For the 'slice and connect' tool,
1) user generate pen strokes
2) user generate a stroke that is tangent to the original strokes
3) at each intersection cast a ray perpendicular to the intersection
that penetrates to the opposite side of the volume (martins 'etch a
ton' continuous embedding code c
Okay, I understand it now - the diagram helps a lot. I'm in the process of
making the changes to my proposal.
On Wed, Apr 6, 2011 at 1:13 AM, Jonathan Williamson <
jonat...@montagestudio.org> wrote:
> Whoops! I forgot the attachment, here it is: http://db.tt/fIqXHov
>
> --
> Jonathan Williamson
Yes, it happens some times, but is i didn't find the reason to replicate it,
but it happends some times.
Cheers
2011/4/6 iozk hz
> i need to select the desktop and then blender to make that the blender
> responds at the mouse wheel
>
> why?
> ___
> Bf
Whoops! I forgot the attachment, here it is: http://db.tt/fIqXHov
--
Jonathan Williamson
Instructor - http://www.blendercookie.com
Personal Trainer - http://www.mavenseed.com
Portfolio - http://www.jw3d.com
On Tuesday, April 5, 2011 at 11:52 PM, Alice Li wrote:
> Thanks Jonathan, I probably sh
Yeah that is correct. I have attached a rough mockup of how the tool works.
Start with a highres mesh. Notice the part of the mesh that represents a leg
like structure. This is where the Guide strokes tool would be used.
Start by drawing the strokes over the legs
The tool detects the mesh under th
Thanks Jonathan, I probably should have ran the slice tool by you as well.
For the slice tool/guide strokes tool, I can see that it's a variation of
the paint strokes tool but I'm not sure I completely understand the
functionality. So the mesh that's created is generated around all the model
as in
Hey Alice,
I actually have a couple more suggestions for you in regards to the tool
functionality.
Pen Tool
I feel it should not be restricted to only creating quads. Even as the topology
snob that I am, occasionally it is necessary to use triangles. This is
particularly true in lowpoly mesh
I've created a proposal for better BGE animations and submitted my
application/proposal to Melange. Here is my proposal on the wiki:
http://wiki.blender.org/index.php/User:Moguri/GSoC2011_BGE_Animation_Improvements
Feedback is welcome.
Cheers,
Mitchell Stokes
_
Hi,
I've been working on my GSoC 2011 proposal for the last few days for adding
new retopology tools. If anyone could give me any kind of feed back before I
submit it I would really appreciate it, is it detailed enough? Feasibility?
Too long? Too short?? etc. A really big thanks to Jonathan Willia
On 04/05/2011 05:19 PM, Sergey Kurdakov wrote:
> Hi Patric,
>
>
>> Just wondering if any of you guys are using your amazing aptitude for
>> physics modelling and looking at the situation in Fukushima.
>>
> it looks like offtopic,
>
> because nuclear station modeling does not relate to Blender code
i need to select the desktop and then blender to make that the blender
responds at the mouse wheel
why?
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On 04/05/2011 05:19 PM, Sergey Kurdakov wrote:
> Hi Patric,
>
>
>> Just wondering if any of you guys are using your amazing aptitude for
>> physics modelling and looking at the situation in Fukushima.
>>
> it looks like offtopic,
>
> because nuclear station modeling does not relate to Ble
This can work but IMHO its only worth doing if someone is going to
setup an automated test (I'm running ctest weekly now).
Our image code is it stays mostly untouched so unless some refactor is
planned I don't think this gives us much of an advantage.
My main motivation for setting up tests is fo
Hi Richard,
added WITH_BUILTIN_GLEW option to CMake r36024 which can be disabled
to link against the systems GLEW library.
On Tue, Apr 5, 2011 at 6:36 PM, Richard Shaw wrote:
> I'm trying to get my blender package for Fedora to meet the packaging
> guidelines (which are quite extensive).
>
> One
Hi all, I've also uploaded to vimeo. Figured that might be more
"blender-new-feature-video" compliant :)
http://www.vimeo.com/22002396
On Tue, Apr 5, 2011 at 4:58 PM, pete larabell wrote:
> Linux 32bit (ubuntu 10.10) build on graphicall.org:
>
> http://www.graphicall.org/builds/builds/showbuild
Linux 32bit (ubuntu 10.10) build on graphicall.org:
http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1818
On Tue, Apr 5, 2011 at 4:52 PM, pete larabell wrote:
> The double edge matte node has been updated!
>
> Some more speed improvements, and a consistent way of handling ob
The double edge matte node has been updated!
Some more speed improvements, and a consistent way of handling objects
going partially off screen. Also now works correctly with
RenderLayers.
Video demo here:
http://www.youtube.com/watch?v=VcjEfoNIHZs
patch is located here:
http://www.pasteall.org/
Hey all,
imagemagik has a test suite for image format import/export
ftp://ftp.simplesystems.org/pub/
might be good to add it to our testing folder
LetterRip
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On Tue, Apr 5, 2011 at 2:14 PM, pete larabell wrote:
> RIchard,
>
> so far as I know, blender needs it's own glew implementation. It is
> not the same as the system version. It is not something that can be
> turned off, since blender itself draws to the screen with OpenGL.
Strange then... I have
RIchard,
so far as I know, blender needs it's own glew implementation. It is
not the same as the system version. It is not something that can be
turned off, since blender itself draws to the screen with OpenGL.
On Tue, Apr 5, 2011 at 1:36 PM, Richard Shaw wrote:
> I'm trying to get my blender pa
Ok, will write it tomorrow.
pete larabell wrote:
> A wiki-page with description of building environment for release
> builds would be very useful. I found that when I started build on
> FreeBSD, I could certainly compile fine, but had no idea there even
> WAS a difference between those builds an
I'm trying to get my blender package for Fedora to meet the packaging
guidelines (which are quite extensive).
One of the things I'm fighting with is that building things in
statically should be avoided (like openCOLLADA).
The problem I'm fighting now is that Fedora provides a glew package
but I'm
A wiki-page with description of building environment for release
builds would be very useful. I found that when I started build on
FreeBSD, I could certainly compile fine, but had no idea there even
WAS a difference between those builds and release builds until I found
out I had been doing it wrong
On Mon, 2011-04-04 at 17:10 +, Brecht Van Lommel wrote:
> Revision: 36006
>
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=36006
> Author: blendix
> Date: 2011-04-04 17:10:48 + (Mon, 04 Apr 2011)
> Log Message:
> ---
> Fix for slow Im
Hi Patric,
> Just wondering if any of you guys are using your amazing aptitude for
> physics modelling and looking at the situation in Fukushima.
it looks like offtopic,
because nuclear station modeling does not relate to Blender code
itself, no to Bullet engine etc ( physics does not mean in
Bl
@Rafael: sure
@all: maybe wiki-page with description of setting of building
environment for releases would be useful?
rsaave...@ono.com wrote:
> Thanks Sergey, I will check them.
>
> Could I mail you if there are
> something I can't figure out ?
>
> --
> Rafael Rios
>
>
> Mensaje
> origina
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