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Que bien! ya tenemos custom transform orientation, llevo años esperando a que theeth lo pusiera en SVN
Ademas estuve usando los Boids para un projecto y me parecio compartir el blend, Boids = pateanCódigo:=== Custom Transform Orientation === Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel. If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time. Custom Orientations are save in the scene and are selected per 3D view (like normal orientation). Adding from an object, the orientation is a normalized version of the object's orientation. Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest. (More logical orientations can be suggested). I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation Differences from the patch: - orientations no longer link back to the object they came from, everything is copy on creation. - orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
http://www.zanqdo.com/tmp/Pejecitos.blend
- lord of the rigs -
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eso precisamente es lo que están reescribiendo en blender y tendremos para la 2.50
Projecto: Usualmente se le llama así a los proyectos compuestos por mosquitos.Ademas estuve usando los Boids para un projecto y me parecio compartir el blend, Boids = patean
/me se va a probar el custom transform!
Última edición por venomgfx; 13-ene-2008 a las 22:51
Venom's Lab! - Training DVD de Blender en Español!
* Pablo Vazquez' Personal Portfolio * Apricot Open Game Project
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por cierto,
:DAuthor: theeth
Date: 2008-01-13 23:20:18 +0100 (Sun, 13 Jan 200
Log Message:
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=== Transform Snap ===
Snapping for object mode
Changes:
- Transform snap now working in object mode and not just mesh edit mode
- Shift-Tab can be used to toggle snap on/off inside transform too (no more Esc,toggle,restart)
- Object mode snap: Closest uses the bounding box corners of all selected objects, Median uses object center and Center uses transform center (same as edit mode).
- Object mode snap: all visible meshes can be used to get the snapping point (unlike edit mode snap which is limited to selected mesh: this might be adjusted to make edit mode snap use all visible too).
To Do:
- Add "Active" snap target method: use active object (or mesh element) as snap target
- Add snapping capabilities to Scale
- (Maybe) Add "Near pointer" snap target method: use selected element that is closest to mouse pointer as snap target. Active could probably accomplish that already in a less confusing manner, so I might skip this.
Venom's Lab! - Training DVD de Blender en Español!
* Pablo Vazquez' Personal Portfolio * Apricot Open Game Project
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Bajaos la última compilación, que está cargadita de cosas para jugar
graphicall.org
Antes de leer mi mensaje, imagina que lo escribe tu humorista favorito, a ver si así consigues captarlo mejor, porque yo nunca escribo enfadado, aunque pueda parecertelo.
--------------------------------
"Algún día todo será digital". Caronte.
My latest personal work
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Custom Names for Nodes
This commit makes it possible to add a custom name to a node. The feature can be
accessed either by using a menu or shortcut ctrl-r. It currently works only when
a single node is selected. Invoking the feature gives a popup menu in which a new
name can be entered. If the given name is not empty, it will be shown like
"(myCustomName) NodeName" in the node header.
This feature is particularly useful when documenting complex node setups.
I also fixed the size of blur node. It was too short before due to my previous
commit.
Thanks to David Millan Escriva for contribution! by bebraw
DAMILES POWA!!!![]()
no se elevará, nunca más.
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Damiles:
![]()
Obtén enseñanza tradicional en arte y cine. Los ordenadores solo son herramientas. Ellos no pueden tomar decisiones creativas, y solo pueden crear trabajos tan buenos como tus conocimientos y tu experiencia les permita.
Victor Navone
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Bueno, también añadieron más cosas de nodos interesantes que no comento Leander añado:
============================================
Revision: 13163
Blender Projects: Blender 2.4x BF release: SCM Repository
Author: bebraw
Date: 2008-01-07 20:38:01 +0100 (Mon, 07 Jan 200
Log Message:
-----------
Custom Names for Nodes
This commit makes it possible to add a custom name to a node. The feature can be
accessed either by using a menu or shortcut ctrl-r. It currently works only when
a single node is selected. Invoking the feature gives a popup menu in which a new
name can be entered. If the given name is not empty, it will be shown like
"(myCustomName) NodeName" in the node header.
This feature is particularly useful when documenting complex node setups.
I also fixed the size of blur node. It was too short before due to my previous
commit.
Thanks to David Millan Escriva for contribution!
================================================== =
Revision: 13154
Blender Projects: Blender 2.4x BF release: SCM Repository
Author: bebraw
Date: 2008-01-07 14:55:48 +0100 (Mon, 07 Jan 200
Log Message:
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Black and White level inputs to RGB Curves compositing node
This commit adds possibility to define black and white level of the
mapping curve of the RGB Curves node. This functionality is exactly
the same found in the Curves tool of the UV/Image Editor. It can be
used to extract wanted color ranges out of the input easily.
Thanks to Bj?\195?\182rn C. Schaefer for contribution!
=============================================
Revision: 13153
Blender Projects: Blender 2.4x BF release: SCM Repository
Author: bebraw
Date: 2008-01-07 13:55:37 +0100 (Mon, 07 Jan 200
Log Message:
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Conversion of "Toggle Link" tool to "Make Link"
This commit alters the behaviour of "Toggle Link" tool found in the node
editor so that it only makes link between selected sockets. Links cannot
be deleted by using the tool again as before. Instead deleting links can
be done by using the old method (drag with lmb).
The delete functionality may require further investigation to see if it
should be improved.
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Urra por Blender, yo no he hecho nada.
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Approximate Ambient Occlusion
=============================
A new approximate ambient occlusion method has been added, next to the
existing one based on raytracing. This method is specifically targetted
at use in animations, since it is inherently noise free, and so will
not flicker across frames.
blender.org - Approximate Ambient Occlusion
Peach » Blog Archive » Approximate Ambient Occlusion
Further improvements are still needed, but it can be tested already. There
are still a number of known issues:
- Bias errors on backfaces.
- For performance, instanced object do not occlude currently.
- Sky textures don't work well, the derivatives for texture evaluation
are not correct.
- Multiple passes do not work entirely correct (they are not accurate
to begin with, but could be better).
- lord of the rigs -
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