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  1. #1001
    Member William's Avatar
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    Yeah, what would be really cool woould be if it could record game logic too, so you could automate stuff, like add footprints as a character walks about, detect collisions and stuff.
    Visit my website



  2. #1002
    how can I use hardbody? can I use alpha2?



  3. #1003
    Member Gabio's Avatar
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    Originally Posted by vidar_nelson
    Nevermind, doesn't seem to work anyway...

    Argh! no ragdoll for me! I'll stick with the chair tests
    Psss. python scripting here will let you do what you want, with join support.
    Venez nous voir au Québec, on est pas sorteux!



  4. #1004
    Cool! I'll try it when I get home from school.



  5. #1005
    I had almost given up on trying rigid-body sims.

    Until William gave away his secret, that is!

    so I did my own test, and the longest step in the process was the render. it's that easy!
    Click here to watch rigid-bosy-test
    10 minute set-up, half hour render.

    mad props to the dev team for throwing this in. I've got three projects that have ben waiting for this very feature.
    I hate my four-year-old user name. Nobody should ever go through phases.



  6. #1006
    Originally Posted by afrosk8er88
    I've got three projects that have ben waiting for this very feature.
    And here's one of them.

    I did my ipod basket a while ago. I wanted to animate it before, but IPO Burner was just too clunky, and the sumo engine was too glitchy.

    but the Bullet engine freaking owns.

    check it out: Click here to watch iPod-Basket-no-grass
    I hate my four-year-old user name. Nobody should ever go through phases.



  7. #1007
    Is the new particle hair sim. too good to be true or what?!

    Pinch me I may be dreaming.

    - eye modelling tutorial > http://web.pdx.edu/~wlf/tut.html
    - Free rigged toon bunny > http://web.pdx.edu/~wlf/Bunny.rar



  8. #1008
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    sigh...i am working on a few fluid sims, but blender keeps crashing or not rendering angmaps right...or i just accidentally cancel it. :x

    anyway..i found a pretty cool water material while doing this. ill post a pic soon.



  9. #1009
    Member effstops's Avatar
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    Woodman, how long did that take to render?



  10. #1010
    effstops:

    It took about 15 to 20 minutes with raytracing. I read that you can get better effects without raytracing so I bet I could get the same or better with a 5 to 10 min render time with spot lamps.
    - eye modelling tutorial > http://web.pdx.edu/~wlf/tut.html
    - Free rigged toon bunny > http://web.pdx.edu/~wlf/Bunny.rar



  11. #1011
    Member effstops's Avatar
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    Ah, thanks. I guess it's still pretty impractical for animation, with those render times... :-?

    --Colin



  12. #1012
    Nevermind. I got it working.



  13. #1013
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    effstops: just to let you know, that's not bad for animation. PIXAR has UGE renderfarms and all the latest equipment, and some frames can take up to NINETY HOURS... (how many days is that anyway? ~ 4.5?) But PIXAR is very detailed and everything...and they have the time...



  14. #1014
    Originally Posted by roflmao
    effstops: just to let you know, that's not bad for animation. PIXAR has UGE renderfarms and all the latest equipment, and some frames can take up to NINETY HOURS... (how many days is that anyway? ~ 4.5?) But PIXAR is very detailed and everything...and they have the time...
    Correct me if I am wrong, but wasn't that like in the mid 90's before high speed computers? If not, dam, Pixar is really inefficient when it comes to being conservative :P



  15. #1015
    Member effstops's Avatar
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    Well, I guess you're right. But, I don't have a computer dedicated to rendering. A 10 second animation could take more than three days to render. That means, for those three days, I'd only have limited access to my computer.

    But I guess it's not that bad. As long as I make sure everything is absolutely perfect before starting a render, I guess I could leave Blender in the background. But anyway, those render times are still a lot greater than what I am used to.

    --Colin



  16. #1016
    Has anyone tried using the fluid sim in a game yet? I have but so far all it does is make the cube fall. lol.



  17. #1017
    Using spot lights and no ray tracing allows for much shorter and very animation friendly render times
    Here are some examples where I replaced the ray lamps with buffered spot lamps...

    OSA=0 Render Time=12seconds


    OSA=5 Render Time=43seconds


    OSA=8 Render Time=1minute 6 seconds


    OSA=16 Render Time=2minutes 9 seconds


    So you see the render times are actually quite nice.
    - eye modelling tutorial > http://web.pdx.edu/~wlf/tut.html
    - Free rigged toon bunny > http://web.pdx.edu/~wlf/Bunny.rar



  18. #1018
    Member effstops's Avatar
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    Wow! That's quite an improvement! The hair is significantly brighter but it still looks pretty realistic to me.

    Thanks for experimenting with the settings. What kind of hardware are you on?

    --Colin



  19. #1019
    -Pentium 4 3.4ghz hyperthreading
    -512mb ram
    -128raedon vid card

    No problem, it was quite fun playing with the settings. Here is a little tip for hair creation on a beast:
    - copy the base mesh
    - sub divide selected areas where you want more hair
    - decimate areas that you want less hair
    - seperate the mesh where you want to have different lengths or directions.

    Later!
    - eye modelling tutorial > http://web.pdx.edu/~wlf/tut.html
    - Free rigged toon bunny > http://web.pdx.edu/~wlf/Bunny.rar



  20. #1020
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    or you could wait till the next alpha!



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