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Log from #blender at freenode 2006-06-25
[22:05]<zvxzyffnz>there is no interactivity in Blender :(
[22:06]<sunlxrnn>rthriller: lots of the tools are interactive, screw is quite old tho
[22:06]<zvxzyffnz>what are the interactive tools
[22:07]<sunlxrnn>bevel, loop cut
[22:07]<zvxzyffnz>maybe some scripts, but history is not kept once you leave the tool
[22:07]<sunlxrnn>pretty much all the edge tools
[22:08]<sunlxrnn>rthriller: what do you mean history is not kept once you leave the tool?
[22:09]<bnbzrw>upcoming array modifier is great :)
[22:09]<zvxzyffnz>like in Maya
[22:09]<zvxzyffnz>or max modifiers stack
[22:09]<bnbzrw>i wish blender had better beveling
[22:10]<bnbzrw>it would make things a bit easier
[22:10]<zvxzyffnz>Bevel Center script is good
[22:10]<bnbzrw>can it bevel single verts and edges?
[22:11]<zvxzyffnz>yes
[22:11]<zvxzyffnz>Surphaze, have you seen my flower work with Blender/Yafray?
[22:11]<sunlxrnn>BeBraw: yeah what rthriller said
[22:11]<sunlxrnn>rthriller: don't think so
[22:11]<bnbzrw>neat. didn't know it could :)
[22:11]<zvxzyffnz>http://www.zaroui.net
[22:12]<zvxzyffnz>just a beginning
[22:12]<sunlxrnn>rthriller: neat, looks great
[22:12]<bnbzrw>vert bevels as i would expect but an edge does not
[22:12]<zvxzyffnz>still some rendering artefacts
[22:13]<zvxzyffnz>antialiasing story
[22:13]<sunlxrnn>BeBraw: oh?
[22:13]<sunlxrnn>BeBraw: I use it all the time on edges
[22:14]<bnbzrw>Surphaze: i selected single edge of a cube and tried to bevel it with the script. it beveled only one vert
[22:14]<zvxzyffnz>what version do you have BeBraw ?
[22:14]<bnbzrw>rthriller: 2.41
[22:14]<sunlxrnn>rthriller: I had to fix bevel center at one point
[22:14]<sunlxrnn>err
[22:14]<sunlxrnn>@ BeBraw
[22:15]<zvxzyffnz>BeBraw, download the 2.42 RC1
[22:15]<zvxzyffnz>it has lots of fixes
[22:15]<bnbzrw>rthriller: got it. i will wait for rc2 though
[22:16]<zvxzyffnz>tonight I think, riight?
[22:16]<bnbzrw>hopefully
[22:18]<zvxzyffnz>but what is really missing is a good (and easy) bend deformer
[22:18]<bnbzrw>bend modifier :)
[22:18]<zvxzyffnz>with on screen manipulators ;)
[22:19]<bnbzrw>do you have some link to a good reference that describes bend deformer well?
[22:19]<bnbzrw>i know you can make neat animations and for example tyres with it easily
[22:19]<sunlxrnn>rthriller: curve deform?
[22:20]<adyz_>hmm how do i reset so that all my views are equally zoomed in?
[22:20]<bnbzrw>Surphaze: essentially yes but much easier to use
[22:20]<zvxzyffnz>curve deform ara hard
[22:21]<zvxzyffnz>difficult I mean
[22:21]<sunlxrnn>BeBraw: so there is something new being added?
[22:21]<bnbzrw>Surphaze: that's just at idea stage now
[22:22]<sunlxrnn>ah
[22:22]<bnbzrw>we need to make good enough specs to "sell" it to the devs :)
[22:22]<adyz_>what's the difference between local/global view?
[22:23]<bnbzrw>anim8or seems to have a bend modifier. gotta take a look at it
[22:23]<-- rfgw_yjggsru xrs>http://www.microsoft.com/windowsserver2003/ <- 3,400,000,000+ users can't be wrong")
[22:24]<sunlxrnn>why is curve deform hard to use? except that it is non interactive
[22:25]<zvxzyffnz>try 4D Blue, is good too, but has bad exportation ;)
[22:28]<zvxzyffnz>Surphaze, I am trying to make this : http://www.4dblue.com/tutorials/09/lamp27.gif and I did not succeed to combine the screw, and the bend
[22:31]<bnbzrw>rthriller: as Surphaze said, curve deform is the tool for the job
[22:32]<bnbzrw>or you could even try lattices
[22:32]<zvxzyffnz>BeBraw, could you please try do it for me?
[22:32]<bnbzrw>i can give it a shot
[22:33]<zvxzyffnz>okay, thanx
[22:34]<dpkrdrxvfd>8D
[22:35]<zvxzyffnz>what?
[22:39]<bnbzrw>rthriller: it's not easy. try modeling the curve with subsurfs instead. you get more control that way
[22:40]<zvxzyffnz>I know, the bend part is easy, but combined with the twist become difficult
[22:43]<bnbzrw>rthriller: you could use two curves to do that. use BevOb. i think that should do it
[22:43]<bnbzrw>you can use Tilt to make the twisty part
[22:44]<zvxzyffnz>I'll try to experiment with
[22:45]<fyzxv2zyzznz>Blah, I'm trying to get the number of armatures/bones in a model, but this second line is giving me an error: http://rafb.net/paste/results/eO0ZM847.html
[22:45]<zrgqmj>please somebody compile Sculpting Tools for windows :-(
[22:45]<bnbzrw>tilt is good for making ropes and such. select a part of curve and hit t to access it
[22:46]<bnbzrw>rthriller: you can make that model in less than 5 minutes with BevOb and curves. O_O
[22:47]<fyzxv2zyzznz>How should I get the bone count?
[22:47]<fyzxv2zyzznz>(in a python script)
[22:47]<bnbzrw>rthriller: remember to set 3D of the curve on if you use Tilt
[22:47]<dacww1o>lightbringer, oh, i was going to suggest sending it to school
[22:47]<fyzxv2zyzznz>DAC, hey.
[22:48]<zvxzyffnz>BeBraw, how to draw curves? or you can just ADD them?
[22:49]<bnbzrw>rthriller: Add/Curve/Bezier Curve
[22:49]<zvxzyffnz>ah, you can't draw control points manually?
[22:50]<bnbzrw>rthriller: after you have curve, you need something to represent the circle part of it. add curve circle too. after that you need to write the name of the curve circle to BevOb field of the first curve
[22:50]<bnbzrw>rthriller: after you have added a curve, yes
[22:50]<zvxzyffnz>yes, got it! Ctrl LMB
[22:50]<zvxzyffnz>but tangents are a mess!!!
[22:52]<bnbzrw>use r to rotate
[22:52]<bnbzrw>i think blender's curves are quite powerful
[22:52]<sunlxrnn>lightbringer: what part did it not like?
[22:54]<fyzxv2zyzznz>I assume the values() line
[22:54]<fyzxv2zyzznz>*part
[22:54]<fyzxv2zyzznz>my other file.write() functions aren't having issues, so I assume it's strictly to do with getting the bone count
[22:56]<bnbzrw>rthriller: see http://mediawiki.blender.org/index.php/Manual/PartII/Curves about curves. gotta get some sleep now :)
[22:57]<zvxzyffnz>ok, c ya and thanx :)
[23:02]<sunlxrnn>lightbringer: I don't think armatures is a dict
[23:03]<sunlxrnn>err wait nm
[23:03]<sunlxrnn>lightbringer: that is strange
[23:04]<fyzxv2zyzznz>Ah, okay, it had an issue if there were no bones.







