I sat down for an afternoon to get a general overview of blender from modeling, to texturing, to rigging and animation and even some rendering using one of the tutorials from the wiki. It pretty much walks you through the entire process of building a simple character and animating it including lip synch and animation…
I know, and as metalliandy says, this is what happens in every real-time scenario. In blender the tools are right, the result is right, but the fact that the modifier actually already splits it up and that the exported data is actually split up models is a bit unwieldy. This step should happen when being rendered, not to…
no, the depth pass ignores the alpha textures is what meant. TBH I have kind of got a good enough result using the mist pass now, quite suprised as I thought it was actually borked will post some more stuff later @Prime8 Confused now, the depth pass did render out the leaf alpha in another scene, and I just denoised the…
Well, im impressed! Since the devs. implemented the new tangent basis, i though i would do a little test to see what everything looked like. It seems they managed to match to the GLSL shader, Baker and the Rendering engine 100% To illustrate how you can use one smoothing group (if the the Tangent basis of the Baker matches…
The first time I tried importing, the model didn't look so hot, but it was because I didn't un-check the 'weld vertices' option when using MoI's mesh exporter. Un-checking that option is critical for success, as Zalamander explicitly notes (he wrote the importer). I didn't read his instructions the first time I tried it so…
2.58 is out guys :) They added a bunch of cool stuff like, A Warp Modifier, Multi-resolution Render Baking, Empty Images Display, New Constructive modifiers for Sculpting, Mesh Inset and Camera Locking :) http://www.blender.org/development/release-logs/blender-258/ I think im most excited about the Empty Images Display…
pior, maybe a custom tool on the toolshelf that could contain icons for all of those typical actions? I think the toolshelf (T) on the left in 2.5 is sort of like the shelves in max and maya, but one could easily be created on the top aswell. It should not be needed though :), But this is another interesting point, means…
I use Quad Menu's because they're the easiest to manage, press a key combo, pop up a floating menu and insert as many things are you need under it. For example: Under Ctrl + R I have all my render and special shader settings nick-nacks, while under Ctrl + X I have a more streamlined version of Max's connect, loop, etc…
Hmm. Well,imo, the simple truth is that for long time blender users, the changes to 2.5 make it much harder to use. The interface has been absolutely destroyed from it's easy to use 2.4x days. And I'm now convinced that it's not just change being hard, it's actual change for the worse. When I first started blender (my…
Hope you all enjoy the cage stuff in 2.71, guys :) There is some more work to be done for sure, but it was awesome to be able to finally get it implemented after all these years of wanting and many months of work with Dalai (since Oct. 2013). If you find any bugs or have any questions let me know. I made .blend for testing…