Re: [Bf-committers] Substituting hot keys in an addon

2011-06-16 Thread Michael Fox
On 16/06/11 06:46, Nathan Vegdahl wrote: Hello all, I am wondering if there is a best practice for substituting hotkeys via an addon. The use-case is that in Rigify I would like to allow the user to add rig-type samples via shift-A in armature edit mode. Doing so will require

Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537] branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==

2011-06-16 Thread Joshua Leung
Hey Peter, Cheers for the feedback! Indeed, as I started to pick through things, the issues faced by users who would want to use this as a base on which to start extending it in some ways did come up. Sure, a script which sets up a generic template would be nice in this situation, and is one way

[Bf-committers] Limits ignored for last bone of IK-chain?

2011-06-16 Thread Tobias Oelgarte
In recent time I had to do with multiple rigs for figures. One thing that often caused me problems are the limits for bones of IK-chains. While the limits for the bones inside the chain are respected by the solver, the limits of the last bone of such a chain is always ignored. I searched

Re: [Bf-committers] Substituting hot keys in an addon

2011-06-16 Thread Nathan Vegdahl
Okay, it sounds like there isn't really a nice way to do this yet, then. So I'll change vanilla Blender to pop up a menu on shift-A. That should be useful for other addons involving armatures as well. --Nathan On Thu, Jun 16, 2011 at 1:46 AM, Campbell Barton ideasma...@gmail.com wrote: On

Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread Tom M
would be good to provide a few screenshots so people can see what blender does and what you would like it to do. LetterRip On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster andreas_gals...@hotmail.de wrote: Today I received a model as an .obj file from Cinema4D to continue working on it,

Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537] branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==

2011-06-16 Thread Matt Ebb
Personally, I think a text strip has been sorely missing from the sequencer (and compositor) for a while, and it's great to see it added. Doing it via blender scenes and python is a really slow, nasty overcomplicated way of doing something which really should be quite simple, and is a really

Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread pete larabell
We'd also need to know if normals are coming over with the .obj or are they being calculated once inside Blender? On Thu, Jun 16, 2011 at 3:54 PM, Tom M letter...@gmail.com wrote: would be good to provide a few screenshots so people can see what blender does and what you would like it to do.

Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread Andreas Galster
http://artworkforge.com/blender-smooth.jpg http://artworkforge.com/c4d-smooth.jpg With beveled corners C4D is definitely the winner. See the star like shading in Blender? Not very pretty. At the flat area C4D is displaying it a little bit better. But in general C4D is displaying this better.

Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread Andreas Galster
What do you mean? Both C4D's and Blender's normals are pointing in the same direction. Not sure how much vertex normals affect this, but I'm not aware of any way to check vertex normals in C4D. Could it be that Cinema4D is using Phong-Shading and Blender is using Gouraud-Shading? Date: Thu,

Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread Morten Mikkelsen
Could it be that Cinema4D is using Phong-Shading and Blender is using Gouraud-Shading? Yes that's exactly what you're seeing. You can switch to glsl view if you want to view it in Blender with per pixel lighting. Regular 3D view has to remain fixed function rendering pipeline which implies

Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread Felix Schlitter
I think Morten is right. However, I agree that the default blender viewport shading is a bit weaker compared to some other packages, e.g. Maya. It is possible to approach the same look you get in the default Maya viewport, however, by adjusting the GLSL lights in the preferences. On Fri, Jun 17,

Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread Andreas Galster
Ah, I see. However, you can't adjust the GLSL lights in the preferences. You need real light objects for the GLSL view to receive light. While we're talking about shading. Is there a reason while new created meshes aren't set to smooth shading + having an edge split modifier assigned on