+1 on this, I've needed to UV map several objects at the same time and
at the moment it's a PITA.
On 6/1/2010 11:43 PM, Tom M wrote:
There are a number of situations where having multiple objects in the
same mode would be useful
1) Sculpt across multiple objects
this is useful when you want
Regards
5.1 sound added to 2.5. Is it? Is it in the works?
http://irukado.org/2009/05/28/blender-25s-python-uiplugin-api-a-huge-leap-forward
http://audaspace.wordpress.com/
Jack transport added.
http://audaspace.wordpress.com/
http://audaspace.wordpress.com/This is all I could
The displaying of models/textures in the viewport might be the most
confusing area in Blender (After five years of using blender I'm still
not sure if I get it...).
Right now we have:
1. Viewport Shading (Textured, Solid, Wire, Bounding Box).
2. Shading setting in the n-panel (GLSL,
Roger Wickes wrote:
This single texture CAN be packed and completely different from the true
material and texture layers
used by the shader guy with all their pretty and detailed hi-res textures and
nodes and such.
(my caps) You meant can or could as in a possible future feature ?
The
Hi,
On Tue, Jun 1, 2010 at 11:43 PM, Tom M letter...@gmail.com wrote:
Talking with nick bishop he has stated that we already have it
possible codewise for each object to enter modes, but that globably we
disallow it.
It would be desirable to change that.
Even though it is now easier to
1a. Textured Solid View
2a. Light direction and color setting in User Pref
It seem to me we have Blender-level settings (User Prefs),
then for each 3D View window a selectable view mode that builds on the
blender-level,
and then for each object in a 3D View window an override which modulates
ah, sorry. Linking and proxies are a maze to me regarding what you can and
cannot change/modify/adjust.
I am glad Campbell will figure it out :)
It seems to me that the display of an object should be localized to the machine
it is being displayed on.
The intent with all the display modes is to
It might make things clearer, but I think one have to take a step back
and see what is good from a user perspective
Right now blender shows textures assigned in the UV/image editor NOT
actual textures that are assigned to the material that will show up
when rendering. I think this behavior is a
properly free the editmesh resources on each creation (should be better
memory wise now)
and also applied the fix that Letterrip do regarding extending the
sculpt flag from short to int.
Index: source/blender/editors/sculpt_paint/sculpt.c
On Wed, Jun 2, 2010 at 5:33 PM, Roger Wickes rogerwic...@yahoo.com wrote:
I started thinking about what this might look like in 2.7.
Just as light raytraces and interference patterns and caustics are seen
and emerge, so does sound.
You would need a sound emitter panel for an object
to load
Small update on the scene.objects patch, renamed scene.objects.unlink() to
scene.objects.delete() because that's what it does and added a
scene.objects.unlink() that only unlinks the object from the scene.
http://www.pasteall.org/13535/diff
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