|
|||||||
![]() |
|
|
Thread Tools |
|
||||
|
............................................
FunLinks: . . . . . . WikiUser: FkttBrowse-Tutorials.net |
||||
|
#61
|
||||
|
|
|
|||
|
About the bmesh,I hope that the work will not change vertices and faces order in importing and esporting meshes.
I don't know how and if the things can be related,but as a modeler vertices order is the most important feature(1000 times more than ngons )so I hope that I'll have the possibility to exchange meshes like now in the future. Bye |
|||
|
#62
|
|
|||
|
Quote:
Joe
............................................
see my animation/rigging blog at http://animateit.wordpress.com/ |
|||
|
#63
|
|
|||
|
Quote:
Joe
............................................
see my animation/rigging blog at http://animateit.wordpress.com/ |
|||
|
#64
|
|
||||
|
With the possibility of node based particles and then using them with the point density texture in the sim_physics branch it's tempting me to donate perhaps 100 dollars for the cause and the same amount for Bmesh.
My checking account has over 3000 dollars in it, I can easily spend that amount of money for these developments even after I pay the Kansas Government the sales tax because of selling art.
............................................
Soar, soar through the skies upon the wings of anything that can fly, to bring your dreams to reality, to bring success upon you, to bring you a good life for you and your family. Not everyone can get to the point where you constantly draw 4 aces in a deck of cards, but everyone is able to taste what success feels like and what that can mean for them. |
||||
|
#65
|
|
|||
|
Quote:
Joe
............................................
see my animation/rigging blog at http://animateit.wordpress.com/ |
|||
|
#66
|
|
|||
|
Thanks joeedh for the answer,I like it !
|
|||
|
#67
|
|
|||
|
I just wanted to say, you're all so freaking awesome! And I'll have to think of ways I can involve all you donators in the development process. I'm thinking a voting system to prioritize certain cool new tools or something like that, though I still have some big code changes left to do before I can start thinking about working on cool stuff like that.
[edit]: I should also reiterate that the bmesh branch isn't completely usable yet, and probably won't be for a few weeks (I have to get the modifier system to support ngons too, so they'll work with subsurf properly, which is a fairly hefty amount of work). Joe
............................................
see my animation/rigging blog at http://animateit.wordpress.com/ Last edited by joeedh; 27-May-09 at 18:32. |
|||
|
#68
|
|
|||
|
joeedh: You could ask how paul, the main developer behind ardour handles the subscription system. See http://ardour.org/node
|
|||
|
#69
|
|
|||
|
This new branch of development is really-really interesting.
Let's stop staring at Modo's stunning modeling tools: Blender is in da house! ;-) |
|||
|
#70
|
|
||||
|
Joe, do you have any idea at all about how long it may take to implement these tools?
I know that no matter what you say, "when it's done" is the actual correct answer, but I'm curious as to how big of a job this actually is. Mainly, the question is: Will this happen in time for 2.5? ![]() I'm falling in love with blender, partially because all of it's shortcomings are almost entirely being addressed for 2.5. BMesh is one major one. Particles are the other, although a node-based particle system is probably a LOT farther off.
............................................
Chad Gleason Vice President / Creative Director Outpost 12 Studios http://www.outpost12studios.com |
||||
|
#71
|
|
||||
|
"Rather than spending time on boids, or keyed particles (that I still can't figure out how to use), I'd rather have a system that doesn't do some of those more obscure things, but is a rock solid system for the particle jobs that you want to do most of the time in production."
Broken, have you spoken to Jahka on this matter? What are his thoughts? Because I agree with you 100% percent! Blender's dynamics system has a long ways to go before it can compete with Maya or Houdini, but rather than just piling on more features, the most important start is to have the features that are there be 100% rock solid and useable/flexible in real production.
............................................
Chad Gleason Vice President / Creative Director Outpost 12 Studios http://www.outpost12studios.com |
||||
|
#72
|
|
|||
|
The thing about Boids got me wondering.
Aren't they conceptually related to Harkyman's Blender People and Game Engine AI for Non-Player Characters? A lot of work is being/has been done on these projects. Is there enough of an overlap to make thinking about a more generalized system worthwhile? And (dare I say it) would that system be nodes? |
|||
|
#73
|
|
||||
|
Quote:
That's really cool indeed! I guess also Bart from BlenderNation could help with some advice how it's done. I think that will such a system stimulate people to donate. It's always nice to watch your bonsai growing...
............................................
ø¤°`°¤ø,¸_¸,ø¤°`°¤ø,¸_¸,ø¤ waves ¤ø,¸_¸,ø¤°`°¤ø,¸_¸,ø¤°`°¤ø |
||||
|
#74
|
|
|||
|
Quote:
Last edited by tyrell; 27-May-09 at 22:33. |
|||
|
#75
|
|
||||
|
Of course.
That doesnt change the fact that the project will take a certain number of hours, regardless of how many hours per day he spends on it. Im simply curious as to how much that is. It will also everyone some insight on how much we need to donate to help get it done in time for 2.5.
............................................
Chad Gleason Vice President / Creative Director Outpost 12 Studios http://www.outpost12studios.com |
||||
|
#76
|
|
|||
|
It really doesn't matter how much. Joe will appreciate it, I'm sure. A dollar, five, ten, twenty, 100... We'll just hope that some who have better financial advantage will donate more. I understand that most of us want everything for free. Man, there has to be a point where we have to give something back in return. And frankly, I'm not worried what he does with the donations, and whether he finishes it or not. The attempt to do something very useful is far more important.
|
|||
|
#77
|
|
|||
|
Now first of all thank you very much to you guys who've allready donated! The support from this community is truly amazing!
Secondly some answers to renderdemon, broken & fahr: I'm currently looking on new stuff such as boids & nodes mainly because of the status of 2.5 development. There's been really no sense for me to try to make particles more robust for 2.49 as 2.5 will need many things recoded again. I also can't yet work on 2.5 code as it's not yet mature enough. I'd love to focus my efforts on fixing the real stuff such as the horrible state of the current cache system, but as it's really deeply connected to the whole event system (which as you know is totally new in 2.5) I'm basically stuck with things that I know I can convert into 2.5 quite easily. The other thing limiting me from starting work on 2.5 particles is that currently my poor dear particles don't even have buttons for themselves in 2.5! You guys just poke brecht enough so he'll at least add the datablock handler template for ui and I promise I'll start looking into 2.5 particles more seriously ![]() So unfortunately for now it's me either focusing on new and cool stuff or doing nothing. broken: Now the "Non-topology-dependent hair" would indeed be a nice feature and perhaps not too difficult to implement (some ideas just came to my mind about how to go about it in a nice way). But as all the interface and event code is totally new to me in 2.5 and probably still going to change quite a bit I can't really take action on this yet. I'll add this to my "smaller things" todo list though. More great ideas like this please! Last edited by jahka; 28-May-09 at 23:39. |
|||
|
#78
|
|
||||
|
Quote:
............................................
Brian Blenderscripts - Python Daily video lessons! I provide Windows 64bit Builds of Blender 2.5 SVN @graphicall |
||||
|
#79
|
|
|||
|
Quote:
WIth the other things mentioned there is another thing I hope you one day may want to improve. The hair interpolation works good,but for fur combing a way to create discontinuity(little changing in direction) on it it's really needed,as several combing patterns in animals fur have a break in the fur direction(creating somethings that looks like stripes). There is the seams button now,but it's too much dependent on topology,and sometimes topology and fur partterns are really different. If we could paint a 2d map(controlled with uv coordinates) that can make a controlled direction deviation for fur children from the interpolated particles position(maybe rotating the fur in the normal or tangent direction) the system will be really close to perfection. |
|||
|
#80
|
![]() |
| Bookmarks |
| Thread Tools | |
|
|