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
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
On Mon, Apr 4, 2011 at 9:27 AM, Sergey Kurdakov wrote:
Alice's thread has already veered way off-topic and I hate to derail
it even further, but I feel the need to comment on this for the sake
of other students that may be reading:
> the applicant must win an application so it should be interest
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
On Sun, Apr 3, 2011 at 2:36 PM, Sergey Kurdakov wrote:
> and few words before you stated - that retopo will work on simple
> submeshes - correct?
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 thousan
Hi Matt,
> Having extra funky automatic tools can be great too, but it's a
> different thing. You still also need tools with manual control, even
> if only just to clean up problems after an automatic topology
> generation algorithm. So these manual tools are probably not
> mathematically intense,
Hi Tom
>" it will be really slow and will work only for fairly low poly models
and few words before you stated - that retopo will work on simple
submeshes - correct?
then - algo, which was donated might be used as well it is fast as can be seen.
so here is a question to select appropriate algo.
On Mon, Apr 4, 2011 at 8:03 AM, Sergey Kurdakov wrote:
> all mentioned approaches was like these: take arbitrary mesh and make it
> better.
> it is developed with simple interface with mesh in - mesh out.
>
> in case you can suggest any better algos - and I provided best in
> class of retopo algo
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 math
>> library he needed for accelerating the process was not integrated yet
>
> this is
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
On Sun, Apr 3, 2011 at 1:22 PM, Sergey Kurdakov wrote:
> 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
@pete, Jonathan, Sergey, and Letterrip: Thanks for the feedback, I really
appreciate it.
> Date: Sun, 3 Apr 2011 13:07:55 -0800
> From: Tom M
> Subject: Re: [Bf-committers] GSoC 2011: Improving Retopology Tools
> To: bf-blender developers
> Message-ID:
> Content-Type: t
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
Alice here is the latest version of the surface sketch script that I
mentioned above.
https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons/mesh_bsurfaces.py
LetterRip
On Sun, Apr 3, 2011 at 11:08 AM, Alice Li wrote:
> Hi,
>
> My name is Alice Li, I'm a 3rd year student majoring
On Sun, Apr 3, 2011 at 12:39 PM, Sergey Kurdakov wrote:
> it is what ronih did not finish but intended to do - to sketch above
> mesh then to quad dominant remesh it.
> the approach he used - allows such features.
No, quad dominant remeshish is much more specialized and uses
algorithms wholly in
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
On Sun, Apr 3, 2011 at 12:25 PM, Sergey Kurdakov wrote:
> Hi Tim
>
>> those papers have nothing to do with the current proposal.
>
> could you please elaborate?
>
> the workflow of pen is following - a shape is drawn and is filled
> with triangles.
These are 'retopology tools' the flow of the un
Hi Tim
> those papers have nothing to do with the current proposal.
could you please elaborate?
the workflow of pen is following - a shape is drawn and is filled
with triangles.
there could be two cases
1) just plain surface,
2) a surface in 3D
in case of plain surface - it seems not of much
Sergey,
those papers have nothing to do with the current proposal.
LetterRip
On Sun, Apr 3, 2011 at 12:10 PM, Sergey Kurdakov wrote:
> Hi Alice
>
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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
Sergey,
I don't think the quad dominant remeshing is likely to provide much
similar tools or code at all.
LetterRip
On Sun, Apr 3, 2011 at 11:38 AM, Sergey Kurdakov wrote:
> from your description a recent addition to Blender might be of some help
>
> see
>
> http://www.blendernation.com/2011/0
Hi Alice,
I'd recommend starting with the developers quickstart guide
http://wiki.blender.org/index.php/Dev:2.5/Doc/Developers_Quickstart
see if you can get blender built on your platform of choice.
stop by #blendercoders on irc.freenode.net if you have any difficulties.
The relevant code
fir
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,
I am not a developer and so I cannot help with the documentation or API but
I did want to say that if you need any feedback during the project on the
tool behavior, workflow, etc then let me know. I have spent a significant
amount of time with the current retopology tools and tested out
Pen tool would be a great addition! I surely hope this proposal gets accepted!
On Sun, Apr 3, 2011 at 2:08 PM, Alice Li wrote:
> Hi,
>
> My name is Alice Li, I'm a 3rd year student majoring in Computer Science at
> the University of Toronto and I'm interested in participating in GSoC 2011.
> I ha
Hi,
My name is Alice Li, I'm a 3rd year student majoring in Computer Science at
the University of Toronto and I'm interested in participating in GSoC 2011.
I have only recently discovered my passion for computer science (3 years
ago) and have not contributed anything to the open source community y
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