels the stencil would work. Or a > way > > to "cut out" the stencil chain and start another > one. > > I thought that a "null texture" ("None" type > maybe) > > would be useful for that purpose, just like > > constraints work. > > > > AnywaY, If someone understood anything, please > > consider it. Thanks ! > > Hey, > > just stumbled about your old post here. Well, yeah, > of course I > understood. I had a similar problem recently, wanted > the stencil > not to affect following textures... so i just used > the copy and > paste buttons to move the stencil texture and its > affected blocks > to the end of the texture chain. > > But for two seperate blocks and stencils, something > like a NULL > texture would be useful, yeah. I'm not completely > sure if it isn't > possible in some way, I think i some day read > something about it > somewhere. > > > alex@schnittenparadies.de > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > Yahoo! Mail (http://dk.mail.yahoo.com) - Gratis: 6 MB lagerplads, spamfilter og virusscan From bf-funboard@blender.org Tue Aug 17 00:24:23 2004 From: bf-funboard@blender.org (Konrad Haenel) Date: Tue, 17 Aug 2004 01:24:23 +0200 Subject: [Bf-funboard] Edge Beveling Message-ID: <41214227.2030304@konrad-haenel.de> Another of the features I miss: Now that edges are part of mesh-data wouldn't it be fantastic to have the ability the bevel edges instead of the whole mesh? Bye, Konrad From bf-funboard@blender.org Tue Aug 17 00:26:51 2004 From: bf-funboard@blender.org (alex) Date: Tue, 17 Aug 2004 01:26:51 +0200 (CEST) Subject: [Bf-funboard] Edge Beveling In-Reply-To: <41214227.2030304@konrad-haenel.de> References: <41214227.2030304@konrad-haenel.de> Message-ID: On Tue, 17 Aug 2004, Konrad Haenel wrote: > Another of the features I miss: > > Now that edges are part of mesh-data wouldn't it be fantastic to have the > ability the bevel edges instead of the whole mesh? It would be totally fantastic, but sadly the implementation of per-edge bevelling doesn't get easier just because you are able to select edges :) alex@schnittenparadies.de From bf-funboard@blender.org Tue Aug 17 00:44:45 2004 From: bf-funboard@blender.org (trip) Date: Mon, 16 Aug 2004 19:44:45 -0400 Subject: [Bf-funboard] Edge Beveling In-Reply-To: References: <41214227.2030304@konrad-haenel.de> Message-ID: <41021CEB-EFDE-11D8-9241-000A958BAAEC@spymac.com> We can select edges ? How? is it still the old alt right click? Why can we not have auto fast select like wings? Or can it do this now? On Aug 16, 2004, at 7:26 PM, alex wrote: > On Tue, 17 Aug 2004, Konrad Haenel wrote: > >> Another of the features I miss: >> >> Now that edges are part of mesh-data wouldn't it be fantastic to have >> the ability the bevel edges instead of the whole mesh? > > It would be totally fantastic, but sadly the implementation of per-edge > bevelling doesn't get easier just because you are able to select edges > :) > > > alex@schnittenparadies.de > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > From bf-funboard@blender.org Tue Aug 17 03:54:14 2004 From: bf-funboard@blender.org (Tom Musgrove) Date: Tue, 17 Aug 2004 02:54:14 +0000 Subject: [Bf-funboard] animation features Message-ID: I was looking at the demo files for endorphin http://www.naturalmotion.com/pages/demos.htm There were a few technologies that seemed fairly valuable for animation (asside from endorphins primary job which is ai created behavior). 1) Strobe preview - shows your interpolated ipo behavior to a specified future time at a specified interval, see the below image. http://www.naturalmotion.com/images/strobe.jpg 2) run cached versions of an animation (ie saved versions of a previous run) concurrently - this allows you to visual compare different runs of an animation, and offers a guide for your current tweaking of an animation. Could be really useful to combine with strobing (have the option to set different strobe colors for different characters or objects...). Tom M. LetterRip _________________________________________________________________ Is your PC infected? Get a FREE online computer virus scan from McAfee® Security. http://clinic.mcafee.com/clinic/ibuy/campaign.asp?cid=3963 From bf-funboard@blender.org Tue Aug 17 09:08:20 2004 From: bf-funboard@blender.org (Konrad Haenel) Date: Tue, 17 Aug 2004 10:08:20 +0200 Subject: [Bf-funboard] Edge Beveling In-Reply-To: References: <41214227.2030304@konrad-haenel.de> Message-ID: <4121BCF4.1090004@konrad-haenel.de> alex wrote: > On Tue, 17 Aug 2004, Konrad Haenel wrote: > >> Another of the features I miss: >> >> Now that edges are part of mesh-data wouldn't it be fantastic to have >> the ability the bevel edges instead of the whole mesh? > > > It would be totally fantastic, but sadly the implementation of per-edge > bevelling doesn't get easier just because you are able to select edges :) > I see. Any plans to implement it nevertheless? > > alex@schnittenparadies.de > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > From bf-funboard@blender.org Tue Aug 17 10:40:33 2004 From: bf-funboard@blender.org (jmsoler) Date: Tue, 17 Aug 2004 11:40:33 +0200 Subject: [Bf-funboard] Edge Beveling In-Reply-To: <4121BCF4.1090004@konrad-haenel.de> References: <41214227.2030304@konrad-haenel.de> <4121BCF4.1090004@konrad-haenel.de> Message-ID: <4121D291.9070004@free.fr> You can find a bevelling by edge in the bundle python scripts . -jm- From bf-funboard@blender.org Tue Aug 17 11:49:47 2004 From: bf-funboard@blender.org (tim forkin) Date: Tue, 17 Aug 2004 10:49:47 +0000 Subject: [Bf-funboard] particle interaction (2.34) Message-ID:
hi
is there any way to make the particles behave like balls or something rather than flames? because the dont "bounce" of anything. can you make them bounce in straight lines?there should be a toggle button for that.
+ another idea for the particle interaction is that when dupli verts is selected that the particles bounce of the verticees and not the particle "center". and the maybee also that they can bounce of each other (the dupli verted particles) .
    tim.


Play Love Hunt to win a $9000 holiday and find love! From bf-funboard@blender.org Tue Aug 17 13:57:48 2004 From: bf-funboard@blender.org (alex) Date: Tue, 17 Aug 2004 14:57:48 +0200 (CEST) Subject: [Bf-funboard] Edge Beveling In-Reply-To: <41021CEB-EFDE-11D8-9241-000A958BAAEC@spymac.com> References: <41214227.2030304@konrad-haenel.de> <41021CEB-EFDE-11D8-9241-000A958BAAEC@spymac.com> Message-ID: On Mon, 16 Aug 2004, trip wrote: > We can select edges ? How? is it still the old alt right click? Why can we > not have auto fast select like wings? Or can it do this now? What is "auto fast select"? alex@schnittenparadies.de From bf-funboard@blender.org Tue Aug 17 14:02:57 2004 From: bf-funboard@blender.org (alex) Date: Tue, 17 Aug 2004 15:02:57 +0200 (CEST) Subject: [Bf-funboard] Edge Beveling In-Reply-To: <4121BCF4.1090004@konrad-haenel.de> References: <41214227.2030304@konrad-haenel.de> <4121BCF4.1090004@konrad-haenel.de> Message-ID: On Tue, 17 Aug 2004, Konrad Haenel wrote: > alex wrote: > >> On Tue, 17 Aug 2004, Konrad Haenel wrote: >> >>> Another of the features I miss: >>> >>> Now that edges are part of mesh-data wouldn't it be fantastic to have the >>> ability the bevel edges instead of the whole mesh? >> >> >> It would be totally fantastic, but sadly the implementation of per-edge >> bevelling doesn't get easier just because you are able to select edges :) >> > > I see. Any plans to implement it nevertheless? Not really. I have no use for it, I find the current functionality sufficient. Anyway, the code is horrific, it was a sleepless night, it's slow, too... hardly extendible... but maybe some poor soul decides to rewrite it some day :-) alex@schnittenparadies.de From bf-funboard@blender.org Tue Aug 17 14:03:41 2004 From: bf-funboard@blender.org (alex) Date: Tue, 17 Aug 2004 15:03:41 +0200 (CEST) Subject: [Bf-funboard] particle interaction (2.34) In-Reply-To: References: Message-ID: On Tue, 17 Aug 2004, tim forkin wrote: > hi > is there any way to make the particles behave like balls or something rather than flames? because the dont > "bounce" of anything. can you make them bounce in straight lines?there should be a toggle button for that. > + another idea for the particle interaction is that when dupli verts is selected that the particles bounce of > the verticees and not the particle "center". and the maybee also that they can bounce of each other (the > dupli verted particles) . > tim. Didn't you post this before and got answers? alex@schnittenparadies.de From bf-funboard@blender.org Tue Aug 17 14:23:04 2004 From: bf-funboard@blender.org (Martin Poirier) Date: Tue, 17 Aug 2004 06:23:04 -0700 (PDT) Subject: [Bf-funboard] Edge Beveling In-Reply-To: Message-ID: <20040817132304.50143.qmail@web51309.mail.yahoo.com> --- alex wrote: > On Tue, 17 Aug 2004, Konrad Haenel wrote: > > > alex wrote: > > > >> On Tue, 17 Aug 2004, Konrad Haenel wrote: > >> > >>> Another of the features I miss: > >>> > >>> Now that edges are part of mesh-data wouldn't it > be fantastic to have the > >>> ability the bevel edges instead of the whole > mesh? > >> > >> > >> It would be totally fantastic, but sadly the > implementation of per-edge > >> bevelling doesn't get easier just because you are > able to select edges :) > >> > > > > I see. Any plans to implement it nevertheless? > > Not really. I have no use for it, I find the current > functionality > sufficient. > > Anyway, the code is horrific, it was a sleepless > night, it's slow, too... > hardly extendible... but maybe some poor soul > decides to rewrite it some day :-) On a side note, the math part of the code (the part that actually does the bevelling by moving the new edges and all) is quite sane and smart. It wasn't coded in a sleepless night after all ;-) It wouldn't require much change to make it work per edges as long as they are flagged properly. (hint to pour soul who want to rewrite the flagging and splitting code). Martin __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From bf-funboard@blender.org Tue Aug 17 17:17:10 2004 From: bf-funboard@blender.org (Serialsiner) Date: Tue, 17 Aug 2004 18:17:10 +0200 Subject: [Bf-funboard] blur on reflections Message-ID: <003701c48475$a69550e0$35c8fea9@rodriguez> Hi, I wish I could find a blur option in the reflection panel, that would be useful to simulate brushed-aluminium-like metals or materials that don't need sharp reflections ... I'm not a coder and I have no idea whether it would be hard to implement but I think this feature is lacking in Blender. Regards, Serialsiner From bf-funboard@blender.org Tue Aug 17 19:35:42 2004 From: bf-funboard@blender.org (alex) Date: Tue, 17 Aug 2004 20:35:42 +0200 (CEST) Subject: [Bf-funboard] blur on reflections In-Reply-To: <003701c48475$a69550e0$35c8fea9@rodriguez> References: <003701c48475$a69550e0$35c8fea9@rodriguez> Message-ID: On Tue, 17 Aug 2004, Serialsiner wrote: > Hi, > > I wish I could find a blur option in the reflection panel, that would be > useful to simulate brushed-aluminium-like metals or materials that don't > need sharp reflections ... I'm not a coder and I have no idea whether it > would be hard to implement but I think this feature is lacking in Blender. In the meantime, you can use environment maps :) alex@schnittenparadies.de From bf-funboard@blender.org Tue Aug 17 19:45:20 2004 From: bf-funboard@blender.org (alex) Date: Tue, 17 Aug 2004 20:45:20 +0200 (CEST) Subject: [Bf-funboard] blur on reflections In-Reply-To: <003701c48475$a69550e0$35c8fea9@rodriguez> References: <003701c48475$a69550e0$35c8fea9@rodriguez> Message-ID: On Tue, 17 Aug 2004, Serialsiner wrote: > Hi, > > I wish I could find a blur option in the reflection panel, that would be > useful to simulate brushed-aluminium-like metals or materials that don't > need sharp reflections ... I'm not a coder and I have no idea whether it > would be hard to implement but I think this feature is lacking in Blender. > > Regards, > > Serialsiner Another thing: Did you try to use Nor textures to imitate the effect? In actual metal, it in fact _is_ the rough surface that gives the blurry effect, so why not try to mimic it, especially with the improved OSA. I don't know if that gives usable results, though. alex@schnittenparadies.de From bf-funboard@blender.org Tue Aug 17 19:54:23 2004 From: bf-funboard@blender.org (Serialsiner) Date: Tue, 17 Aug 2004 20:54:23 +0200 Subject: [Bf-funboard] blur on reflections References: <003701c48475$a69550e0$35c8fea9@rodriguez> Message-ID: <001001c4848b$a73d9cd0$35c8fea9@rodriguez> ----- Original Message ----- From: "alex" To: Sent: Tuesday, August 17, 2004 8:45 PM Subject: Re: [Bf-funboard] blur on reflections > On Tue, 17 Aug 2004, Serialsiner wrote: > > > Hi, > > > > I wish I could find a blur option in the reflection panel, that would be > > useful to simulate brushed-aluminium-like metals or materials that don't > > need sharp reflections ... I'm not a coder and I have no idea whether it > > would be hard to implement but I think this feature is lacking in Blender. > > > > Regards, > > > > Serialsiner > > Another thing: Did you try to use Nor textures to imitate the effect? In > actual metal, it in fact _is_ the rough surface that gives the blurry effect, > so why not try to mimic it, especially with the improved OSA. What do you mean by Nor textures ? I've tried the Nor channel (the one for bump mapping) but it doesn't give acceptable results ... > I don't know if that gives usable results, though. > > > alex@schnittenparadies.de > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard From bf-funboard@blender.org Tue Aug 17 20:02:27 2004 From: bf-funboard@blender.org (alex) Date: Tue, 17 Aug 2004 21:02:27 +0200 (CEST) Subject: [Bf-funboard] blur on reflections In-Reply-To: <001001c4848b$a73d9cd0$35c8fea9@rodriguez> References: <003701c48475$a69550e0$35c8fea9@rodriguez> <001001c4848b$a73d9cd0$35c8fea9@rodriguez> Message-ID: On Tue, 17 Aug 2004, Serialsiner wrote: > > ----- Original Message ----- > From: "alex" > To: > Sent: Tuesday, August 17, 2004 8:45 PM > Subject: Re: [Bf-funboard] blur on reflections > > >> On Tue, 17 Aug 2004, Serialsiner wrote: >> >>> Hi, >>> >>> I wish I could find a blur option in the reflection panel, that would be >>> useful to simulate brushed-aluminium-like metals or materials that don't >>> need sharp reflections ... I'm not a coder and I have no idea whether it >>> would be hard to implement but I think this feature is lacking in > Blender. >>> >>> Regards, >>> >>> Serialsiner >> >> Another thing: Did you try to use Nor textures to imitate the effect? In >> actual metal, it in fact _is_ the rough surface that gives the blurry > effect, >> so why not try to mimic it, especially with the improved OSA. > > What do you mean by Nor textures ? I've tried the Nor channel (the one for > bump mapping) but it doesn't give acceptable results ... Yes, that's what I meant. Well, was just a thought. alex@schnittenparadies.de From bf-funboard@blender.org Tue Aug 17 20:14:53 2004 From: bf-funboard@blender.org (Martin Poirier) Date: Tue, 17 Aug 2004 12:14:53 -0700 (PDT) Subject: [Bf-funboard] blur on reflections In-Reply-To: Message-ID: <20040817191453.61612.qmail@web51307.mail.yahoo.com> --- alex wrote: > > Another thing: Did you try to use Nor textures to > imitate the effect? In > actual metal, it in fact _is_ the rough surface that > gives the blurry effect, > so why not try to mimic it, especially with the > improved OSA. > > I don't know if that gives usable results, though. the roughness of brushed metal would mostly likely be subpixel size, so you'd have troubles getting a "foggy" reflection with bump maps. That's something that would be accomplished by diffuse raytracing though. (there was someone working on that IIRC). Martin __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From bf-funboard@blender.org Tue Aug 17 20:53:52 2004 From: bf-funboard@blender.org (=?iso-8859-1?q?William=20Reynish?=) Date: Tue, 17 Aug 2004 21:53:52 +0200 (CEST) Subject: [Bf-funboard] Edge Beveling In-Reply-To: <20040817132304.50143.qmail@web51309.mail.yahoo.com> Message-ID: <20040817195352.86209.qmail@web52407.mail.yahoo.com> Hmmm.... this is where we need N-gons. However, tesselation can be used for the time being. Per edge beveling would be very useful, and consistant too. --- Martin Poirier skrev: > > --- alex wrote: > > > On Tue, 17 Aug 2004, Konrad Haenel wrote: > > > > > alex wrote: > > > > > >> On Tue, 17 Aug 2004, Konrad Haenel wrote: > > >> > > >>> Another of the features I miss: > > >>> > > >>> Now that edges are part of mesh-data wouldn't > it > > be fantastic to have the > > >>> ability the bevel edges instead of the whole > > mesh? > > >> > > >> > > >> It would be totally fantastic, but sadly the > > implementation of per-edge > > >> bevelling doesn't get easier just because you > are > > able to select edges :) > > >> > > > > > > I see. Any plans to implement it nevertheless? > > > > Not really. I have no use for it, I find the > current > > functionality > > sufficient. > > > > Anyway, the code is horrific, it was a sleepless > > night, it's slow, too... > > hardly extendible... but maybe some poor soul > > decides to rewrite it some day :-) > > On a side note, the math part of the code (the part > that actually does the bevelling by moving the new > edges and all) is quite sane and smart. It wasn't > coded in a sleepless night after all ;-) > It wouldn't require much change to make it work per > edges as long as they are flagged properly. (hint to > pour soul who want to rewrite the flagging and > splitting code). > > Martin > > __________________________________________________ > Do You Yahoo!? > Tired of spam? Yahoo! Mail has the best spam > protection around > http://mail.yahoo.com > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > Yahoo! Mail (http://dk.mail.yahoo.com) - Gratis: 6 MB lagerplads, spamfilter og virusscan From bf-funboard@blender.org Tue Aug 17 21:08:46 2004 From: bf-funboard@blender.org (Martin Poirier) Date: Tue, 17 Aug 2004 13:08:46 -0700 (PDT) Subject: [Bf-funboard] Edge Beveling In-Reply-To: <20040817195352.86209.qmail@web52407.mail.yahoo.com> Message-ID: <20040817200846.31678.qmail@web51305.mail.yahoo.com> --- William Reynish wrote: > Hmmm.... this is where we need N-gons. However, > tesselation can be used for the time being. Per edge > beveling would be very useful, and consistant too. You're adding non-coplanar faces when bevelling, the last thing you'd want to do is do an ngon with them. Martin __________________________________ Do you Yahoo!? Yahoo! Mail - You care about security. So do we. http://promotions.yahoo.com/new_mail From bf-funboard@blender.org Tue Aug 17 23:48:32 2004 From: bf-funboard@blender.org (Tom Musgrove) Date: Tue, 17 Aug 2004 22:48:32 +0000 Subject: [Bf-funboard] IPO 'freezing' Message-ID: I was fiddling with some IPOs and thought it would be really nice to be able to select a section of an IPO curve and be able to 'freeze' it. By that I mean that once the portion of the curve was frozen, moving IPO handles and changing there angles in a different section would have no effect on those portions of the curve. Tom M. _________________________________________________________________ Is your PC infected? Get a FREE online computer virus scan from McAfee® Security. http://clinic.mcafee.com/clinic/ibuy/campaign.asp?cid=3963 From bf-funboard@blender.org Tue Aug 17 23:54:07 2004 From: bf-funboard@blender.org (Tom Musgrove) Date: Tue, 17 Aug 2004 22:54:07 +0000 Subject: [Bf-funboard] sketch IPO Message-ID: I'd like to be able to say, draw a freehand line and use that as a basis for my ipo curve. Tom M. _________________________________________________________________ Don’t just search. Find. Check out the new MSN Search! http://search.msn.click-url.com/go/onm00200636ave/direct/01/ From bf-funboard@blender.org Wed Aug 18 00:14:12 2004 From: bf-funboard@blender.org (trip) Date: Tue, 17 Aug 2004 19:14:12 -0400 Subject: [Bf-funboard] Edge Beveling In-Reply-To: References: <41214227.2030304@konrad-haenel.de> <41021CEB-EFDE-11D8-9241-000A958BAAEC@spymac.com> Message-ID: <26774D8C-F0A3-11D8-9BA5-000A958BAAEC@spymac.com> > On Mon, 16 Aug 2004, trip wrote: > >> We can select edges ? How? is it still the old alt right click? Why >> can we not have auto fast select like wings? Or can it do this now? > > What is "auto fast select"? When you wave the mouse over a mesh's edge it will highlight the edge and then clicking on the highlight will select it, in addition to this if you continue to hold the mouse click down it will select all other edges the mouse comes in contact with like painting a selection. So for blender it would be the rightclick to select and the only difference in the workflow of today in blender would be the auto highlight and the 'paint' select. In Wings3d and Silo you have the option to change the select mode from all of one type face edge and vertices for auto select. From bf-funboard@blender.org Wed Aug 18 09:54:45 2004 From: bf-funboard@blender.org (Nathan Letwory) Date: Wed, 18 Aug 2004 11:54:45 +0300 (EEST) Subject: [Bf-funboard] Developer services down on Thursday, 19 August Message-ID: <3392.194.100.157.20.1092819285.squirrel@webmail.neutech.fi> On Thursday, 19 August, projects.blender.org, CVS and the mailinglists will be migrated to a new server. During this period those services will be offline. We expect it to last no longer than a day. blender.org, blender3d.org and irc are not affected by this. This means we all get a day off :) /Nathan From bf-funboard@blender.org Wed Aug 18 15:08:40 2004 From: bf-funboard@blender.org (Daniel Barbeau) Date: Wed, 18 Aug 2004 16:08:40 +0200 Subject: [Bf-funboard] blur on reflections References: <20040817191453.61612.qmail@web51307.mail.yahoo.com> Message-ID: > That's something that would be accomplished by diffuse > raytracing though. (there was someone working on that > IIRC). > > Martin yes find the patched version here: http://dani2.chez.tiscali.fr or directly: http://dani2.chez.tiscali.fr/winblenderpatch.zip (but tiscali doesn't really support direct linking, try "save target as...") it's the one called patched bf-blender. I have been unable to keep the patch up to date, my compiling environement is OOS... It is optimised for athlon xp... what would you do with another processor anyway ;) in case it doesn't work on your system, there is another build with NO optimisation here: http://dani1.chez.tiscali.fr/winblenderpatchno.zip for windows... I think I only put the executable, the other libs needed are the ones that come with the official blender. Thanks Ray Wells, aka BlackMage aka f00f for this work. Ciao Dani From bf-funboard@blender.org Wed Aug 18 19:09:11 2004 From: bf-funboard@blender.org (Serialsiner) Date: Wed, 18 Aug 2004 20:09:11 +0200 Subject: [Bf-funboard] blur on reflections References: <20040817191453.61612.qmail@web51307.mail.yahoo.com> Message-ID: <000701c4854e$76ca9df0$35c8fea9@rodriguez> Thanks a lot Dani, but My Graphic Card doesn't like this patch !! Blender crashed and XP turned my monitor to VGA ... ----- Original Message ----- From: "Daniel Barbeau" To: Sent: Wednesday, August 18, 2004 4:08 PM Subject: Re: [Bf-funboard] blur on reflections > > That's something that would be accomplished by diffuse > > raytracing though. (there was someone working on that > > IIRC). > > > > Martin > > yes find the patched version here: > > http://dani2.chez.tiscali.fr > or directly: > http://dani2.chez.tiscali.fr/winblenderpatch.zip (but tiscali doesn't > really support direct linking, try "save target as...") > > > it's the one called patched bf-blender. > I have been unable to keep the patch up to date, my compiling > environement is OOS... > > It is optimised for athlon xp... what would you do with another > processor anyway ;) > in case it doesn't work on your system, there is another build with NO > optimisation here: > > http://dani1.chez.tiscali.fr/winblenderpatchno.zip > > for windows... > > I think I only put the executable, the other libs needed are the ones > that come with the official blender. > > Thanks Ray Wells, aka BlackMage aka f00f for this work. > > Ciao > Dani > > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard From bf-funboard@blender.org Wed Aug 18 20:08:22 2004 From: bf-funboard@blender.org (alex) Date: Wed, 18 Aug 2004 21:08:22 +0200 (CEST) Subject: [Bf-funboard] blur on reflections In-Reply-To: <000701c4854e$76ca9df0$35c8fea9@rodriguez> References: <20040817191453.61612.qmail@web51307.mail.yahoo.com> <000701c4854e$76ca9df0$35c8fea9@rodriguez> Message-ID: On Wed, 18 Aug 2004, Serialsiner wrote: > Thanks a lot Dani, but My Graphic Card doesn't like this patch !! Blender > crashed and XP turned my monitor to VGA ... What do renderer changes have to do with your graphics card? alex@schnittenparadies.de From bf-funboard@blender.org Wed Aug 18 22:33:47 2004 From: bf-funboard@blender.org (Tom Musgrove) Date: Wed, 18 Aug 2004 21:33:47 +0000 Subject: [Bf-funboard] Some useful features from other modeling tools Message-ID: I've been looking over two modeling programs - amorphium 3d and solidThinking Here are some of the useful features I found Amorhpium 3d - has a really impressive modeling tool called wax modeling. This is by far the easiest and most intuitive modeling tool I've come across. Start with a geometric primitive(ball, cube, cone, etc) and then build it or cut into it progressively by adding wax or melting wax respectively. Amorphium also has a number of other useful features - a fairly wide array of distortion effects. Tools for wieghted morphing (interpolated or vertex matching). The ability to do masking (via vertex painting) to have areas not affected by distortion or other tools. This review will give you a better idea of what it can do visually, although I'd highly recommend downloading the demo. http://www.wdvl.com/Authoring/Flash/Dev/flashdev4-1.html The next tool is Solidthinking - it has a large number of surface creation tools that are nice (variations on the loft tool mostly). FillPath. Create a surface by filling one or more selected curves. Skin. Create a surface that fits across a number of cross-sectional curves by a smooth interpolation. Rule. Create a surface that fits across a number of cross-sectional curves by a linear interpolation. Pipe. Create a surface by sweeping a cross sectional profile curve along a second path. Birail. Create a surface by sweeping a profile curve along two path curves. Trim surface. Interactively trim a surface and retain specified regions of the surface while discarding others by projecting a curve on it. Blend. A new technique to build accurate surface forming a blending between two surface edges. 3sides. Create a surface blended between three boundary curves. Coons. Create a surface that is fitted between four arbitrary boundary curves. N-Side modeling tool. Create a surface that is fitted between "n" arbitrary boundary curves. Curves Network. Create a surface by interpolating a network of curves. Fit points. Create a surface from a point cloud data sets. Make manifold. Creates a manifold object starting from non-manifold surfaces or objects. Linear Stretch. Stretch an object along a path curve. http://www.solidthinking.com/products/New_in_5.5_ENG.htm Lastly I had an idea unrelated to the above that might be useful for both modeling texturing. Basically creation of a virtual environment and allow it to 'weather' objects. Would be really useful for realistic automated rusting, dirt or dust accumulation, fading, and wear due to rain. Tom M. _________________________________________________________________ Get ready for school! Find articles, homework help and more in the Back to School Guide! http://special.msn.com/network/04backtoschool.armx From bf-funboard@blender.org Wed Aug 18 22:47:38 2004 From: bf-funboard@blender.org (Serialsiner) Date: Wed, 18 Aug 2004 23:47:38 +0200 Subject: [Bf-funboard] blur on reflections References: <20040817191453.61612.qmail@web51307.mail.yahoo.com> <000701c4854e$76ca9df0$35c8fea9@rodriguez> Message-ID: <000e01c4856c$fb35b660$35c8fea9@rodriguez> ----- Original Message ----- From: "alex" To: Sent: Wednesday, August 18, 2004 9:08 PM Subject: Re: [Bf-funboard] blur on reflections > > On Wed, 18 Aug 2004, Serialsiner wrote: > > > Thanks a lot Dani, but My Graphic Card doesn't like this patch !! Blender > > crashed and XP turned my monitor to VGA ... > > What do renderer changes have to do with your graphics card? > I don't know but it just happened after installing the patched version and while using it ... maybe it's XP, I'm not really sure. > alex@schnittenparadies.de > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard From bf-funboard@blender.org Wed Aug 18 23:35:02 2004 From: bf-funboard@blender.org (Bart) Date: Thu, 19 Aug 2004 00:35:02 +0200 Subject: [Bf-funboard] Feature proposal Message-ID: <4123D996.9030701@neeneenee.de> I created a feature proposal and updating it offen: http://www.neeneenee.de/blender/features/ The BF-Committers told me better post it here. Latest additions: # Correct Knife Behavior # A perfect Boolean # Save files compressed -- |\/\/\/| | | | (O)(O) Bart. C _) bart@neeneenee.de | ,_/ | / - Ich bin nicht berechtigt Aushilfslehrer zu feuern - / \ http://www.neeneenee.de From bf-funboard@blender.org Thu Aug 19 00:11:13 2004 From: bf-funboard@blender.org (=?iso-8859-1?q?William=20Reynish?=) Date: Thu, 19 Aug 2004 01:11:13 +0200 (CEST) Subject: [Bf-funboard] sketch IPO In-Reply-To: Message-ID: <20040818231113.81710.qmail@web52409.mail.yahoo.com> You can Ctrl-click in the IPO window to draw an IPO curve from scratch or to add detail to another one. It's pretty cool. --- Tom Musgrove skrev: > I'd like to be able to say, draw a freehand line and > use that as a basis for > my ipo curve. > > Tom M. > > _________________________________________________________________ > Don’t just search. Find. Check out the new MSN > Search! > http://search.msn.click-url.com/go/onm00200636ave/direct/01/ > > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > Yahoo! Mail (http://dk.mail.yahoo.com) - Gratis: 6 MB lagerplads, spamfilter og virusscan From bf-funboard@blender.org Thu Aug 19 15:37:57 2004 From: bf-funboard@blender.org (Daniel Barbeau) Date: Thu, 19 Aug 2004 16:37:57 +0200 Subject: [Bf-funboard] blur on reflections References: <20040817191453.61612.qmail@web51307.mail.yahoo.com> <000701c4854e$76ca9df0$35c8fea9@rodriguez> <000e01c4856c$fb35b660$35c8fea9@rodriguez> Message-ID: hum... serialsiner... try again ; ) can't help you much... maybe on IRC, #blender-fr or #blenderchat... even the non-optimised version? what's your processor? Dani From bf-funboard@blender.org Thu Aug 19 16:47:17 2004 From: bf-funboard@blender.org (Serialsiner) Date: Thu, 19 Aug 2004 17:47:17 +0200 Subject: [Bf-funboard] blur on reflections References: <20040817191453.61612.qmail@web51307.mail.yahoo.com> <000701c4854e$76ca9df0$35c8fea9@rodriguez> <000e01c4856c$fb35b660$35c8fea9@rodriguez> Message-ID: <000c01c48603$ce7e3ce0$35c8fea9@rodriguez> Surprisingly, the optimized version works perfectly, even with my Pentium 4 : )) Gonna help me a lot for my current project, thx again. Serialsiner ----- Original Message ----- From: "Daniel Barbeau" To: Sent: Thursday, August 19, 2004 4:37 PM Subject: Re: [Bf-funboard] blur on reflections > hum... serialsiner... try again ; ) > > can't help you much... maybe on IRC, #blender-fr or #blenderchat... > even the non-optimised version? > > what's your processor? > > Dani > > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard From tommusgrove__ at hotmail.com Fri Aug 20 06:21:35 2004 From: tommusgrove__ at hotmail.com (Tom Musgrove) Date: Fri Aug 20 07:08:16 2004 Subject: [Bf-funboard] Zbrush demo videos, some neat features Message-ID: ZBrush has some really amazing demo videos on the modeling capabilities. Some of the freatures that stood out were modeling with Z-spheres, using a selection rectangle to hide all geometry except for what is being worked on (ie a portion of a model), having multiple levels of resolution of the same model, and using masking for extrusion. http://pixologic.com/zbrush/media_links/movies.html Tom M. _________________________________________________________________ Check out Election 2004 for up-to-date election news, plus voter tools and more! http://special.msn.com/msn/election2004.armx From DanielPGB_Vasquez at hotmail.com Fri Aug 20 18:12:25 2004 From: DanielPGB_Vasquez at hotmail.com (Daniel Barbeau) Date: Fri Aug 20 19:15:37 2004 Subject: [Bf-funboard] blur on reflections References: <20040817191453.61612.qmail@web51307.mail.yahoo.com> <000701c4854e$76ca9df0$35c8fea9@rodriguez> <000e01c4856c$fb35b660$35c8fea9@rodriguez> <000c01c48603$ce7e3ce0$35c8fea9@rodriguez> Message-ID: > Surprisingly, the optimized version works perfectly, even with my Pentium 4 > : )) Gonna help me a lot for my current project, thx again. > > Serialsiner you're welcome :] I'd just like to give some more precisions about this patch : -soft shadows for all lamps -soft reflections -soft transparencies on per-object attribute. Thanks Ray for this... hope he continues his work! Dani From bart at neeneenee.de Sat Aug 21 23:53:58 2004 From: bart at neeneenee.de (Bart) Date: Sat Aug 21 23:54:48 2004 Subject: [Bf-funboard] Feature proposal update again Message-ID: <4127C476.4090502@neeneenee.de> a small update at "Missing Behaviors for weighted Subsurf": http://www.neeneenee.de/blender/features/#6 and "More hints at the 3D View header": http://www.neeneenee.de/blender/features/#13 -- |\/\/\/| | | | (O)(O) Bart. C _) bart@neeneenee.de | ,_/ | / - Ich soll nicht die Kletterstange einfetten. - / \ http://www.neeneenee.de From Carsten.Wartmann at imago-viva.de Mon Aug 23 16:43:49 2004 From: Carsten.Wartmann at imago-viva.de (Carsten Wartmann) Date: Mon Aug 23 16:43:53 2004 Subject: [Bf-funboard] Zbrush demo videos, some neat features In-Reply-To: References: Message-ID: <412A02A5.8090002@imago-viva.de> Tom Musgrove schrieb: > ZBrush has some really amazing demo videos on the modeling capabilities. > > Some of the freatures that stood out were modeling with Z-spheres, using > a selection rectangle to hide all geometry except for what is being > worked on (ie a portion of a model), having multiple levels of > resolution of the same model, and using masking for extrusion. I had the chance to try myself a bit, I only had the tutorials which came with the app itself, so I could not get very far in my "skills". But what I can say is that this programm is quite different and hard to get the concepts behind. The good thing is that the OBJ exporter works very well together with Blender! Greetings, Carsten. From postmaster at kuehberger.net Tue Aug 24 10:46:57 2004 From: postmaster at kuehberger.net (=?ISO-8859-1?Q?Mag._Karl_K=FChberger?=) Date: Wed Aug 25 18:32:11 2004 Subject: [Bf-funboard] sketch IPO In-Reply-To: <20040818231113.81710.qmail@web52409.mail.yahoo.com> References: <20040818231113.81710.qmail@web52409.mail.yahoo.com> Message-ID: <2860EC7A-F5AA-11D8-9838-000A9598D66C@kuehberger.net> i tried it, it's really cool!! but trying it, i got a new idea: it would be very nice being able to import any curve (i. e. from illustrator) and "translate" it into an ipo-curve. maybe it is not interesting for many blender-users, but it would be very cool for abstract animations, i.e. in a musical context. as i am not a coder, i don't know how difficult the implementation of such a feature ist. maybe there is a talented and interested coder out there to do this job. would be great!! carlinhos Am 19.08.2004 um 01:11 schrieb William Reynish: > You can Ctrl-click in the IPO window to draw an IPO > curve from scratch or to add detail to another one. > > It's pretty cool. > > --- Tom Musgrove skrev: >> I'd like to be able to say, draw a freehand line and >> use that as a basis for >> my ipo curve. >> >> Tom M. >> >> > _________________________________________________________________ >> Don?t just search. Find. Check out the new MSN >> Search! >> > http://search.msn.click-url.com/go/onm00200636ave/direct/01/ >> >> _______________________________________________ >> Bf-funboard mailing list >> Bf-funboard@blender.org >> http://www.blender.org/mailman/listinfo/bf-funboard >> > > Yahoo! Mail (http://dk.mail.yahoo.com) - Gratis: 6 MB lagerplads, > spamfilter og virusscan > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@blender.org > http://www.blender.org/mailman/listinfo/bf-funboard > From alex at schnittenparadies.de Wed Aug 25 19:10:03 2004 From: alex at schnittenparadies.de (alex) Date: Wed Aug 25 19:10:12 2004 Subject: [Bf-funboard] sketch IPO In-Reply-To: <2860EC7A-F5AA-11D8-9838-000A9598D66C@kuehberger.net> References: <20040818231113.81710.qmail@web52409.mail.yahoo.com> <2860EC7A-F5AA-11D8-9838-000A9598D66C@kuehberger.net> Message-ID: On Tue, 24 Aug 2004, [ISO-8859-1] Mag. Karl Kühberger wrote: > i tried it, it's really cool!! > but trying it, i got a new idea: it would be very nice > being able to import any curve (i. e. from illustrator) > and "translate" it into an ipo-curve. maybe it is not > interesting for many blender-users, but it would be > very cool for abstract animations, i.e. in a musical > context. > as i am not a coder, i don't know how difficult the > implementation of such a feature ist. maybe there > is a talented and interested coder out there to do > this job. would be great!! Already possible with Python. alex@schnittenparadies.de From kuehberger at gmx.net Wed Aug 25 19:29:01 2004 From: kuehberger at gmx.net (=?ISO-8859-1?Q?Mag._Karl_K=FChberger?=) Date: Wed Aug 25 19:26:51 2004 Subject: [Bf-funboard] sketch IPO In-Reply-To: References: <20040818231113.81710.qmail@web52409.mail.yahoo.com> <2860EC7A-F5AA-11D8-9838-000A9598D66C@kuehberger.net> Message-ID: <4149D402-F6BC-11D8-8E42-000A9598D66C@gmx.net> Am 25.08.2004 um 19:10 schrieb alex: > On Tue, 24 Aug 2004, [ISO-8859-1] Mag. Karl K?hberger wrote: > >> i tried it, it's really cool!! >> but trying it, i got a new idea: it would be very nice >> being able to import any curve (i. e. from illustrator) >> and "translate" it into an ipo-curve. maybe it is not >> interesting for many blender-users, but it would be >> very cool for abstract animations, i.e. in a musical >> context. >> as i am not a coder, i don't know how difficult the >> implementation of such a feature ist. maybe there >> is a talented and interested coder out there to do >> this job. would be great!! > > Already possible with Python. > > > alex@schnittenparadies.de______________________________________________ > _ > Bf-funboard mailing list > Bf-funboard@projects.blender.org > http://projects.blender.org/mailman/listinfo/bf-funboard > I don't know anything about Python. Is there a Python script which a can download, where can I get it? From alex at schnittenparadies.de Wed Aug 25 19:31:24 2004 From: alex at schnittenparadies.de (alex) Date: Wed Aug 25 19:31:27 2004 Subject: [Bf-funboard] sketch IPO In-Reply-To: <4149D402-F6BC-11D8-8E42-000A9598D66C@gmx.net> References: <20040818231113.81710.qmail@web52409.mail.yahoo.com> <2860EC7A-F5AA-11D8-9838-000A9598D66C@kuehberger.net> <4149D402-F6BC-11D8-8E42-000A9598D66C@gmx.net> Message-ID: On Wed, 25 Aug 2004, [ISO-8859-1] Mag. Karl Kühberger wrote: >> Already possible with Python. >> >> >> alex@schnittenparadies.de_______________________________________________ >> Bf-funboard mailing list >> Bf-funboard@projects.blender.org >> http://projects.blender.org/mailman/listinfo/bf-funboard >> > > I don't know anything about Python. Is there a Python script > which a can download, where can I get it? Sorry, I don't know if there are existing python scripts, but I think to synchronize IPOs to music, there's something called "BlendedMidi". alex@schnittenparadies.de From jmsoler at free.fr Wed Aug 25 19:47:53 2004 From: jmsoler at free.fr (jmsoler) Date: Wed Aug 25 19:42:37 2004 Subject: [Bf-funboard] sketch IPO In-Reply-To: <2860EC7A-F5AA-11D8-9838-000A9598D66C@kuehberger.net> References: <20040818231113.81710.qmail@web52409.mail.yahoo.com> <2860EC7A-F5AA-11D8-9838-000A9598D66C@kuehberger.net> Message-ID: <412CD0C9.8090607@free.fr> Mag. Karl K?hberger wrote: > i tried it, it's really cool!! > but trying it, i got a new idea: it would be very nice > being able to import any curve (i. e. from illustrator... In the scripts windows, there is the menu "paths import"... -jm- From bart at neeneenee.de Wed Aug 25 21:52:28 2004 From: bart at neeneenee.de (Bart) Date: Wed Aug 25 21:53:17 2004 Subject: [Bf-funboard] Feature proposal update: Different Cursors for Blender Message-ID: <412CEDFC.9090103@neeneenee.de> Ok and here comes next: Different Cursors for Blender: http://www.neeneenee.de/blender/features/ -- |\/\/\/| | | | (O)(O) Bart. C _) bart@neeneenee.de | ,_/ | / - Ich soll nicht die Kletterstange einfetten. - / \ http://www.neeneenee.de From famrom at infernal-iceberg.com Wed Aug 25 22:28:14 2004 From: famrom at infernal-iceberg.com (GSR - FR) Date: Wed Aug 25 22:28:23 2004 Subject: [Bf-funboard] Re: Feature proposal update: Different Cursors for Blender In-Reply-To: <412CEDFC.9090103@neeneenee.de>; from bart@neeneenee.de on Wed, Aug 25, 2004 at 09:52:28PM +0200 References: <412CEDFC.9090103@neeneenee.de> Message-ID: <20040825222814.A4088@blitzkrieg.battleship> bart@neeneenee.de (2004-08-25 at 2152.28 +0200): > Different Cursors for Blender: > http://www.neeneenee.de/blender/features/ DT was working on that (it should be in the archives), and I had some pixmaps done in the format he wanted. IIRC the idea was that colours (only two) was themable like other UI parts without inverse video mode, 16*16 size, to suit all plataforms. But both of us are busy for the moment, so topic is frozen (volunteers, real life, etc, etc). GSR From bart at neeneenee.de Wed Aug 25 22:48:59 2004 From: bart at neeneenee.de (Bart) Date: Wed Aug 25 22:49:42 2004 Subject: [Bf-funboard] Re: Feature proposal update: Different Cursors for Blender In-Reply-To: <20040825222814.A4088@blitzkrieg.battleship> References: <412CEDFC.9090103@neeneenee.de> <20040825222814.A4088@blitzkrieg.battleship> Message-ID: <412CFB3B.3030704@neeneenee.de> that's interesting, the idea to make the two color themeable sounds great. My cursors have two color too and fit into 16x16. Is there a picture of your cursors? I tried to make my cursors alway viewable and most of them has a midpoint for exact placement, alignment etc. GSR - FR wrote: > bart@neeneenee.de (2004-08-25 at 2152.28 +0200): > >>Different Cursors for Blender: >>http://www.neeneenee.de/blender/features/ > > > DT was working on that (it should be in the archives), and I had some > pixmaps done in the format he wanted. IIRC the idea was that colours > (only two) was themable like other UI parts without inverse video > mode, 16*16 size, to suit all plataforms. But both of us are busy for > the moment, so topic is frozen (volunteers, real life, etc, etc). > > GSR > > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@projects.blender.org > http://projects.blender.org/mailman/listinfo/bf-funboard > -- |\/\/\/| | | | (O)(O) Bart. C _) bart@neeneenee.de | ,_/ | / - Ich bin nicht berechtigt Aushilfslehrer zu feuern - / \ http://www.neeneenee.de From ingiebee at hotmail.com Wed Aug 25 22:53:29 2004 From: ingiebee at hotmail.com (Ingie Bee) Date: Wed Aug 25 22:59:30 2004 Subject: [Bf-funboard] Feature proposal update: Different Cursors for Blender Message-ID: An HTML attachment was scrubbed... URL: http://projects.blender.org/pipermail/bf-funboard/attachments/20040825/72b762ba/attachment.htm From iljwamh1234567890 at hotmail.com Thu Aug 26 08:37:28 2004 From: iljwamh1234567890 at hotmail.com (Luke Wenke) Date: Thu Aug 26 08:34:17 2004 Subject: [Bf-funboard] Text Editor Functionality Critique References: <41003C80.6050205@pablosbrain.com> <72A7B4C2-DC30-11D8-93EE-000A958BAAEC@spymac.com> <65FA0817-DC35-11D8-93EE-000A958BAAEC@spymac.com> Message-ID: Hi, Basically this is about my suggestions for making the Blender text editor more user-friendly/polished and letting people be more productive. http://www.users.on.net/~wenke/blender/BlenderTextEditorCritique.html - Luke. From rwenzlaff at soylent-green.com Thu Aug 26 14:44:28 2004 From: rwenzlaff at soylent-green.com (Robert Wenzlaff) Date: Thu Aug 26 14:44:34 2004 Subject: [Bf-funboard] Re: Feature proposal update: Different Cursors =?iso-8859-1?q?for Blender?= In-Reply-To: <412CFB3B.3030704@neeneenee.de> References: <412CEDFC.9090103@neeneenee.de> <20040825222814.A4088@blitzkrieg.battleship> <412CFB3B.3030704@neeneenee.de> Message-ID: <200408260844.28794.rwenzlaff@soylent-green.com> On Wednesday 25 August 2004 16:48, Bart wrote: > that's interesting, the idea to make the two color themeable sounds > great. My cursors have two color too and fit into 16x16. Is there a > picture of your cursors? They can be 16x16 or 32x32, with the caveate being that you should have a matching 16x16 for every 32x32 since the use of large cursors is a user option. Currently they areonly B&W, but could be any 2 colors (2 color is a limit of X windows, and there is no X extention that is standard on all platforms.) There is a tool in the Tools directory that allows you to draw cursors, and generate the arrays needed to impliment them. MakeCursor.py -- ************************************************************* You may be a hacker if. . . More than 15% of your Hard Drive consists of core dumps. . . And you buy a larger drive so you can keep them. ************************************************************* Robert Wenzlaff rwenzlaff@soylent-green.com From wreynish at yahoo.dk Thu Aug 26 22:44:35 2004 From: wreynish at yahoo.dk (=?iso-8859-1?q?William=20Reynish?=) Date: Thu Aug 26 22:44:39 2004 Subject: [Bf-funboard] Text Editor Functionality Critique In-Reply-To: Message-ID: <20040826204435.69259.qmail@web52406.mail.yahoo.com> Good ideas, I agree on all of the points except changing the Convert to 3D Text hotkey. I know your suggestion makes more sence, but it could create cinfusion since you suggest a hotkey that is currently used for something else (Alt-C). I know you propose to change it to Ctrl-C, a sane suggestion, but still, I don't think it's necesary to cange Alt-M. I hope this gets done, however very few seems to be interested in this kind of thing. I find it important - hope someone picks up on this one. --- Luke Wenke skrev: > Hi, > Basically this is about my suggestions for making > the Blender text editor > more user-friendly/polished and letting people be > more productive. > > http://www.users.on.net/~wenke/blender/BlenderTextEditorCritique.html > > - Luke. > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@projects.blender.org > http://projects.blender.org/mailman/listinfo/bf-funboard > Yahoo! Mail (http://dk.mail.yahoo.com) - Gratis: 6 MB lagerplads, spamfilter og virusscan From public at konrad-haenel.de Fri Aug 27 02:40:35 2004 From: public at konrad-haenel.de (Konrad Haenel) Date: Fri Aug 27 02:40:52 2004 Subject: [Bf-funboard] Text Editor Functionality Critique In-Reply-To: <20040826204435.69259.qmail@web52406.mail.yahoo.com> References: <20040826204435.69259.qmail@web52406.mail.yahoo.com> Message-ID: <412E8303.90207@konrad-haenel.de> Most of it sounds quite reasonable. The whole idea of sticking to common shortcuts is quite appealing (especially ctrl-z for undo). William Reynish wrote: >Good ideas, I agree on all of the points except >changing the Convert to 3D Text hotkey. I know your >suggestion makes more sence, but it could create >cinfusion since you suggest a hotkey that is currently >used for something else (Alt-C). I know you propose to >change it to Ctrl-C, a sane suggestion, but still, I >don't think it's necesary to cange Alt-M. > >I hope this gets done, however very few seems to be >interested in this kind of thing. I find it important >- hope someone picks up on this one. > > --- Luke Wenke skrev: > > > >>Hi, >>Basically this is about my suggestions for making >>the Blender text editor >>more user-friendly/polished and letting people be >>more productive. >> >> >> >> >http://www.users.on.net/~wenke/blender/BlenderTextEditorCritique.html > > >>- Luke. >>_______________________________________________ >>Bf-funboard mailing list >>Bf-funboard@projects.blender.org >> >> >> >http://projects.blender.org/mailman/listinfo/bf-funboard > > >> >> >> > >Yahoo! Mail (http://dk.mail.yahoo.com) - Gratis: 6 MB lagerplads, spamfilter og virusscan >_______________________________________________ >Bf-funboard mailing list >Bf-funboard@projects.blender.org >http://projects.blender.org/mailman/listinfo/bf-funboard > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://projects.blender.org/pipermail/bf-funboard/attachments/20040827/c596cd64/attachment.html From iljwamh1234567890 at hotmail.com Fri Aug 27 02:45:34 2004 From: iljwamh1234567890 at hotmail.com (Luke Wenke) Date: Fri Aug 27 02:42:20 2004 Subject: [Bf-funboard] Text Editor Functionality Critique References: <20040826204435.69259.qmail@web52406.mail.yahoo.com> Message-ID: About the existing Alt-C function... it is "copy". Currently it uses Alt-C and Ctrl-C. It is just the menu that tells you about the Alt-C hotkey for "copy"... even though Ctrl-C is already a hotkey for "copy". If lots of hotkeys are changed in the text editor at once, people would make sure they check the menu to see what the new hotkeys are. They'd see that the new hotkey for "copy" is Ctrl-C (well it was the old hotkey as well). I'd think that most users would have been using Ctrl-C for copy in blender anyway since they'd be used to doing that in other programs, and Alt-C is quite awkard for me, and Ctrl-C has always worked in Blender anyway. You're right that it could cause some confusion, but the worst thing that would happen is that they'd create a few 3d objects when they thought they were copying text. They'd soon work out that the former "copy" hotkey is no longer working and try the standard hotkey (Ctrl-C) or use the menu and see the hotkey. I think over time it would make people more productive... alt-C is easier to reach, and it would be easier for new users to remember the hotkeys (since Alt-C is more like "Convert to 3D text" than Alt-M is). Since it is quite a change perhaps it could happen in version 2.4 or 3.0 or something. - Luke. ----- Original Message ----- > Good ideas, I agree on all of the points except > changing the Convert to 3D Text hotkey. I know your > suggestion makes more sence, but it could create > cinfusion since you suggest a hotkey that is currently > used for something else (Alt-C). I know you propose to > change it to Ctrl-C, a sane suggestion, but still, I > don't think it's necesary to cange Alt-M. ........ From cbarton at metavr.com Fri Aug 27 13:11:04 2004 From: cbarton at metavr.com (Campbell Barton) Date: Fri Aug 27 12:24:47 2004 Subject: [Bf-funboard] Re: Feature proposal update: Different Cursors for Blender In-Reply-To: <412CFB3B.3030704@neeneenee.de> References: <412CEDFC.9090103@neeneenee.de> <20040825222814.A4088@blitzkrieg.battleship> <412CFB3B.3030704@neeneenee.de> Message-ID: <412F16C8.8080608@metavr.com> Bart, some of your cursors look liek photoshop ripoffs, tho I havent checked- Blender probably needs to avoid infringing on copyright. Bart wrote: > > that's interesting, the idea to make the two color themeable sounds > great. My cursors have two color too and fit into 16x16. Is there a > picture of your cursors? > > I tried to make my cursors alway viewable and most of them has a > midpoint for exact placement, alignment etc. > > GSR - FR wrote: > >> bart@neeneenee.de (2004-08-25 at 2152.28 +0200): >> >>> Different Cursors for Blender: >>> http://www.neeneenee.de/blender/features/ >> >> >> >> DT was working on that (it should be in the archives), and I had some >> pixmaps done in the format he wanted. IIRC the idea was that colours >> (only two) was themable like other UI parts without inverse video >> mode, 16*16 size, to suit all plataforms. But both of us are busy for >> the moment, so topic is frozen (volunteers, real life, etc, etc). >> >> GSR >> >> _______________________________________________ >> Bf-funboard mailing list >> Bf-funboard@projects.blender.org >> http://projects.blender.org/mailman/listinfo/bf-funboard >> > > -- Campbell J Barton 133 Hope Street Geelong West, Victoria 3218 Australia URL: http://www.metavr.com e-mail: cbarton@metavr.com phone: AU (03) 5229 0241 From bart at neeneenee.de Fri Aug 27 13:31:45 2004 From: bart at neeneenee.de (Bart) Date: Fri Aug 27 13:32:49 2004 Subject: [Bf-funboard] Re: Feature proposal update: Different Cursors for Blender In-Reply-To: <412F16C8.8080608@metavr.com> References: <412CEDFC.9090103@neeneenee.de> <20040825222814.A4088@blitzkrieg.battleship> <412CFB3B.3030704@neeneenee.de> <412F16C8.8080608@metavr.com> Message-ID: <412F1BA1.3010202@neeneenee.de> I painted them all by hand, no hook from other apps. Campbell Barton wrote: > Bart, some of your cursors look liek photoshop ripoffs, tho I havent > checked- Blender probably needs to avoid infringing on copyright. > > Bart wrote: > >> >> that's interesting, the idea to make the two color themeable sounds >> great. My cursors have two color too and fit into 16x16. Is there a >> picture of your cursors? >> >> I tried to make my cursors alway viewable and most of them has a >> midpoint for exact placement, alignment etc. >> >> GSR - FR wrote: >> >>> bart@neeneenee.de (2004-08-25 at 2152.28 +0200): >>> >>>> Different Cursors for Blender: >>>> http://www.neeneenee.de/blender/features/ >>> >>> >>> >>> >>> DT was working on that (it should be in the archives), and I had some >>> pixmaps done in the format he wanted. IIRC the idea was that colours >>> (only two) was themable like other UI parts without inverse video >>> mode, 16*16 size, to suit all plataforms. But both of us are busy for >>> the moment, so topic is frozen (volunteers, real life, etc, etc). >>> >>> GSR >>> >>> _______________________________________________ >>> Bf-funboard mailing list >>> Bf-funboard@projects.blender.org >>> http://projects.blender.org/mailman/listinfo/bf-funboard >>> >> >> > > From wreynish at yahoo.dk Fri Aug 27 22:54:07 2004 From: wreynish at yahoo.dk (=?iso-8859-1?q?William=20Reynish?=) Date: Fri Aug 27 22:54:10 2004 Subject: [Bf-funboard] Re: Feature proposal update: Different Cursors for Blender In-Reply-To: <412F1BA1.3010202@neeneenee.de> Message-ID: <20040827205407.44200.qmail@web52410.mail.yahoo.com> I think they are quite brilliant - if you come form Flash or Photoshop etc you will instantly recognise these cursors, which is good, yet they are slightly unique and share a common style. --- Bart skrev: > > I painted them all by hand, no hook from other apps. > > Campbell Barton wrote: > > Bart, some of your cursors look liek photoshop > ripoffs, tho I havent > > checked- Blender probably needs to avoid > infringing on copyright. > > > > Bart wrote: > > > >> > >> that's interesting, the idea to make the two > color themeable sounds > >> great. My cursors have two color too and fit into > 16x16. Is there a > >> picture of your cursors? > >> > >> I tried to make my cursors alway viewable and > most of them has a > >> midpoint for exact placement, alignment etc. > >> > >> GSR - FR wrote: > >> > >>> bart@neeneenee.de (2004-08-25 at 2152.28 +0200): > >>> > >>>> Different Cursors for Blender: > >>>> http://www.neeneenee.de/blender/features/ > >>> > >>> > >>> > >>> > >>> DT was working on that (it should be in the > archives), and I had some > >>> pixmaps done in the format he wanted. IIRC the > idea was that colours > >>> (only two) was themable like other UI parts > without inverse video > >>> mode, 16*16 size, to suit all plataforms. But > both of us are busy for > >>> the moment, so topic is frozen (volunteers, real > life, etc, etc). > >>> > >>> GSR > >>> > >>> _______________________________________________ > >>> Bf-funboard mailing list > >>> Bf-funboard@projects.blender.org > >>> > http://projects.blender.org/mailman/listinfo/bf-funboard > >>> > >> > >> > > > > > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@projects.blender.org > http://projects.blender.org/mailman/listinfo/bf-funboard > Yahoo! Mail (http://dk.mail.yahoo.com) - Gratis: 6 MB lagerplads, spamfilter og virusscan From the3d_hut at yahoo.com.ar Sat Aug 28 01:47:01 2004 From: the3d_hut at yahoo.com.ar (=?iso-8859-1?q?malefico=20andauer?=) Date: Sat Aug 28 01:47:05 2004 Subject: [Bf-funboard] Question about CVS and SSH In-Reply-To: <20040827100008.4EA3C1C0700@bserve2.blender.org> Message-ID: <20040827234701.25791.qmail@web60509.mail.yahoo.com> Hi, I'm having problems to access to CVS. I have re-entered password as described in projects.org, changed "pserver" for "ext" and everything, but it keeps kicking me out when entering password (in projects.org it says I have to use the same password as in site). Moreover, when logging in, "My Page" is not shown but an "Error: Permission Denied" text instead (though it looks like as if I was in fact logged in). Anyway, maybe I just have to wait a couple of days or resend the confirmation email ? Anybody else is having problems ? Cheers malefico. ___________________________________________________________ 100mb gratis, Antivirus y Antispam Correo Yahoo!, el mejor correo web del mundo http://correo.yahoo.com.ar From bart at neeneenee.de Sat Aug 28 20:43:49 2004 From: bart at neeneenee.de (Bart) Date: Sat Aug 28 20:44:52 2004 Subject: [Bf-funboard] Re: Feature proposal update: Different Cursors for Blender In-Reply-To: <20040827205407.44200.qmail@web52410.mail.yahoo.com> References: <20040827205407.44200.qmail@web52410.mail.yahoo.com> Message-ID: <4130D265.7070800@neeneenee.de> Thanx. I made them especially for Blender. Hoping some on have time to integrate different cursors. I like the idea specifiing the two colors of the cursors as GSR wrote. William Reynish wrote: > I think they are quite brilliant - if you come form > Flash or Photoshop etc you will instantly recognise > these cursors, which is good, yet they are slightly > unique and share a common style. > > --- Bart skrev: > >>I painted them all by hand, no hook from other apps. >> >>Campbell Barton wrote: >> >>>Bart, some of your cursors look liek photoshop >> >>ripoffs, tho I havent >> >>>checked- Blender probably needs to avoid >> >>infringing on copyright. >> >>>Bart wrote: >>> >>> >>>>that's interesting, the idea to make the two >> >>color themeable sounds >> >>>>great. My cursors have two color too and fit into >> >>16x16. Is there a >> >>>>picture of your cursors? >>>> >>>>I tried to make my cursors alway viewable and >> >>most of them has a >> >>>>midpoint for exact placement, alignment etc. >>>> >>>>GSR - FR wrote: >>>> >>>> >>>>>bart@neeneenee.de (2004-08-25 at 2152.28 +0200): >>>>> >>>>> >>>>>>Different Cursors for Blender: >>>>>>http://www.neeneenee.de/blender/features/ >>>>> >>>>> >>>>> >>>>> >>>>>DT was working on that (it should be in the >> >>archives), and I had some >> >>>>>pixmaps done in the format he wanted. IIRC the >> >>idea was that colours >> >>>>>(only two) was themable like other UI parts >> >>without inverse video >> >>>>>mode, 16*16 size, to suit all plataforms. But >> >>both of us are busy for >> >>>>>the moment, so topic is frozen (volunteers, real >> >>life, etc, etc). >> >>>>>GSR >>>>> >>>>>_______________________________________________ >>>>>Bf-funboard mailing list >>>>>Bf-funboard@projects.blender.org >>>>> >> > http://projects.blender.org/mailman/listinfo/bf-funboard > >>>> >>> >>_______________________________________________ >>Bf-funboard mailing list >>Bf-funboard@projects.blender.org >> > > http://projects.blender.org/mailman/listinfo/bf-funboard > >> > > > Yahoo! Mail (http://dk.mail.yahoo.com) - Gratis: 6 MB lagerplads, spamfilter og virusscan > _______________________________________________ > Bf-funboard mailing list > Bf-funboard@projects.blender.org > http://projects.blender.org/mailman/listinfo/bf-funboard > -- |\/\/\/| | | | (O)(O) Bart. C _) bart@neeneenee.de | ,_/ | / - Ich bin nicht berechtigt Aushilfslehrer zu feuern - / \ http://www.neeneenee.de