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Tema: Blender 2.42 :: Release y avances

  1. #151
    @_mataii Avatar de Mataii
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    Re: Blender 2.42 (Release y avances)

    Rayos.. y yo sin haberme enterado antes, pero como dices es por la falta de documentacion, debería estar un poco más centralizada para efectos de organización

  2. #152
    · Avatar de pedropp
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    Re: Blender 2.42 (Release y avances)

    Ton Roosendaal 2006/09/12 10:29:50 CEST

    Patch 4981 (Tom Musgrave, revised)

    New option: "Select Collumn" in Action editor. This selects all 'keys' on the same time, based on already existing selection. Works for Actions as well as Shape Keys. Hotkey K.

  3. #153
    El Programador
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    Re: Blender 2.42 (Release y avances)

    Si, estaba pedido de hace tiempo por Plumiferos, por fín lo tendrán XD

  4. #154
    BlenderAdicto Avatar de 8tintin
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    Re: Blender 2.42 (Release y avances)

    Arf.. arf.. por fin lo tendremos, se acabó el recorrer arriba y abajo para seleccionar todo el frame

    Salute

  5. #155
    · Avatar de pedropp
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    Re: Blender 2.42 (Release y avances)

    .
    Ton Roosendaal 2006/09/14 10:13:09 CEST

    New: (partial) Shape Key support for Lattices

    - Panel with Shape keys now shows for lattice too
    - Supports VGroup weight value for Shapes

    NOTE: this doesn't support Shape editing with linked duplicates. The modifier system for Lattices (as for Curve/Surface) has no local Object storage, so linked duplicates will all show identical.

    Ton Roosendaal 2006/09/14 10:23:38 CEST

    New: added SHIFT+A "Add Action Strip" menú to NLA editor. This gives a menú with choices of Actions to be added.

    .

  6. #156
    Senior Member
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    Re: Blender 2.42 (Release y avances)

    Cuanta cosa bonita para animar, cuanta!!!
    Pero cuando ese soporte para microdesplazamientos y todas esas lindezas para que el esculpido sea como Dios manda, eh?, cuando? eh?
    (Es lo que tiene el software libre, que cuanto menos nos cuesta, más pedimos!!)
    Gracias por la información pedropp!!
    Un saludo.
    Cuiño, cuiiiiño!!!!

  7. #157
    · Avatar de pedropp
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    Re: Blender 2.42 (Release y avances)

    Ton Roosendaal 2006/09/14 14:21:18 CEST

    Patch #4970 (brecht)

    Added: Scale node in Compositor.

    - Only works for RGBA buffers now
    - I have added an option "Relative" or "Absolute" scale. So you can alos define actual pixels for scale. Values for scale are reset when you switch, to prevent too weird situations.
    - Scaling wasn't foreseen to work with the preview-panel in UV window, this preview cropping only happens for Image and RenderResult nodes... actually should be done for the scale too. I wait with te hat though... this preview method isn't very advanced yet.
    - The pass_on_compbuf() here crashed in tests with preview panel, that's weaque code... I have to recode that. For time being I use the dupalloc_compbuf to have it stable.

    Ton Roosendaal 2006/09/14 14:40:53 CEST

    Special request: Drawmode "bounding box" now supports drawing 'extra' too,
    like axis or object name.

    .

  8. #158
    El Programador
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    Re: Blender 2.42 (Release y avances)

    Ya que el mio no pudo ser, este de brecht ha sido XD.

    Esto va viento en popa, dentro de poco ni reconoceremos blender.

  9. #159
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    Re: Blender 2.42 (Release y avances)

    Hala otro parche para la saca XD, este es para el sequencer, con el podréis animar la escena o las imágenes haciendo zoom, girandolas y moviendolas, si lo probais, mejor testeo para él ya que lo van ha utilizar nuestros gran amigos de plumiferos.

    http://www.plumiferos.com/patches/pa...form_1.0.patch

  10. #160
    Senior Member
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    Re: Blender 2.42 (Release y avances)

    Excelente!

    jedihe
    Cuando traigas un fusil y lo sientes junto a tus ideas, serás irremediablemente seducido por el poder persuasivo de las balas.

    Miscelánea Blender: Blender en español... y bien explicado! (en YouTube o en 3DPoder)

  11. #161
    Aprendiz
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    Re: Blender 2.42 (Release y avances)

    Cita Iniciado por campbellbarton (Campbell Barton) 2006/09/20 04:43:09 CEST

    Added files:
    blender/release/scripts mesh_solidify.py

    Log:
    Update and add a new script -
    Makes the mesh solid by creating a second skin of a set width
    works with UV's and Vertex col's but not weights at the moment.
    Es utilísimo.

    Miniaturas adjuntadas Miniaturas adjuntadas Blender 2.42 :: Release y avances-pantallazo.jpg  

  12. #162
    · Avatar de pedropp
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    Re: Blender 2.42 (Release y avances)

    De vuelta al tajo

    Blender sigue mejorando, alguno de los cambios de los últimos días:



    Campbell Barton 2006/09/21 03:36:09 CEST

    adding a script that copies material colors to vertex colors,
    usefull when consolidating 3d models from formats that use many materials for different colors, into 1 object with fewer materials.


    Roland Hess 2006/09/22 17:57:58 CEST

    This commit adds local target rotation support to the floor constraint, making it much more useful. Requested and taunted for frequently by Plumiferos folks. Clik on "Use Rot" to take target object rotations into account.

    Good for using rotated empties, etc., as a sloped floor.


    Geoffrey Bantle 2006/09/24 07:14:30 CEST

    -> Adjustable Tolerance for Knife Vertex Cutting

    Previously had Vertex snapping in knife tool adjustable by the 'threshold' value in the 'Mesh Tools' panel. This was actually a misunderstanding on my part of a user request (oops). What was really needed was to make the sensitivity of intersection code for vertex cutting adjustable. Vertex Snap is now set at same tolerance as vertex selection.
    Ton Roosendaal 2006/09/24 11:21:04 CEST

    New render feature:

    If you define múltiple RenderLayers with different view-layers, these view-layers are rendered entirely, not looking at the faces that are invisible. This allows layered composite, but only when geometry does not intersect or overlap partially.

    This new Renderlayer option "All Z values" will fill in the Z of not visible faces (in the Scene view-layers) as well, which then allows masking out as if these faces were set to Material option "Env".

    Here's an example composite to show the effect:

    Two cubes, in view-layers 1 and 2, and rendered in 2 RenderLayers:


    Same scene, but with both RenderLayers set to "All Z values":




    Brecht Van Lommel 2006/09/24 21:29:25 CEST

    Basic pressure sensitivity support in imagepaint, for opacity, size, falloff and spacing. Clik the button labeled "P" next to the sliders. Works best for opacity, other options can give poor quality strokes in some cases. Alos performance needs to be improved.

    Remember, works only on X11 and Mac, no Windows support for tablets yet.


    Matt Ebb 2006/09/25 05:15:58 CEST

    * Updated the auto-generated UV test image (Image Editor -> Image -> New).
    The previous one was ok as a quik fix during orange and showed distortion obviously but it was kind of extreme, and I'd rather not be blamed for causing blindness or brain tumours because of it. This pattern is nicer, and still shows distortion and its location on the map well.


    Matt Ebb 2006/09/25 07:15:19 CEST

    * Proportional edit mode 'random' falloff

    This is another proportional edit falloff that slightly randomises the influence. It's not strictly random, it's blended with linear falloff so that it's a bit smoother. The nice thing is that it works with all transforms, axis locking etc, including the special ones like to sphere, shrink/fatten/etc. It can be used for all sorts of things like roughening surfaces. I most recently used it to add a bit of randomness to the folds of some cloth. I made a short demo video here: http://mke3.net/blender/etc/prop_random-h264.mov

    Alos included nicer icons for the falloff types.

    Jens Ole Wund(bjornmose) 2006/09/26 14:53:57 CEST

    New softbody option: adjustable rigidity.
    Gives local structure stability for though fabrics, thin steelplates .. even suzanne gets pretty crash resistant that way. If non zero it not only adds diagonals but all other "2edge-wide" springs so it somehow replaces stiff quads for meshes too.

    Jens Ole Wund(bjornmose) 2006/09/28 22:27:46 CEST

    new softbody feature:
    simple (naive) self collision
    estimates a collision ball
    using the spring lenght to attached neighbours
    (idea stolen from old cloth modifier files, but i'm sure ZAZ and genscher won't mind)
    -- usefull for untangeling static cloth like objects
    -- may be used for cloth simulation with known limitations
    like 'tunnel effect' if objects are moving too fast ...

    demo -- volatile files
    http://www.wund.homepage.t-online.de...ut_selfcol.avi
    http://www.wund.homepage.t-online.de...h_selfcoll.avi

    have fun
    BM


    .
    Miniaturas adjuntadas Miniaturas adjuntadas Blender 2.42 :: Release y avances-all_z.jpg   Blender 2.42 :: Release y avances-all_z0.jpg  
    Última edición por 3dpoder; 06-12-2006 a las 03:15 Razón: Adjuntar la imagen
    "La vida es como el tetris, cuando llegan los palos no sabes como encajarlos"
    [SIGPIC][/SIGPIC]

  13. #163
    · Avatar de pedropp
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    Re: Blender 2.42 (Release y avances)

    Simon Clitherow 2006/10/01 14:39:31 CEST

    Added missing chek for 'WITH_BF_INTERNATIONAL'. This fixes loading truetype fonts for text objects.

    Tom Musgrove 2006/10/01 17:55:09 CEST

    ==kkey action column select update==

    added constraint key column selection to column selection code, patch by Joshua Leung (aligorith)

    Martin Poirier 2006/10/01 20:28:46 CEST

    As discussed during meeting, Changed curve length/tilt markers to indicate direction.

    That is, a 3D curve now displays as ->->->-> instead of -|-|-|-|.

    Comparing the two, I didn't find the arrow display any more confusing then the straight lines when dealing with loops and tilt variations. Sharp turns are more likely to display crossed lines though.

    Others should feel free to disagree and make it better.

    Martin Poirier 2006/10/01 21:29:46 CEST

    Patch: [ #5046 ] IPO Editor -> Axis Locking for Transform by Joshua Leung (aligorith)

    ** This is a heavily modified versión of the patch, but the idea is the same. **

    This adds X and Y as hotkey for constraining IPO transforms (grab only) and alos fixes the display to only show relevant information when constraining (grab and scale).

    Martin Poirier 2006/10/01 21:45:37 CEST

    Patch: [ #5036 ] IPO Curve Mirroring by Joshua Leung (aligorith)

    This patch adds the feature of IPO curve mirroring. It mirrors the selected keyframes in the active ipo curves over a user-nominated mirror-line.

    Options are:
    - Mirror over current frame
    - Mirror over vertical axis (X = 0)
    - Mirror over horizontal axis (Y = 0)

    Functionality can be accessed from:
    - Hotkey M in IPO editor
    - Submenú in header of IPO editor

    .
    "La vida es como el tetris, cuando llegan los palos no sabes como encajarlos"
    [SIGPIC][/SIGPIC]

  14. #164
    · Avatar de pedropp
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    Re: Blender 2.42 (Release y avances)

    Un resumen de los cambios de los últimos días:


    Campbell Barton 2006/10/05 17:56:12 CEST
    Python API
    added list like access to mesh face colors so you can say col[0] = 255 instead of col.r= 255
    more importantly 'for ch in col' and 'tuple(col)'

    Campbell Barton 2006/10/07 06:56:36 CEST
    Added python func Blender.Geometry.LineIntersect2D(v1,v2,v3,v4)
    updated archimap and cookie cutter to use it, removed python versión from BPyMathutils
    archimap island merging is noticibly faster

    Campbell Barton 2006/10/08 12:51:38 CEST
    removed unusued vars from Geometry.c
    uv_archimap still had python based line intersect

    added plane2matrix function to BPyMathutils
    added an optional arg to imageFromObjectsOrtho - camera_matrix
    camera_matrix can be used to define a plane in 3d space where X and Y scale is used to set the width and height of the área to render.

    Campbell Barton 2006/10/08 19:05:57 CEST
    Adding a new script. heres the docstring.
    ________________________
    Render Billboard Script
    This can texture a simple billboard mesh from any number of selected objects.

    Renders objects in the selection to quad faces on the active mesh.

    Usage
    * Light your model or enable the shadless flag so it is visible
    * Make a low poly mesh out of quads with 90d corners. (this will be you billboard mesh)
    * Select the model and any lamps that light it
    * Select the billboard mesh so that it is active
    * Run this script, Adjust settings such as image size or oversampling.
    * Select a place to save the PNG image.
    * Once the script has finished running return to the 3d view by pressing Shift+F5
    * To see the newly applied textures change the drawtype to 'Textured Solid'

    Campbell Barton 2006/10/09 19:56:00 CEST
    malefico's request when working with many hooque objects-
    Select Grouped -> Hooque Siblings (Deform Same Data)

    Campbell Barton 2006/10/09 20:56:02 CEST
    changed select grouped hooks functionality- just select the hooks that use the active object.
    alos speed up for select group, only find group status for unselected objects.

    Updated the select group menú in 3 places, the space bar menú was out missing some other group options also.

    Jiri Hnideque 2006/10/10 17:30:57 CEST
    - blender should work corretly with new verse gimp plugin now
    - it uses "color_r", "color_g", "color_b" and "transparency" for naming
    color channels

    Jens Ole Wund(bjornmose) 2006/10/10 23:49:02 CEST
    some tiny changes to the softbody system
    - UI for self collision ball size definition
    - edge collision mode added (almost a bug fix)
    volatile test file -->
    http://www.wund.homepage.t-online.de...must_1_2.blend

    Campbell Barton 2006/10/11 08:51:26 CEST
    Added global delete, triggered with Shift+Del, this removes the object from all scenes (sabes searching manually)

    Matt Ebb 2006/10/12 05:43:44 CEST
    * Clicking on a constraint in the outliner now shows object buttons

    Matt Ebb 2006/10/12 09:54:32 CEST
    * Added a new empty draw type - single arrow. This can be useful in situations where you just need a direction, like a wind or vortex force field for example.

    Nathan Letwory 2006/10/12 13:53:50 CEST
    Add Verse master-server functionality

    * added two files from verse-master
    * server list is available in outliner (new mode "Verse Servers")
    * verse sessions are now alos in new mode "Verse Sessions" in outliner
    * fixed drawing of verse sessions and their nodes
    * in user preferences System & OpenGL master-server ip setting (default master.uni-verse.org)
    * in File>Verse entry "Get Servers" to get server list or
    * RMB on "Available Verse Servers" in outliner to "Refresh" server list
    Enjoy

    Campbell Barton 2006/10/12 15:13:45 CEST
    On Matt's suggestion moved "Make Link->Groups" to the add groups menú as "Add to Active Objects Groups"
    removed "Make Link -> DupliGroup" because Copy->Duplis does the same thing.

    Python's Group.c had an unneeded scene/base lookup.

    Nathan Letwory 2006/10/13 11:11:56 CEST
    Master Server list
    * print (# servers) instead of icon row when there are servers in the list
    * dark-green circle behind server icon in server list when connected
    * orange when connecting

    Jiri Hnideque 2006/10/13 15:44:13 CEST
    - added dark-green circle behind subscribed verse node
    - added green circle behind object node shared at verse server
    - it is easier to figure out, what is shared and what isn't shared

    - color is hard coded now, but Matt can improve it ;-)

    Jens Ole Wund(bjornmose) 2006/10/13 23:27:43 CEST
    softbody update

    nicer kinematics in self collision -> blending to complete inelastic impact
    now does something close to real physics

    first steps towards aerodynamics
    anisotropic friction
    springs 'see' their movement in media
    --> see surrrounding medía does not move and/or reacts on wind
    (*for now needs to have a pseudo collíder araound -> that is: add a cube in the same layer
    and make it a deflector *)

    Ton Roosendaal 2006/10/14 12:21:20 CEST
    New shadow feature: Irregular Shadow Buffers

    Full log:
    http://www.blender3d.org/cms/Irregul...ffe.785.0.html

    In short: this is a shadow buffer approach that always results in crispy
    shadows, independent of lamp buffer size or zoom level. This shadow buffer
    system alos supports transparent shadow.

    This is part of work on refreshing Shadow Buffers in Blender. You now can
    choose of two types (Classical, Irregular). More types will follow. Also
    quality issues for Classical shadow buffers are going to be reviewed,
    especially to solve the lousy Biasing.

    For the CVS log record; it is based on articles:
    Gregory Johnson et al, University of Texas, Austin. (Regular grid method).
    Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).

    Campbell Barton 2006/10/15 10:43:59 CEST
    added shadAlpha access to materials in python

    Ton Roosendaal 2006/10/15 13:50:47 CEST
    Another shadowbuffer goodie: the "Halfway trick"

    http://www.blender3d.org/cms/Shadow_...way.786.0.html

    Simply said: by using the average of the nearest and 2nd nearest Z value
    in Shadowbuffers you can reduce bias errors very well.
    For backwards compatibility it is a new buffer type though.

    Campbell Barton 2006/10/15 16:00:24 CEST
    a Malifico request, Blender.Library now supports loading relative libraries.

    Blender.Library.Open('//someblend.blend')

    the // at teh start of the path mean that the file will be loaded relaive to the existing blend files path.

    Geoffrey Bantle 2006/10/18 07:18:51 CEST
    -> Improved Triangle to Quad conversión

    Alt-J behavior has been replaced by a port of the Tri2Quad python script
    currently in CVS. This method has many advantages over the old behavior.
    A simple illustration of how the new method is superior to the old can be
    made by triangulating a suzzane and converting it bak to quads.

    http://www.umsl.edu/~gcbq44/t2q2a.jpg
    http://www.umsl.edu/~gcbq44/t2q2b.jpg

    The algorithm works by considering all possible triangle pairings and then
    weighting them according to how appropriate it would be to join. These pairs
    are then quick-sorted and those with the highest weighting factor are combined.
    The function is quite fast even for dense meshes and usually involves no
    noticeable wait-time for completion. For instance the following imported
    model took less than 2 seconds to convert on my 1.3ghz PPC powerbook:

    http://www.umsl.edu/~gcbq44/mimitri.jpg
    http://www.umsl.edu/~gcbq44/mimiquad.jpg

    It should be noted by the user that this method alos discards face pairs
    where the two triangles:

    -do not share the same material
    -do not share the same UV image (texface)
    -do not share a compatible set of UV coordinates
    -do not share a compatible set of vertex colors
    -will form a concave quad or create a non-planar face

    Additionally if the edge shared by the pair is marked 'sharp' the pair
    will be discarded from the quicksort. In this way the user can gain great
    control over the conversión process if they desire as this imported VRML
    model of a sneaker illustrates:

    http://www.umsl.edu/~gcbq44/t2qa.jpg
    http://www.umsl.edu/~gcbq44/t2qb.jpg

    For the future it would be nice if some of the options for the conversión
    process, such as angle tolerance, could be made configurable in the UI.
    However it is unclear at this time which options should be made configurable
    and where to put them. Feedbak on this is appreciated.

    Special Thanks goes to Joe Eager for the two macros he contributed to this code
    and to Campbell Barton for writing the script this was based on!

    Nathan Letwory 2006/10/19 07:06:41 CEST
    * Verse username for blender avatar can be set in userprefs (System&OpenGL). The name defaults to the old form.

    .
    Miniaturas adjuntadas Miniaturas adjuntadas Blender 2.42 :: Release y avances-t2qb.jpg   Blender 2.42 :: Release y avances-t2qa.jpg   Blender 2.42 :: Release y avances-mimiquad.jpg   Blender 2.42 :: Release y avances-mimitri.jpg  

    Blender 2.42 :: Release y avances-t2q2a.jpg   Blender 2.42 :: Release y avances-t2q2b.jpg  
    Última edición por 3dpoder; 06-12-2006 a las 03:40
    "La vida es como el tetris, cuando llegan los palos no sabes como encajarlos"
    [SIGPIC][/SIGPIC]

  15. #165
    · Avatar de pedropp
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    Re: Blender 2.42 (Release y avances)

    Jens Ole Wund(bjornmose) 2006/10/20 00:01:06 CEST

    more softbody goodies:
    SB collision targets may be picked up from modifier stack
    works fine with static targets having subsurf and/or array mofifiers
    see-->
    http://www.wund.homepage.t-online.de...n/Mstack.blend
    http://www.wund.homepage.t-online.de...stack_II.blend

    however when calulating the SB object dynamics the vértices of the
    'deform only' m-stak result are used

    so SB <-> SB may look strange
    subsuf modifier is applied to SB object after doing SB dynamics
    (that is: colliding mesh is subsurfed, SB is not )
    subsurfed SB cubes colliding
    link --> http://www.wund.homepage.t-online.de...lSelfMod.blend

    or may give unwanted results
    subsuf and array modifier is applied to SB object after doing SB dynamics
    link --> http://www.wund.homepage.t-online.de...od_nobug.blend

    last, modifiers that change vertex locations in time (like waves)
    suffer from not beeing seen at needed time resolution
    (SBs see colliders static in a frame)
    well but that's beyond the limits of the current dep-graph use
    and needs to be resolved on design level

    anyhoo have fun
    BM

    Campbell Barton 2006/10/20 01:21:55 CEST

    added TwoSide to texface specials menu
    added a menú for texface copy - Ctrl+C in Face Mode

    Campbell Barton 2006/10/20 02:17:34 CEST

    Removed files: blender/release/scripts mesh_tri2quad.py
    removed this script since Briggs ported it to C

    Campbell Barton 2006/10/25 03:32:46 CEST

    scripts object_batch_name_edit.py
    added the option to rename objects to their DupGroups name

    Martin Poirier 2006/10/26 01:34:24 CEST

    == 3D View ==
    Customizable Grid Subdivisions
    This commit adds a numbut to the View Properties panel that lets you specify how the grid is subdivided.
    This affects snapping in translations, obviously.
    Default: 10 (behavior doesn't change)
    That means people still stuk in feet and inches (shudders) can set it to 12 and have 1 unit = 1 foot.
    That alos means you can work in "heads" when doing body proportions or whatnot (don't think of it as being limite to "CAD" uses).

    Martin Poirier 2006/10/26 01:57:00 CEST

    == Transform ==
    Embryon functionnality for snapping.
    - Only snaps to grid on translations (grab)
    - Transform constraints are supported but header display is wrong.
    - Can be turned on/off in the Object/Mesh header menú under Transform Properties (tentative spot, will have to integrate better and in other object type menus too)
    - Can be turned on/off during transform with ` (Bak Quote, alos tentative)

    This is, of course, very much Work in Progress.

    This implements part of the structural ideas for the transform cleanup I've been juggling around with.

    Ton Roosendaal 2006/10/26 12:13:16 CEST

    Coding work while on the trip to london (based on Plumiferos wishlist);

    - Icon previews for Images were created always for old files, which made
    browsing (menus) incredible slow. Added a minor change in the flow, so
    icons only get created when the user invokes loading images.
    Andrea; you might chek this, probably not al cases are covered yetí

    - Compositor: the 'File Output' node now has a min/max frame for which it
    writes files

    - Compositor: fixed a very bad bug (even in 2.42a release) that made the
    depsgraph for nodes not work... while editing, only the nodes that change
    should be recalculated, but accidentally all of them were done each time.

    .
    "La vida es como el tetris, cuando llegan los palos no sabes como encajarlos"
    [SIGPIC][/SIGPIC]

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    Por SHAZAM en el foro Noticias
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    Último mensaje: 18-05-2008, 20:49

Actualmente estos son sus permisos de publicación en el foro.

  • -No puedes crear nuevos temas al no estar registrado o no haber iniciado sesión en el foro.
  • -No puedes responder temas al no estar registrado o no haber iniciado sesión en el foro.
  • -No puedes subir archivos adjuntos al no estar registrado o no haber iniciado sesión en el foro.
  • -No puedes editar tus mensajes al no estar registrado o no haber iniciado sesión en el foro.
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