> The claim made in the blog post is also unclear. As one of the
> >> commenters (Lubos) writes:
> >> > "I miss in the article information which file format they compressed"
> >> >
> >> > I'm afraid they used an ascii format and compare it wi
0410155111
Infin8eye <http://infin8eye.carbonmade.com/>
Knight of the DLF
IGDA Sydney founding member
On 17 January 2017 at 03:35, Chris Lee <infin8...@gmail.com> wrote:
> A colleague pointed this out the other day. Google has released an open
> source 3D compression lib
this option to exported files from Blender. Can you suggest
how to get the ball rolling?
Regards,
Chris Lee
___
Bf-committers mailing list
Bf-committers@blender.org
https://lists.blender.org/mailman/listinfo/bf-committers
I like what Jeffrey is saying here. It is a good solution.
Admittedly my response earlier was not considering all possible situations,
but my own modelling workflow. I can see there are many things that can be
broken when objects are joined and separated.
Jeffrey's suggestion of selecting specific
It is actually something that is better in Blender, to only be editing one
object at a time, as it can cause errors in other programs where multiple
objects are selected. In Blender when an object is edited you can only use
other objects for snapping etc, but if you really want to edit more than
/watch?v=cLISaAw-BPc
YES!
Kind Regards,
Chris *Chips* Lee
Mobile: 0410155111
Infin8eye http://infin8eye.carbonmade.com/
Knight of the DLF
IGDA Sydney founding member
On 4 April 2015 at 17:19, Chris Lee infin8...@gmail.com wrote:
Jump a couple of minutes into this tutorial to see where the Viewport
magick.c...@gmail.com wrote:
I can't seem to find the original statement right now but a reference to it
is from 2013!
16-Apr-13,
I am not seeing the AO and I have been playing 2.74 all morning and with
AO. Not sure which AO that is referring too.
On Wed, Apr 1, 2015 at 1:00 PM, Chris Lee
let the artist add some matcaps
as per the original design.
On Tue, Mar 31, 2015 at 6:21 AM, Chris Lee infin8...@gmail.com wrote:
Hi Douglas,
it occurred to me that the height shader may not be suitable for
sculpting
something like a character. A cavity shader would be good, but the cavity
of the DLF
IGDA Sydney founding member
On 31 March 2015 at 14:32, Chris Lee infin8...@gmail.com wrote:
You cannot use the baked AO to UV map and masking in a sculpt workflow,
no. It is an interesting technique though for visualising a final sculpt.
However the basic setup of any matcap as a texture
,
you could use a colour ramp.
http://blenderartists.org/forum/showthread.php?305648-Cycles-Height-based-material
In theory you could combine the matcap and colour ramp technique, to get a
procedural version of the previous video, but I have not tried to do it.
Regards,
Chris Lee
Kind Regards
magick.c...@gmail.com wrote:
On Sat, Mar 28, 2015 at 3:27 PM, Chris Lee infin8...@gmail.com wrote:
Sorry to interject here, but is there any need for this?
I create matcap materials a lot and it is easily done by adding a matcap
image mapped to normals instead of UVs. The built
to customising them.
Or am I missing something? What purpose do you see it fulfilling?
Regards,
Chris Lee
On 29/03/2015 12:55 AM, Knapp magick.c...@gmail.com wrote:
- Loading own matcap image files will be added later. That needs design
and code work to get it stable and memory-friendly
, but
its possible there is some bug.
On Wed, Jul 9, 2014 at 3:31 PM, Chris Lee infin8...@gmail.com wrote:
On 9 July 2014 15:24, Campbell Barton ideasma...@gmail.com wrote:
if you know the origin of files and trust them, you can change your
preferences too.
Okay, in really simple terms
ideasma...@gmail.com wrote:
Hi Chris,
These issues should really be handled in our bug tracker -
http://developer.blender.org
On Wed, Jul 9, 2014 at 4:35 PM, Chris Lee infin8...@gmail.com wrote:
Campbell can you run a test for me to see if you get the same result?
Or somebody else
AFAIK if you enable autorun and save userpref it should running fine.
Still, I'll try to reproduce your steps and report here ASAP.
Regards.
Aditia A. Pratama - Kampoong Monster Studios
www.kampoongmonster.com
On Jul 10, 2014 7:05 AM, Chris Lee infin8...@gmail.com wrote
I was advised I may be able to get a definitive answer here. I was trying
to solve this issue on Monday and I think I did. I would like input about
what I found and whether or not this is a bug in Blender or intended
behaviour.
.
- the output you got.
- the output you want/expected.
On Wed, Jul 9, 2014 at 2:06 PM, Chris Lee infin8...@gmail.com wrote:
I was advised I may be able to get a definitive answer here. I was trying
to solve this issue on Monday and I think I did. I would like input about
what I found
://infin8eye.carbonmade.com/
Knight of the DLF
IGDA Sydney founding member
On 9 July 2014 15:19, Chris Lee infin8...@gmail.com wrote:
Thank you for the advice, both on CLI and concrete info to be supplied for
a help request. I am new here.
Hi, by the way.
1. What I did on Monday does appear to be the solution I
, Jul 9, 2014 at 3:22 PM, Chris Lee infin8...@gmail.com wrote:
As I am not a programmer I do not know if adding -y to the command
line,
or using use_scripts_auto_execute in the python script is the preferred
solution.
I did seem to get the result I need from using -y.
Kind Regards
On 9 July 2014 15:24, Campbell Barton ideasma...@gmail.com wrote:
if you know the origin of files and trust them, you can change your
preferences too.
Okay, in really simple terms, when running blender from command line, it
ignores your preference for running auto run scripts when starting
20 matches
Mail list logo