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How did you manage to run this stuff? I downloaded the build from the link you provided but couldn't get it work.
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#161
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Hey guys,
New stuff committed to the nurbs/ branch. Laurynas has been tackling some of the backend stuff, and I've been making a few small experimental changes to the frontend 3D UI. Comments and criticism very welcome: http://img407.imageshack.us/my.php?image=new3ej1.png @Sammaron - There is a completely new backend NURBS system in our Blender branch now. At the moment it simply replaces the old system, without many changes to the frontend. Hopefully this will change as we add new features and make improvements @motorsep - Trimming curves and Projection are not possible yet. Please be patient, we will get there eventually! @Carrozza - I'll try to get a new build (or two) up somewhere Happy Christmas everyone! -Emmanuel |
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#162
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and Merry Christmas to you devs!
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FunLinks: . . . . . . WikiUser: FkttsuperRandom = An Engineer's Guide To Cat's |
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#163
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Thank you eman for such great news that the work concerning nurbana is still in hard progress. It will be great eventually. This really encourages me that one day Blender will have strong NURBS tools like Maya or MOI3d :-)
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#164
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Felix, Jiri, thanks for the kind words.
Here's an OS X intel (10.4) build: http://graphicall.org/builds/builds/...on=show&id=913 -e p.s. windows build is now ready on graphicall.org: http://graphicall.org/builds/builds/...on=show&id=914 Last edited by eman; 28-Dec-08 at 03:31. |
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#165
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holy shit: every time i create a NURBS object, it changes orientation every time i enter/exit edit mode. like if i add it while in top view, then enter and exit edit mode, then it shifts by about 45 or 90 degrees, seemingly randomly....
EDIT: otherwise, its lookin sharp! lovin the new draw mode and the refinement is cool, though it would be great to be able to control it more. keep up the awesome work!
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------------------------------------------------------------ www.tomsvilans.com http://www.indigorenderer.com/joomla...g2_itemId=2762 Last edited by StompinTom; 26-Dec-08 at 16:42. |
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#166
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Following hereabove mentioned there are main testing highlights:
- entering from edit mode back to object one brings some strange rotation, even though I clean them re-entering edit mode brings them back - iso lines are not clearly visible, on more complicated surfaces they are barely noticeable. From user perspective point of view it would be nice if they were stick to the surface. I guess that in next step these iso lines will be possible to use for editing. - it is difficult to understand (at least for me) how degree refine should be used as it seems to me that in fact it changes the volume of the surface unpredictably - old subdivide function has some similar effect as refine, it would be nice to highlight the distinction between these two - new point drawing si very nice, maybe it would be nice to have the ability to select not only the point but also the lines (i.e. the curve represented by the points) - it would be welcomed to consider rather non destructive tools (that does not change the volume or the shape of the surface and rather add controlling curves, in the other case it is very difficult to control creative process - during next steps it would be very nice to focus really to user / modeller friendly attitude. Actually nurbs and it panels seems rather designed for maths institute students rather then for artist. So it would be great if eventually we will have strong nurbs tools with really nice users friendly interface and tools (like MOI for example as I have mentioned already) Looking forward to next build and testing your great work (and eventually also trimming and projection :-)) Last edited by JiriH; 26-Dec-08 at 11:11. |
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#167
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@ StompinTom - Thanks for the bug report, I've reproduced it here. Laurynas tells me it's my fault, not his, so I'll try to fix it ASAP. We're working on a local subdivide/refine, so that you can increase resolution at a specific point on a surface.
@ JiriH - Thanks for the great comments Isolines - You're right, I'll fix it Refine - It shouldn't deform the surface, but change the 'control cage' Old Subdivide - The new non-destructive refine/subdivide will replace the old subdivide functionality New CP UI - Ability to select lines between CPs is a good one, but it might need an equivalent of 'edge mode' Non destructive tools - It's my goal to replace all destructive tools with non-destructive version as I mentioned above, I hope to add a 'local refine' tool, to add cntrol points to specific parts of a surface UI - the changes I just made are the first front end changes I have made, until now we have been focusing on the backend. I hope to focus on the UI and usability once we have a stable full-featured backend. And I hope you and everyone else on this thread will help with ideas, suggestions and feedback ![]() Sorry about the bug, but keep the feedback coming! -Emmanuel |
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#168
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#169
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Thank you eman very much for your feed back. Really looking forward to your next steps. Non-destructive attitude is really artistic friendly one. I did not want to go much in UI as I understand you are still in the period of "under hood" coding and not the UI one.
And of course have nice holidays and happy new year :-) |
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#170
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I'm not familiar with H-splines.
The local refine function would allow you to increase the number of control points in an area without changing the surface itself. This would work just like the current Refine button, except that you can select the area to refine. Does that make sense? -e |
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#171
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Quote:
Happy Christmas to you too, and to everyone else on this thread ![]() -Emmanuel |
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#172
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I just commited a fix for that bug, a fix for another bug with extrude where the knot type changed (thanks Laurynas) and a temporary fix to make Isolines look a bit nicer (occlude geometry doesn't work with them yet).
I haven't had a chance to update the builds yet, I'll do it as soon as I can. -e |
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#173
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Thanks a lot, Eman! You made a neat Christmas gift to all of us!
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#174
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Same problem as StompinTom, but was very excited to see the Windows build.
The shops were shut but Blender devs were still working - thank you. |
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#175
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Quote:
http://www.zoo-logique.org/3D.Blende...x.php3?zoo=com
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Ze French Group : ZOO-Blender | Starter Kit Blender (livre en français) Daily updated Bpy API | Ze best french tutorials site. |
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#176
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Hi everyone, I'm testing the new NURBS but I don't know How to exactly to use it
Has somebody created some architectural stuff with this build? Could someone post a little tutorial or even some test files? Here is my test-result... http://img376.imageshack.us/my.php?i...anatestxj5.jpg Anyway thanks for your hard work Eman ![]() P.S sorry for my bad english... |
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#177
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Hello
oxigen have made a Linux 64 build, that you can download here, for test: http://www.graphicall.org/builds/index.php Bye |
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#178
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i'd like to help debug theses new Nurbs on windows
but is there a mimimum doc describing what the new features are so we can test it and report bugs any idea when this will come out i mean is it with the next 2.5 next year ? Thanks |
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#179
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Great to see so much happening on the NURBS integration front.
Can't wait for them to be finalized. In this build, however, I found a pretty bad bug. Every time I enter and exit edit mode, CVs get shuffled around in a strange way. I've shot a little video to demonstrate the bug: download My system: Mac OS X 10.5.6 Intel core 2 duo nvidia 8600 GT Cheers -William
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Visit my blog Last edited by William; 27-Dec-08 at 15:06. |
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#180
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