Hi Brecht,
I tracked my problem to inverted normals ( so everything ok now - though
again - should it work the same in preview and game itself?)
sometimes adding subdivision modifier affects apperance of meshes - they
disappera )
but here is a crash report :
\source\blender\editors\space_view3d
Hi all,
> but here is a crash report :
>
> \source\blender\editors\space_
>>
>> view3d\view3d_buttons.c
>>
>> if(block) { // buttons
>> uiBut *but;
>>
>> memcpy(tfp->ve_median, median, sizeof(tfp->ve_median));
>>
>> tfp is not init.
crash issue closed as of 35845
thanks
Reg
Hi Shuvro,
> This will work for any device that can capture motion data in a standard
> format.
> In order to demonstrate it's activity I proposed to interface the module
> with Kinect, which is just as a part of the whole project.
>
just to make few points clear for the person who asked you and
Hi Benjy,
> Hello everyone,I have uploaded my GSOC proposal to my user page on the
> blender wiki.http://wiki.blender.org/index.php/User:BenjycookI have
the link somehow got broken it is
http://wiki.blender.org/index.php/User:Benjycook ( the following 'I'
stuck to link )
Regards
Sergey
On Sa
Hi Alice,
>- *Pen tool* to quickly draw polygons without the need to fill faces
>manually
>- *Paint Stroke tool* for adding faces based on intersecting strokes
from your description a recent addition to Blender might be of some help
see
http://www.blendernation.com/2011/03/23/quad-dominant-reme
Hi Alice
found a paper
http://folk.uib.no/mna024/papers/sketch/EG05_Masry.pdf ( use of tetgen
for scetches )
( I believe there are a lot other papers, but they seem need to be
included into application )
and also recalled ( after looking into
http://code.arc.cmu.edu/archive/dmgftp/public_html/p
ould be provided and be just a
'pen' proposal.
Regards
Sergey
On Mon, Apr 4, 2011 at 12:13 AM, Tom M wrote:
> Sergey,
>
> those papers have nothing to do with the current proposal.
>
> LetterRip
>
>
> On Sun, Apr 3,
Hi Tom
>These are 'retopology tools' the flow of the underlying surface is
>known and can be sampled.
so concerning quad rmeshing - your first objection
>I don't think the quad dominant remeshing is likely to provide much
>similar tools or code at all.
it is what ronih did not finish but inten
Hi Tom
>No, quad dominant remeshish is much more specialized and uses
>algorithms wholly inappropriate for what this student is working on.
so rohith was intended to use pen to outline simplified area, after he
finished integration into blender,
and it is inappropriate - how do you know? because
Hi Tom.
>I managed last years Google Summer of Code for blender, helped design
>many of the students proposals (including helped rohith), etc.
so you kind of big boss?
> Rohiths code can only work on extremely simple meshes because the math
> library he needed for accelerating the process was no
2011 at 2:26 AM, Tom M wrote:
> On Sun, Apr 3, 2011 at 2:03 PM, Sergey Kurdakov
> wrote:
>
>> so you kind of big boss?
>
> No, Ton is the Big Boss - I'm more of a medium boss :)
>
>>> Rohiths code can only work on extremely simple meshes because the m
m so informal - because I try
to give different outlook, and it is not I'm who will decide after
all.
Regards
Sergey
On Mon, Apr 4, 2011 at 2:36 AM, Matt Ebb wrote:
> On Mon, Apr 4, 2011 at 8:03 AM, Sergey Kurdakov
> wrote:
>> all mentioned approaches was like these: take a
Hi Tom,
>A common method for retopology is over sculpted meshes. You might
>want to retopologize creating only a small number of polys over an
>area with thousands, tens of thousands or more polys (Right now you
>can do over 40 million polys in a single mutires mesh). (with a poly
>budget of 15
Hi Matt,
>So students, if your proposal is mathematically or algorithmically
>complicated that's great, but you shouldn't feel discourages if it's
>not, as either can be challenging in their own way and can both make
>acceptable GSOC projects.
there is nothing difficult to implement - there is al
Hi Matt,
I apologize,
the last part of my previous message was a reply to personal message by Nick,
it is very late here - so mistakes
but nonetheless
few hints
http://blenderartists.org/forum/showthread.php?213772-One-intresting-bug-in-current-game-engine-hope-somehow-it-gets-resolved
Bart
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