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Log from #blender at freenode 2006-06-25
[00:30]<npnrp>please hold..
[00:30]<[_ouvrrsv_]>Maligor: popular science: they could use tungstien rods for shot
[00:30]<mzfyzjz>You get reaction for shooting them so the ship would roll over
[00:30]<npnrp>hmm
[00:31]<[_ouvrrsv_]>Maligor: the ship wouldnt roll over, it would have to be huge to get all the power the railgun would need
[00:31]<mzfyzjz>I think it would be more practical to use kinetic bombs from orbit
[00:31]<ruzrfys>there where tests made of usings guns to fire projecctiles into low orbit, intercontiental would just mean hitting a ballistic curve that allows reentry at the target
[00:31]<mzfyzjz>you just need to target and drop the kinetics and they hit the earth eventually
[00:31]<2uac>is it possible to export the UV unwrapped image?
[00:31]<sxjzvwrvn>Auralis: yes, but you would need a big enough mass that it wouldn't burn up on re-entry
[00:32]<mzfyzjz>problem would be getting them up in space unless you mine them from the moon
[00:32]<sxjzvwrvn>Getting something up that high would be one thing
[00:32]<ruzrfys>of course
[00:32]<sxjzvwrvn>Getting it back down...different story
[00:32]<ruzrfys>buck: uv export script
[00:32]<2uac>oeh
[00:32]<2uac>thanks
[00:32]<mzfyzjz>getting any sort of reasonable accuracy would also be pure hell
[00:32]<sxjzvwrvn>indeed
[00:32]<mzfyzjz>you'd need a perfect weather models
[00:33]<mjuee>I'm a newbie and doing the snowman tutorial. Howcome, when I select one object (right-click), it selects all objects?
[00:33]<mzfyzjz>Mouzz: it shouldn't..
[00:33]<2uac>try pressing a
[00:33]<2uac>and then selecting
[00:34]<[_ouvrrsv_]>he probably added all the objects while in edit mode
[00:34]<mzfyzjz>right clicking should unselect all objects
[00:34]<mzfyzjz>except the target
[00:34]<mjuee>buck: That deselects all. then, when I select one (right click) , it selects all again...
[00:34]<mzfyzjz>shift-rightclick adds them to the selection stack
[00:34]<mjuee>[_Outcast_]: Might have done that...
[00:34]<2uac>outcast is probably right
[00:35]<[_ouvrrsv_]>Mouzz: in that case, go into the edit mode of your object, click on one vertice of an object, hit L, then unjoin them all
[00:35]<[_ouvrrsv_]>with p
[00:35]<npnrp>hmmm
[00:35]<[_ouvrrsv_]>for seParate
[00:35]<npnrp>can anybody hear me>?
[00:35]<[_ouvrrsv_]>lol, that command doesnt make any sense...
[00:35]<mjuee>[_Outcast_]: So objects are to be added in object mode? otherwise you'd add vertices to the selected object or something?
[00:35]<runsvyw>Eleaf: hi Eleaf
[00:35]<npnrp>okay, hi guestix
[00:35]<npnrp>;p
[00:35]<[_ouvrrsv_]>Mouzz: sort of
[00:35]<runsvyw>Eleaf: the emulation of the network failure failed :P
[00:35]<[_ouvrrsv_]>but you can still make them different objects
[00:37]<zuzu>16:19 -!- ChanServ [ChanServ@services.] has quit [ACK! SIGSEGV!]
[00:37]<zuzu>heh, funny
[00:38]<zrfnyrx>how do i do vertex based key framing?
[00:39]<mjuee>And an other thing... If I create a cone and switch to side view, switch to edit mode, and select (with B) the vertices of the base of the cone, some vertices are left out (at random it seems) . I need to 'twist' the view somewhat (hold middle mouse button and move mouse) to view which vertices are selected and which aren't, and the select them again with B... What's going on?
[00:39]<zrfnyrx>i try to move the vertices around in one frame, press [i] and choose loc, locrotsize, or mesh (those are the ones i've tried) and hit enter
[00:39]<zrfnyrx>but the changes affect all frames
[00:40]<[_ouvrrsv_]>Mouzz: there is a mode that lets you see everything as "transparent" in edit mode. it allows you to select all the vertices, even if they should be blocked from view. theres a box icon right by the selection type buttons (vertices, lines, faces, and then the box) hit that, and it should solve your problem
[00:41]<[_ouvrrsv_]>and those buttons should be on the same line as the mode box, (edit mode, object mode, ect)
[00:42]<zrfnyrx>the hotkey is [z]
[00:42]<runsvyw>yeah hit Z until your cone is transparent, then try selecting again
[00:42]<2uac>how do I load a plugin? restart, or open it from the text editor?
[00:44]<zrfnyrx>buck, put it in .blender/scripts
[00:44]<zrfnyrx>then choose "update menus" in the scripts window
[00:44]<mjuee>[_Outcast_]: Drawtype I presume? Texture, solid, shared, wireframe and bounding box... Then wireframe should be the one I presume?
[00:44]<npnrp>lol
[00:44]<npnrp>guestix, hmm
[00:44]<2uac>thanks raleigh
[00:44]<2uac>eleaf has a dirty mind
[00:45]<npnrp>buck, huumh
[00:45]<zrfnyrx>anyone here used blender to do vertex-based animation?
[00:45]<zrfnyrx>...keyframing
[00:45]<[_ouvrrsv_]>Mouzz: yea, that'll work
[00:51]<sunlxrnn>raleigh: thats not the way you do vertex animation
[00:51]<runsvyw>Mouzz: yes, wireframe view is what you need to select vertices in one go
[00:51]<sunlxrnn>raleigh: check the manual on how to do it
[00:51]<zrfnyrx>i'm reading it atm
[00:52]<zrfnyrx>not sure wether i should be in PartVII or PartVIII
[00:56]<runsvyw>railguns could be used to fire up giant fireworks wich could be seen from all over the country
[00:57]<mzfyzjz>Or shoot the martian invaders
[00:57]<[_ouvrrsv_]>or shoot just about anything
[01:03]<runsvyw>i think im gonna do a quick game where u shoot martians with a railgun
[01:05]<[_ouvrrsv_]>theres no such thing as a "quick game" lol
[01:07]<runsvyw>ah well - excuse my english please - a quick-made-game
[01:07]<runsvyw>quickly made
[01:10]<runsvyw>anyways, i can think of how railguns usually look, bot how do martians usually look?
[01:10]<sunlxrnn>green with ray guns
[01:10]<mzfyzjz>green, bugeyes, rayguns
[01:10]<mzfyzjz>and flying saucers
[01:11]<mzfyzjz>Where were you born not knowing what martians look like?-)
[01:11]<runsvyw>erm, rayguns are a no-go, they sould destroy my railgun easily
[01:12]<mzfyzjz>they only work to a range of 50 meters
[01:12]<sunlxrnn>not if it moved back and forth along the bottom
[01:12]<sunlxrnn>space invaders style
[01:12]<mzfyzjz>and are incredibly inaccurate
[01:12]<mzfyzjz>martians have absolutely no concept of autotargetting
[01:18]<2uac>why do my glasses cast shadows instead of casting a sort of silhouette?
[01:22]<nvzna>is it a raytraced material?
[01:23]<2uac>I think so
[01:23]<nvzna>do you have the Raytransparency button click on?
[01:26]<2uac>yeah, and I upped the depth - now it only casts a shadow on the side
[01:26]<2uac>it looks kind of odd
[01:27]<2uac>I guess I'll have to read up on some glass tutorials
[01:27]<nvzna>can you point to an image so I can see the effect?
[01:28]<2uac>sure, hold on
[01:30]<zrfnyrx>Surphaze, after reading the manual, i ended up using "insert key" -> "mesh" only slightly differently than i described... how do you recommend doing vertex based animation?
[01:31]<2uac>http://images.xieke.com/oddglass.png







