Re: [Bf-committers] Draco open source 3D compression from Google

2017-02-02 Thread Chris Lee
> 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

Re: [Bf-committers] Draco open source 3D compression from Google

2017-02-01 Thread Chris Lee
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

[Bf-committers] Draco open source 3D compression from Google

2017-01-16 Thread Chris Lee
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

Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-20 Thread Chris Lee
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

Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-17 Thread Chris Lee
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

Re: [Bf-committers] User added Metcaps, finished??

2015-04-04 Thread Chris Lee
/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

Re: [Bf-committers] User added Metcaps, finished??

2015-04-04 Thread Chris Lee
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

Re: [Bf-committers] User added Metcaps, finished??

2015-04-01 Thread 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

Re: [Bf-committers] User added Metcaps, finished??

2015-03-30 Thread Chris Lee
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

Re: [Bf-committers] User added Metcaps, finished??

2015-03-30 Thread Chris Lee
, 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

Re: [Bf-committers] User added Metcaps, finished??

2015-03-29 Thread Chris Lee
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

Re: [Bf-committers] User added Metcaps, finished??

2015-03-28 Thread Chris Lee
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

Re: [Bf-committers] Running Blender from Command Line skips Auto Execution of Driver Scripts

2014-07-09 Thread Chris Lee
, 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

Re: [Bf-committers] Running Blender from Command Line skips Auto Execution of Driver Scripts

2014-07-09 Thread Chris Lee
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

Re: [Bf-committers] Running Blender from Command Line skips Auto Execution of Driver Scripts

2014-07-09 Thread Chris Lee
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

[Bf-committers] Running Blender from Command Line skips Auto Execution of Driver Scripts

2014-07-08 Thread Chris Lee
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.

Re: [Bf-committers] Running Blender from Command Line skips Auto Execution of Driver Scripts

2014-07-08 Thread Chris Lee
. - 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

Re: [Bf-committers] Running Blender from Command Line skips Auto Execution of Driver Scripts

2014-07-08 Thread Chris Lee
://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

Re: [Bf-committers] Running Blender from Command Line skips Auto Execution of Driver Scripts

2014-07-08 Thread Chris Lee
, 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

Re: [Bf-committers] Running Blender from Command Line skips Auto Execution of Driver Scripts

2014-07-08 Thread Chris Lee
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