ier or anywhere else. I keep looking forward to the nodetree and
for now I'll go with not enabling this where it doesn't belong.
cheers!
Daniel Salazar
3Developer.com
2011/7/31 Campbell Barton :
> On Sat, Jul 30, 2011 at 6:09 AM, Daniel Salazar - 3Developer.com
> wrote:
>>
super news, congrats SG :)
Daniel Salazar
3Developer.com
On Sun, Jul 31, 2011 at 11:24 AM, Troy Sobotka wrote:
> On Sun, Jul 31, 2011 at 9:47 AM, Ton Roosendaal wrote:
>> Welcome Sergey! :)
>
> Congratulations Sergey. Well deserved sir.
>
>
Maybe, all i know is I tried setting via python and it clamped them..
i really wanted to store unclamped values that time
Daniel Salazar
3Developer.com
2011/7/29 Αντώνης Ρυακιωτάκης :
> On 29 July 2011 21:29, Daniel Salazar - 3Developer.com
> wrote:
>
>> VGroups are clamped in
ender
Daniel Salazar
3Developer.com
2011/7/29 Αντώνης Ρυακιωτάκης :
> Hi Bastien. My thoughts on this: it's not so much 'prohibited', it may even
> be desirable to do so but it may be important to store some normalization
> factor so that they may be clamped back to 1-0.
Thank you brecht
Daniel Salazar
3Developer.com
On Tue, Jul 26, 2011 at 10:07 AM, Brecht Van Lommel
wrote:
> Hi,
>
> Thanks for reporting these. I've added them to the list on the wiki now:
> http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/KnownIssues
>
&g
Would be killer if 2D space zoom got inverted too with this option so
pull closer means zoom in, pull towards the screen means zoomout
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 6:37 PM, Daniel Salazar - 3Developer.com
wrote:
> Hi mike, the zoom is still inverted! when I pull
Hi mike, the zoom is still inverted! when I pull the knot to me i
expect the object to get closer. remember: brain wires crossed! :)
cheers
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 6:25 PM, Mike Erwin wrote:
> There's a new option in the 3D mouse popup menu. It
Well be sure to share some of that, maybe I'll suddenly get it :D
Thanks for the option, will test and report back ASAP. Also the open
source driver seems much nicer, no need for that annoying window open
all the time. happy
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 5:12 PM,
t feels natural
And I forgot to say, 2D spaces are wonderful, totally intuitive to
navigate on images :) I hope we can get the same soon for node space
and others!
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 4:47 PM, Daniel Salazar - 3Developer.com
wrote:
> Double reading the comm
Double reading the comments you posted it seems they are talking about
*fly mode*, which as I said works as expected
Daniel Salazar
3Developer.com
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I don't know what are they smoking to expect this behavior, it's
impossible! in fly mode it works fine tough, I really hope this isn't
the default. I expect it to work like the old test program (cube) in
the drivers
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 4:38
And
Ctrl Alt Shift S = Shear
Shift Alt S = To Sphere
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 1:14 PM, Martin Poirier wrote:
> S and Alt-S are transform operations already, so it makes as much sense from
> that angle.
>
>
> Martin
>
>
>
> - Or
Mike I managed to get it working! but it's unusable. seems that all
axis are inverted
cheers
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 9:57 PM, Stephen M. McQuay wrote:
> On Fri, Jul 22, 2011 at 10:32:08PM -0500, Mike Erwin wrote:
>> Either check out the merwin-s
I'd just want the same rules for cycling "off" pet mode used for
cycling "in" you know :)
Daniel Salazar
3Developer.com
On Sat, Jul 23, 2011 at 2:17 PM, Alberto Torres wrote:
> I agree, enabling PET with the O key should put it to connected if it
> was in that
NOT, we want to hide, hide, hide, unhide.. hence the two hotkeys
Daniel Salazar
3Developer.com
> also, would it be possible to get rid of the H, alt+H and just have h
> hides, h unhides, h hides again, h unhides again?
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symlinks didn't help
ln -s /usr/local/lib/libspnav.a /usr/lib/libspnav.a
ln -s /usr/local/include/spnav.h /usr/include/spnav.h
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 8:38 PM, Daniel Salazar - 3Developer.com
wrote:
> it put the spnav.h in /usr/local/include/
>
>
it put the spnav.h in /usr/local/include/
and spnav.a in /usr/local/lib
i just did a default installation so..
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 8:33 PM, Mike Erwin wrote:
> It wants to find these:
>
> /usr/include/spnav.h
> /usr/lib/libspnav.a
>
> Make
Ok Mike, i've built the lib and now it's stuck here
http://www.pasteall.org/23426
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 8:06 PM, Daniel Salazar - 3Developer.com
wrote:
> GAH! ok thanks
>
> Daniel Salazar
> 3Developer.com
>
>
>
> On Fri, J
GAH! ok thanks
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 8:04 PM, Mike Erwin wrote:
> Daniel Salazar wrote:
>> So the drivers i installed from the site are not needed?
>
> >From the 3Dconnexion site? Toss them! Their Linux driver / API is
> ancient and doesn
So the drivers i installed from the site are not needed?
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 7:53 PM, Mike Erwin wrote:
>> Eh? can I compile this on my own or get this somewhere? I don't use
>> ubuntu but opensuse
>>
>> Daniel Salazar
>
> Y
Eh? can I compile this on my own or get this somewhere? I don't use
ubuntu but opensuse
Daniel Salazar
3Developer.com
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After the fixes in svn it still gives me this error
http://www.pasteall.org/23423
looks like a missing include?
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 12:47 PM, Mike Erwin wrote:
> Another tester reported the same build failure in X11 ghost, and I'll
> issue a fix
if anyone wants write access to it tell me
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 8:51 AM, Daniel Salazar - 3Developer.com
wrote:
> I can't resist, wanted or not here's a doc where I'll be putting
> cycles bugs in case anyone want's to fix
>
> ht
I can't resist, wanted or not here's a doc where I'll be putting
cycles bugs in case anyone want's to fix
https://docs.google.com/document/d/1rFAmjxJeSZegXsE5AfOJpaX0TIjR9Pyc3iSYw8FObIA/edit?hl=en_US
cheers!
Daniel Salazar
3Developer.com
__
And after disabling itasc it fails on spacenav related code
http://www.pasteall.org/23409
Daniel Salazar
3Developer.com
On Thu, Jul 21, 2011 at 6:44 PM, Daniel Salazar - 3Developer.com
wrote:
> This branch is failing to build (cmake) with itasc
>
> http://www.pasteall.org/23408
&
This branch is failing to build (cmake) with itasc
http://www.pasteall.org/23408
Daniel Salazar
3Developer.com
On Thu, Jul 21, 2011 at 4:26 PM, Nathan Letwory
wrote:
> Revision: 38593
>
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revisi
@Bassam: that's exactly how it works in BMesh
Daniel Salazar
3Developer.com
On Tue, Jul 19, 2011 at 4:06 PM, Bassam Kurdali
wrote:
> One of the things that makes the softimage (for example) knife 'better'
> is that you can continue to navigate the view while in the
This should not come back as it was. Some specific cases like the mix
node can be an exception but the rest is just total madness
Daniel Salazar
3Developer.com
On Sun, Jul 17, 2011 at 11:33 AM, PabloVazquez.org wrote:
> Its been a topic for a while already, but in my perspective, -1 on t
+1 to campbell, and keeping fallbacks and deprecation warnings for
some time should really make this easy to manage and evolve
Daniel Salazar
3Developer.com
On Sun, Jul 17, 2011 at 7:49 AM, Campbell Barton wrote:
> Update, added back bgl.Buffer.list, but it prints a deprecation warn
e man. Back when we did the big gamelogic
refactor, deprecated warnings worked wonders. I'd say that's the way
to go here too. Don't let it accumulate into a second total re-write.
Daniel Salazar
3Developer.com
On Sun, Jul 17, 2011 at 5:22 AM, Jim Williams wrote:
> I have to agr
What format are you using to export, png?
Daniel Salazar
3Developer.com
2011/7/17 Αντώνης Ρυακιωτάκης :
> >From my little experience with color management, these issues
> sometimes have todo with not being in the right color space(linear)
> when compositing. Blender's internal
Uh man, respect. All of this fixes are nice. It's great when users can
polish the area of blender they use the most :)
Daniel Salazar
3Developer.com
On Thu, Jul 14, 2011 at 5:32 PM, Troy Sobotka wrote:
> Hello all. I've put four patches in the tracker. They are as follows:
&
:D you can always reply to yourself if it's good news
Daniel Salazar
3Developer.com
On Mon, Jul 11, 2011 at 8:16 PM, Martin Poirier wrote:
> The good news is that kmi already have unique ids, so tracking changes per
> kmi is already possible.
>
> Martin
> PS: I know, rep
27;t it be better if you could edit just one hotkey and leave the
rest default (unedited) even on the same context?
Daniel Salazar
3Developer.com
On Mon, Jul 11, 2011 at 4:57 PM, Martin Poirier wrote:
> They also need to be able to remove entries from keymaps, not just add
> entries or o
Yep, downloaded source and typed "make" on the source dir :)
Daniel Salazar
3Developer.com
2011/7/10 Αντώνης Ρυακιωτάκης :
> Hi Daniel, is this after a clean build? I haven't had any problems
> recently though I'will try rebuilding a clean b
http://www.pasteall.org/23107
cheers
Daniel Salazar
3Developer.com
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Hey man, nice going. I do detect a problem with node materials. I
believe the MatID should be in "Render Pipeline Options" for node
materials and affect the entire node shader. See why in this blend
http://www.pasteall.org/blend/7439
cheers!
Daniel Salazar
3Developer.com
On Mon, J
'k i also can think that since modifiers don't need any caching or
progressive calculation this is better fit for rigs and other real
time constructions :)
Daniel Salazar
3Developer.com
2011/7/5 Vilem Novak :
> Dynamic paint is really great, only thing I dont see for it is distan
Is there an actual usage example of why this is useful? specially
now that dynamic paint has a *flexible* way to animate weightgroups.
Dynamic Paint is generic, works with particle systems, custom shapes
etc
Daniel Salazar
3Developer.com
On Tue, Jul 5, 2011 at 5:35 AM, Campbell Barton wrote
Tested a bit, it seems to work perfectly. I don't know why would we need
an fcurve modifier by default tough. Maybe its just taking up space?
cheers!
Daniel Salazar
3Developer.com
On Mon, Jul 4, 2011 at 3:03 PM, Daniel Salazar - 3Developer.com
wrote:
> that's it i'm movin
that's it i'm moving to pepper NOW :D great ideas, unbeatable workflow!
Daniel Salazar
3Developer.com
On Sun, Jul 3, 2011 at 9:12 PM, Joshua Leung wrote:
> Revision: 38076
>
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=
definition of "frame" whenever is needed
cheers!
Daniel Salazar
3Developer.com
On Sun, Jul 3, 2011 at 5:56 AM, Joshua Leung wrote:
> Revision: 38059
>
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=38059
> Author: aligorith
&
Thanks a lot! will give it a good test now
Daniel Salazar
3Developer.com
On Sun, Jul 3, 2011 at 6:00 AM, Joshua Leung wrote:
> Committed experimental tweak in Pepper - r.38059
>
> While it solves this particular issue, it does potentially open some
> other cans of worms (feature
That's just great, Mat ID is a most wanted feature
Daniel Salazar
3Developer.com
On Sun, Jul 3, 2011 at 7:14 AM, Jeroen Bakker wrote:
> Hi all,
>
> last week I migrated the Material-index from the render branch to trunk
> and my branch (not yet committed) as I had severa
Ahhh... its an individual faces extrude.. ack that's no good indeed.
Well I'd like to request what you just said
cheers
Daniel Salazar
3Developer.com
On Sat, Jul 2, 2011 at 9:55 PM, Daniel Salazar - 3Developer.com
wrote:
> Thanks martin, but that's what I don't u
Thanks martin, but that's what I don't understand, i get normal
extrude in faces and global extrude in edges with
edit_mesh_extrude_individual_move which seems to me like what we agree
is a fine solution?
cheers
Daniel Salazar
3Developer.com
On Sat, Jul 2, 2011 at 9:50 PM, Mart
and a nice
normal transform on faces. I strongly believe this is best since for
faces I agree it's nice to extrude along normal.. just not on edges
what do you say?
Daniel Salazar
3Developer.com
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hat should work for decent expressions. I know there are
workarounds to force a driver recalc on framechange but I'd think this
should JUST WORK
http://www.pasteall.org/blend/7307
cheers
Daniel Salazar
3Developer.com
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I want to donate for Node Particles! with a strong particle system
like what lukas is doing we can easilly do a card system for hair in
the meantime. Don't let crappy features slow you down lukas! node tree
particles and modifiers are extremely important
Daniel Salazar
3Developer.com
O
o to set
them on the fly, here an 'SKIP_PROXY_REFRESH' (working tittle!) seems
like the obvious way to go?
cheers
Daniel Salazar
3Developer.com
On Thu, Jun 30, 2011 at 4:38 PM, Nathan Vegdahl wrote:
> IIRC the reason for the protected/unprotected distinction is because
> of t
es
it more complicated. Terrible for production
Daniel Salazar
3Developer.com
On Wed, Jun 29, 2011 at 7:13 PM, Bassam Kurdali
wrote:
> Hello
>
> Behavior of protected armature layers has changed a couple of times at
> least, to the point where the original design intent is unclear at
Thank you xavier, got it to work with that corrected path. It was
simpler in the past :(
Daniel Salazar
3Developer.com
On Wed, Jun 29, 2011 at 7:33 PM, Xavier Thomas
wrote:
> I had the same error. I fixed it by using:
> cmake ../blender -DCYCLES_OIIO=../oiio/dist/linux64
>
> 2011
I'm getting this error now when launching cmake on a clean build dir
with "cmake ../blender -DCYCLES_OIIO=../oiio"
http://www.pasteall.org/22821
dunno if its related to this commit?
Daniel Salazar
3Developer.com
On Wed, Jun 29, 2011 at 1:18 PM, Brecht Van Lommel
wrote:
&g
glitches, it's all glitches! how i'd love some good dof and vblur nodes :)
Daniel Salazar
3Developer.com
On Tue, Jun 28, 2011 at 10:39 AM, Troy Sobotka wrote:
> On Tue, Jun 28, 2011 at 1:08 AM, j.bak...@atmind.nl
> wrote:
>> The brushes I already have an idea (requi
Oh and with this I believe there can be no further discussion about
the usefulness of this tool
http://zanqdo.com/tmp/blenderknockers.png
Daniel Salazar
3Developer.com
On Fri, Jun 24, 2011 at 10:59 PM, Daniel Salazar - 3Developer.com
wrote:
> Ehm, the name is bad IMO. could be &q
Ehm, the name is bad IMO. could be "pull" modifier?
cheers
Daniel Salazar
3Developer.com
On Fri, Jun 24, 2011 at 10:48 PM, Daniel Salazar - 3Developer.com
wrote:
> test doing a bulge effect with the then called Transform modifier :)
>
> http://www.youtube.com/watch?v=gtK
test doing a bulge effect with the then called Transform modifier :)
http://www.youtube.com/watch?v=gtK4rrPplnI
1 year old vid! somehow 2.5 still seems like the new thing to me! :p
Daniel Salazar
3Developer.com
On Fri, Jun 24, 2011 at 8:45 PM, Campbell Barton wrote:
> On Fri, Jun 24, 2
g box display type! :p after that it
will correctly update on frame change.. even if the variable isn't
even used in the expression
http://www.pasteall.org/blend/7167
what's going on?
cheers to you two!
Daniel Salazar
3Developer.com
On Fri, Jun 24, 2011 at 7:06 PM, Matt Ebb wrote:
Honest question, how is that different to just keep some of the lights
at energy 0 and turn them on at some points? is this proposal faster
or something?
cheers
Daniel Salazar
3Developer.com
On Mon, Jun 20, 2011 at 5:51 PM, Daniel Stokes wrote:
> To clarify this is for the Cucumber Summer
It's perfect that they are all on by default, my problem is with the
behavior of a "click" on such layers.
Daniel Salazar
3Developer.com
On Tue, Jun 14, 2011 at 3:24 AM, Ton Roosendaal wrote:
> Hi,
>
> The logic is simple: this is not a layer setting itself, but a mask
is this is apparently a feature!
why? is it so hard to press shift if you want to toggle a single
layer? This seems to me like an anti-feature based on a biased
assumption. It removes one very desired functionality just so
someone(?) doesn't have to press shift?
back to pointless clicking!
nium and get a *great* AA sampling method? :)
Daniel Salazar
3Developer.com
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I'd like to request a flag to mark custom properties as
non-animatable. This is important for rigs UIs where i need to prevent
animator to key certain properties. This feature is of common use in
maya (if that's worth something)
cheers!
Daniel Salazar
3Dev
That is great! thank you very much!
Daniel Salazar
3Developer.com
On Mon, Jun 6, 2011 at 10:18 PM, Campbell Barton wrote:
> Committed an improvement to precision calculation r37286, so small
> numbers don't display as zero, note that this isn't applied to values
> like 10
r not the solution
any thoughts?
Daniel Salazar
3Developer.com
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Yes, agree to all points; keep input links when duplicating should be
default even
Daniel Salazar
3Developer.com
On Mon, May 30, 2011 at 3:26 PM, Lukas Tönne
wrote:
> +1
>
> It would be much more helpful to have better tools to
> * insert nodes into existing links
> * replace
I never used because had no clue about this. But after some hotkey
commit by you we discovered and are using it. It's cool!
Daniel Salazar
3Developer.com
On Thu, Jun 2, 2011 at 5:51 AM, Joshua Leung wrote:
> Revision: 37095
>
> http://projects.blender.org/scm/viewv
This behavior of nodes making connections automatically, can we just
get rid of it pretty please? nice intention but it doesn't work :)
cheers
Daniel Salazar
3Developer.com
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i think adding keywords to addons would be good, Searching for a
specific addon limmited by its name sometimes isnt the best
Daniel Salazar
3Developer.com
On Sun, May 22, 2011 at 11:58 PM, Hart's Antler wrote:
> The Addons system badly needs a "recently added" list,
hat's perfectly fine, specially knowing that driven Ints do a
logical roundup is helpful
Daniel Salazar
3Developer.com
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insect_line? is that something similar to this?
http://www.australian-insects.com/imguploads/Ctenomorpha_chronus.jpg
Daniel Salazar
3Developer.com
On Wed, May 18, 2011 at 9:49 PM, Campbell Barton wrote:
> Revision: 36759
>
> http://projects.blender.org/scm/viewvc.php?view
o zoom & pan the camera frame when the
>>> camera is locked, or if this is even important to have.
>>>
>>> On Sat, May 14, 2011 at 4:41 PM, Daniel Salazar - 3Developer.com
>>> wrote:
>>>> Maybe 1, 3, 7 etc should be excluded.. will give a good test an
Maybe 1, 3, 7 etc should be excluded.. will give a good test and see
how this feels :D
Daniel Salazar
3Developer.com
On Sat, May 14, 2011 at 9:50 AM, Damir Prebeg wrote:
> Aaa [blender user screams out of happiness]...
>
> Thank you Campbell, this one works without linking proble
Ok this one runs smth :)
Daniel Salazar
3Developer.com
On Sat, May 14, 2011 at 12:01 AM, Campbell Barton wrote:
> made a new patch, needs to be applied against r36680.
>
> - Camera view transformation is copied to the view before starting
> zoom/pan/dolly.
> - Delta rota
they do :) and I agree, sounds pretty good, specially since we now can
layer multiple BG images and the foreground option has been a long
time request by many
cheerd
> This sounds best to me! Especially if camera bg/fg images support
> alpha (not sure if they do atm)
_
Bassam i think the empties thing is totally unrelated, we still have
to solve the guides thing. I dunno.. i like the current patch a lot, i
use it every day. Maybe people are over thinking this? In any case if
fox was working on configurable guides with presets, why did he stop?
Daniel Salazar
eh so what is the solution? i'd pretty much like to have this (other
than my patched build)
Daniel Salazar
3Developer.com
On Thu, May 5, 2011 at 3:40 PM, Michael Fox wrote:
> ok i will stop now, thank you all
>
> On 06/05/11 07:33, Campbell Barton wrote:
>> On Thu, 2011-
sounds interesting cam, could this approach be made to scale relevant
to camera aspect ratio?
Daniel Salazar
3Developer.com
On Thu, May 5, 2011 at 3:33 PM, Campbell Barton wrote:
> On Thu, 2011-05-05 at 20:03 +1000, Michael Fox wrote:
>> In the past few days i have been working
hah! for a moment I felt like in the 90s
thanks anyway :)
Daniel Salazar
3Developer.com
On Tue, May 3, 2011 at 8:11 AM, Knapp wrote:
> Take your mouse appart and clean you mouse. Hope this helps.
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Then its broken, its not my mouse
Daniel Salazar
3Developer.com
On Tue, May 3, 2011 at 4:26 AM, Joshua Leung wrote:
> AFAIK, it should really only be an issue if you're end all of your
> strokes near number fields in your node setups. I've never seen any
> problems with
I tough the conflict between (D)rivers and (D)rawing in the node
editors where solved?
people are still making drivers all over node editors when grease penciling
cheers
Daniel Salazar
3Developer.com
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DRI.. there are some bugs like the floor image not
showing anymore.. it used to! :) also lotsa crashes
http://3developer.com/tmp/cycles_01.png
Here's a luxrender version (composited) with all the features
http://www.3developer.com/sala/sala.png
keep up with the awesome job!
Daniel Salazar
3De
BTW me and other guys had this problem in Ubuntu and Suse
http://www.pasteall.org/21264
had to copy the files manually
Daniel Salazar
3Developer.com
On Sat, Apr 30, 2011 at 12:36 AM, Paul Melis wrote:
> On 04/30/11 07:52, Michael Fox wrote:
>> Use ccmake as with it you can set the
For now I've disabled openjpeg :) would be cool if it worked by
dafault of course
cheers!
Daniel Salazar
3Developer.com
On Fri, Apr 29, 2011 at 11:52 PM, Michael Fox wrote:
> Use ccmake as with it you can set the paths of your includes
>
>
> On 30/04/11 15:27, Daniel Salazar
aniel Salazar
3Developer.com
On Fri, Apr 29, 2011 at 11:09 AM, Paul Melis wrote:
> Hi,
>
> On 04/28/11 12:28, Brecht Van Lommel wrote:
>> Actually, anything on this list is open to be implemented by others.
>> >From the point of view of the core engine, if implemented
Hi Pete, one of the texture mapping modes is "reflection", it is used
for reflection maps, curiously it isn't available from the geometry
node. That's why i'm asking :)
cheers
Daniel Salazar
3Developer.com
On Thu, Apr 28, 2011 at 7:42 AM, pete larabell wrote:
> D
Hi, I'm wondering why isn't there a reflection coord output in the
geometry node? any real reason or could it be just 5 min of hacking
for someone? :)
cheers
Daniel Salazar
3Developer.com
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Yes Ive been thinking in something like that, I think the navigation
is overall too hard and hotkey oriented, lots of local rotations and
grabs without the widgets there to help. I wonder if we could design a
set of in camera view widgets?
Daniel Salazar
3Developer.com
On Tue, Apr 26, 2011 at
@dfelinto(pto): nope, it would need to *stay* in camera view when panning
and dollying around :)
Daniel Salazar
3Developer.com
On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto wrote:
>> Below you can find some code for (...) Lock camera to view.
> Isn't this what Ctrl+Alt+Nump
Well that's a start :)
Daniel Salazar
3Developer.com
On Tue, Apr 26, 2011 at 7:43 AM, bartius crouch
wrote:
>> Also a lock camera to view option would be great so we can just move
>> the camera like we move any other viewport
>
> Like Campbell said, that isn't very
Thumbs up, very helpful for VFX
Daniel Salazar
3Developer.com
On Tue, Apr 26, 2011 at 12:07 AM, Troy Sobotka wrote:
> Long time coming, but with recent patch upgrades from Ejner Fergo I'm
> wondering what the percentage chance we can see this appear in trunk?
>
> http://pro
Yep, I agree :) so lets do this!
Daniel Salazar
3Developer.com
On Mon, Apr 25, 2011 at 7:07 PM, Matt Ebb wrote:
> On Mon, Apr 25, 2011 at 7:55 AM, Daniel Salazar - 3Developer.com
> wrote:
>
>> Also a lock camera to view option would be great so we can just move
>> the ca
Ok so we got some attention :) now let's get this thing working
great. Any py coders around? (better than me)
Daniel Salazar
3Developer.com
On Sun, Apr 24, 2011 at 3:55 PM, Daniel Salazar - 3Developer.com
wrote:
> So can we take a look at camera view navigation? It's like play
Well I don't think it's pointless to be a little smarter in this case :D
Daniel Salazar
3Developer.com
On Sun, Apr 24, 2011 at 6:03 PM, Martin Poirier wrote:
> The problem goes down to extrude keymapping.
>
> The "main" extrude operator now uses the Extrude Along
: regular extrude and using projection snap
http://www.youtube.com/watch?v=5AzRpFfWR6k
hope it's clear
cheers
Daniel Salazar
3Developer.com
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Precisely, a non floor restricted FPS camera
http://www.youtube.com/watch?v=8hx5iInorfE
Daniel Salazar
3Developer.com
On Sun, Apr 24, 2011 at 4:24 PM, Sean Olson wrote:
> I would also really enjoy a 'first person mode' that works like every fps
> game on the market. (It doe
st move
the camera like we move any other viewport
am I the only one that doesn't get this?
peace,
Daniel Salazar
3Developer.com
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cheers!
Daniel Salazar
3Developer.com
On Thu, Apr 21, 2011 at 4:01 AM, Lukas Tönne
wrote:
> Here's a patch with the new vector nodes:
>
> http://www.pasteall.org/21027/diff
>
> I will wait until 2.57a release is over before committing to trunk.
>
> @Dalai: True, the color
I really need Separate/Combine nodes for vectors in the compositor,
can someone add?
cheers!
Daniel Salazar
3Developer.com
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Ah.. ok I'm good with that, thanks for explanation
Daniel Salazar
3Developer.com
On Wed, Apr 20, 2011 at 1:20 PM, Martin Poirier wrote:
> You can animate object layers, you can't animate layer visibility in a scene
> (which layers are used for rendering).
>
> Martin
&
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