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>
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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
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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
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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.
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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
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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.
___________________________________________________________
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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
_________________________________________________________________
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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
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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
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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
_______________________________________________
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list
Bf-funboard@blender.org
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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
>
>
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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
_________________________________________________________________
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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.
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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
>
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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
>
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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
_________________________________________________________________
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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
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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
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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
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> _______________________________________________
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> Bf-funboard@blender.org
> http://www.blender.org/mailman/listinfo/bf-funboard
>
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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
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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.
_________________________________________________________________
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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.
_________________________________________________________________
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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:
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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
>
>
>
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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