If you want to have sufficient grayscale conversion then I would recommend that
you look at Photoshop's "Black and White" adjustment layer. A better grayscale
conversion is nice to have, but ultimately isn't better if "better" is
subjective. A grayscale conversion that doesn't give me control ov
Thanks for the comments :)
@Gavin Yes, you are right. I saw that these methods are currently missing
from OpenCV.
@Andreas Basically grayscale conversion in Photoshop need user
interaction(though this is good for users who want different type of
effects but it is time consuming for novice users).
Since seeing some new developers struggle getting Blender source code
setup with a good development environment, I've uploaded a
virtual-appliance that runs on VirtualBox with an IDE, editor for
scripts, recent SVN which builds out of the box.
Of course this is just my personal preference and of
Proportional editing connected mode is using the graph distance (the
distance calculated when traversing the mesh to find connected
vertices) rather than the Euclidean distance. The behavior seems to
have been altered on Feb 1, 2010, with commit 26537 "Proportional Edit
Connected: Use connectivity
Hi Tamito,
I think it is fine to have this for the upcoming release,
but maybe we can remove this special case after a few weeks for 2.68 /
2.69, when people are familiar with the tools.
Or we even find a better long-term solution, we will see. :)
Best regards,
Thomas
Am 12.04.2013 08:38, schri
I can think of a reason. Say you want to use proportional edit along a
curve, either an actual curve object or mesh representing a curve, and this
curve is some sort of camera or object path or whatnot. It seems likely
that in this situation one would be interested in proportional editing
based on
Maybe as simple as:
Connected (Distance)
Connected (Geometry)
?
There should be a more in-depth tooltip text of course.
Am 12.04.2013 21:51, schrieb Jace Priester:
> I can think of a reason. Say you want to use proportional edit along a
> curve, either an actual curve object or mesh representin
hi
i'm not a developer, and this is not a feature request, but a correction or
maybe a bug!
currently one can't move/scale/rotate any vertex after an armature modifier
properly, as the 3d manipulator stays in before modifier position, this is
important for shape keys adjustments, also diection