On 16/06/11 06:46, Nathan Vegdahl wrote:
Hello all,
I am wondering if there is a best practice for substituting hotkeys
via an addon.
The use-case is that in Rigify I would like to allow the user to
add rig-type samples via shift-A in armature edit mode. Doing so will
require
Hey Peter,
Cheers for the feedback!
Indeed, as I started to pick through things, the issues faced by users
who would want to use this as a base on which to start extending it in
some ways did come up. Sure, a script which sets up a generic template
would be nice in this situation, and is one way
In recent time I had to do with multiple rigs for figures. One thing
that often caused me problems are the limits for bones of IK-chains.
While the limits for the bones inside the chain are respected by the
solver, the limits of the last bone of such a chain is always ignored.
I searched
Okay, it sounds like there isn't really a nice way to do this yet,
then. So I'll change vanilla Blender to pop up a menu on shift-A.
That should be useful for other addons involving armatures as well.
--Nathan
On Thu, Jun 16, 2011 at 1:46 AM, Campbell Barton ideasma...@gmail.com wrote:
On
would be good to provide a few screenshots so people can see what
blender does and what you would like it to do.
LetterRip
On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster
andreas_gals...@hotmail.de wrote:
Today I received a model as an .obj file from Cinema4D to continue working on
it,
Personally, I think a text strip has been sorely missing from the sequencer
(and compositor) for a while, and it's great to see it added. Doing it via
blender scenes and python is a really slow, nasty overcomplicated way of
doing something which really should be quite simple, and is a really
We'd also need to know if normals are coming over with the .obj or are
they being calculated once inside Blender?
On Thu, Jun 16, 2011 at 3:54 PM, Tom M letter...@gmail.com wrote:
would be good to provide a few screenshots so people can see what
blender does and what you would like it to do.
http://artworkforge.com/blender-smooth.jpg
http://artworkforge.com/c4d-smooth.jpg
With beveled corners C4D is definitely the winner. See the star like shading in
Blender? Not very pretty.
At the flat area C4D is displaying it a little bit better. But in general C4D
is displaying this better.
What do you mean? Both C4D's and Blender's normals are pointing in the same
direction. Not sure how much vertex normals affect this, but I'm not aware of
any way to check vertex normals in C4D.
Could it be that Cinema4D is using Phong-Shading and Blender is using
Gouraud-Shading?
Date: Thu,
Could it be that Cinema4D is using Phong-Shading and Blender is using
Gouraud-Shading?
Yes that's exactly what you're seeing. You can switch to glsl view if you
want to view it in Blender with per pixel lighting.
Regular 3D view has to remain fixed function rendering pipeline which
implies
I think Morten is right. However, I agree that the default blender viewport
shading is a bit weaker compared to some other packages, e.g. Maya. It is
possible to approach the same look you get in the default Maya viewport,
however, by adjusting the GLSL lights in the preferences.
On Fri, Jun 17,
Ah, I see. However, you can't adjust the GLSL lights in the preferences. You
need real light objects for the GLSL view to receive light.
While we're talking about shading. Is there a reason while new created meshes
aren't set to smooth shading + having an edge split modifier assigned on
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