blender 2.49

Posted By: ventilator

blender 2.49 - 05/31/09 04:10

http://www.blender.org/development/release-logs/blender-249/
Posted By: lostclimate

Re: blender 2.49 - 05/31/09 04:32

HELLS YEAH.

Too enthusiastic?

Whatev, can't wait to see the new features.


EDIT: PROJECTION PAINTING IMPROVEMENTS! WOOT!

Edit: must be a ton of people dl'ing it immediately because it has taken 8 minutes and still has 2 minutes left to go down loading it.
Posted By: Hitsch

Re: blender 2.49 - 05/31/09 08:11

Now the page is completely down... can't wait to get my hands on this one.
Posted By: lostclimate

Re: blender 2.49 - 05/31/09 16:53

the new texture painting is much better, still a little buggy though.
Posted By: ratchet

Re: blender 2.49 - 05/31/09 20:30

EDIT: PROJECTION PAINTING IMPROVEMENTS! WOOT!

Yes smile

I tried it , and can only say , that there is no more seams problems with projection.
You can paint basic things but really precisely now.

Great improvment.
We would just need now lot more painting tools : line, circles
etc ...
Posted By: LordMoggy

Re: blender 2.49 - 06/01/09 12:49

still waiting for the gui! maybe by the end of the year hotdog!!!
Posted By: ventilator

Re: blender 2.49 - 06/13/09 13:29

a new blender 2.5 video:


Posted By: ratchet

Re: blender 2.49 - 06/13/09 18:48

Great !

The prohection texture painting is the new awesome thing i waited very long for Blender , now it's here smile

I downloaded the 2.5 version.
This is looking very very good interface , i like it a lot ,
even the explorer window for files seems faster ?

Is this the official interface theme for Blender 2.5 ?
Posted By: ratchet

Re: blender 2.49 - 06/15/09 09:20

@Ventilator :
Your plugin to export animated models is great.
The borring things is that the user muste enter all frames manually frown
Will it be possible for the user to specify an interval ?
fro example : 1-20 (means all frames from 1 to 20).
Instead of typing : 1-2-3-4-5 ... 20.
Could you modify it ?

Well i'll dig a little the script (re learn some python) and see if i can achieve to do it, if you don't have the time.
Posted By: LordMoggy

Re: blender 2.49 - 06/15/09 10:33

seems ok, looks like lightwaves interface a little, the reason why i dont use lightwave. They both have crappy interfaces....I wait for the final results in august. If its still no good then i will use something else.

Like Carrara or hexagon etc.....
Posted By: Machinery_Frank

Re: blender 2.49 - 06/15/09 13:19

Interfaces like Blender, Lightwave, Modo or even ZBrush are very different but not crappy. They make sense and follow a logic.

I personally have more problems with navigating in the 3d space of these apps. Blender has some very different scheme for 3d navigation, I often start accidentally some mouse gestures and I have to setup a lot to make rotating, moving, panning and all this comfortable.

But this is even worse in ZBrush. But lots of very skilled artists can handle it successfully. Lightwave as another option is easy to learn compared with these and many professionals use it.

I will watch with interest how well the new Blender edition will be accepted. I will try it as well.
Posted By: ventilator

Re: blender 2.49 - 06/15/09 13:50

Code:
        for as in self.ANIMATIONSEQUENCES:
            if as[1].find(":") != -1:
                start, end, step = as[1].split(":")
                frames = range(int(start), int(end)+1, int(step))
            else:
                frames = as[1].split()
            i = 0
            for f in frames:
                self.framelist.append([as[0] + str(i), int(f), as[2]]) # name, number, type
                i += 1
find this part of the script by looking for the first line. make the following changes then you will be able to enter a range like 1:100:2. the last number is the step size.
Posted By: ratchet

Re: blender 2.49 - 06/15/09 18:12

Thanks a lot Ventilator smile ! i'll try it tonight !
Posted By: dracula

Re: blender 2.49 - 06/15/09 18:37

I downloaded the 2.5 experimental build to look at the new GUI.
It's very nice smile
Posted By: Ambassador

Early Blender 2.5 Builds - 06/18/09 12:53

Just in case people don't know where to get early blender builds:

http://www.graphicall.org/builds/index.php

32 Bit Blender 2.5 SVN Revision 20888 (Windows): http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1025

i368 Blender 2.5 SVN Revision 20870 (Linux): http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1023
Posted By: ratchet

Re: Early Blender 2.5 Builds - 06/19/09 00:13

Well , i work on a casual game where it will be ninjas among others ennemies !

I use Blender and it's new projection texture painting.
It's powerfull and now you can paint texture very precisely withou tseams problems !

But i got an artifact , perhaps the projection texture is too much precise :
When i use paint tools the model looks ok , when i quit tool
or export model we can see the seam frown cry ???



Anyone have encoutered this problem ?
Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/19/09 00:46

i would have to see your uv-map + texture but probably it's a problem with mipmapping. you could try a higher bleed value.



by the way, soon (tomorrow or so) there will be blender 2.49a. i think it will use python 2.6 where "as" is a new keyword. so you will have to rename the "as" variable in the above part of my script. i don't think i have used "as" anywhere else but i am not sure. smile
Posted By: ratchet

Re: Early Blender 2.5 Builds - 06/19/09 01:29

@Ventilator :
Well i don't know where to upload freely ?
And what is the menu for change bleed value ?

In fact the texture painting don't bleed at all, in fact it's too much precise with projection now , very good for painting, but it makes seems appearing after export or when viewing the model instead of editing it frown

Caus when painting texture , i see no seems, but when i switch to oject view,k the seams appear !
And they don't disappear afetr exporting the model to A7 for example !
Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/19/09 01:34

just a screenshot of the uv-editor would do.

the bleed setting is in the paint button panel. it defines how many pixels the brush will draw over the uv-borders. it's important to draw some pixels over uv-borders because for mipmapping the texture will be scaled down several times and this can cause such seams if low resolution pixels with other colors enter your uv-islands.
Posted By: ratchet

Re: Early Blender 2.5 Builds - 06/19/09 01:44

The screenshot of UV tools under Blender !



I found the bleed paramter , but by putting even 5 ,8 or 10
value the seams are still here ??

Perhaps it's due to exporting the model from Ssilo in obj format, and importing in BLender for UVMap and texturing !

I gonna make a test , but perhaps it's beacause of the use of Silo !


Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/19/09 01:45

i would also need to see the polygons in the uv-editor.

the bleed value has no effect afterwards. only during painting. so you have to try to paint over the seams again with different bleed values.
Posted By: ratchet

Re: Early Blender 2.5 Builds - 06/19/09 01:55

so you have to try to paint over the seams again with different bleed values
It's what i did even with a vcalue of 10 !

Ok i've tested with a model entirely made in Blender !
The Bleed is taken account !
I think the problem is alos the BLender display,
caus the more i zoom out , the more i see big seems on the mes ?
Strange !!

I must come back to Blender 2.49 without precise texture paint , but no seams paint problems smile ??
Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/19/09 02:00

Quote:
caus the more i zoom out , the more i see big seems on the mes ?
this means that mipmapping really is the cause.

show me your polygons in the uv-editor or upload your blender file to rapidshare or something. this for sure can be fixed.
Posted By: ratchet

Re: Early Blender 2.5 Builds - 06/19/09 02:04

Here is some UV view :



Even with BLeed value to 10 ; it dosen't bleed at all on some edges, and the seams are still present ?

Even if i paint teh texture directly and go over seams, in the 3D view there is always seams ?

You must be right : It must be the mipmapping !

Here is the 3D Files and texture if you want to test smile

Download model

Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/19/09 02:13

the white background is way too close at the upper arrow.

you have to experiment a little with bleed. it works for me but i haven't tested it yet on a more complicated model. maybe there are cases where it is buggy or doesn't work well?
Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/19/09 02:20

i think bleed is a bit buggy. it doesn't seem to have any effect with your model. you should report a bug!

i think i have a script somewhere which can do bleeding as a post processing effect. i will post it if i find it.
Posted By: ratchet

Re: Early Blender 2.5 Builds - 06/19/09 02:35

Ok thanks Ventilator !

I'll try to report a bug.

Even with post processing effect to bleed , im'not sure it will od something; caus i painted in the texture directly over edges of UV seams , and the seams was herte again ,no way !

It can comes from the import of the model in obj format.
And with a model made in Blender directly, the seams is not very visible and what we can see is only the mip mapping of Blender !

Well i'll try to export the model from Blender in 3DS Format,re import it in Blender to erase all obj import artifacts !
Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/19/09 02:44

Code:
#!BPY
"""
Name: 'bleed'
Blender: 249
Group: 'Image'
Tooltip: 'extend pixels at uv-borders'
"""

import Blender
from Blender import Image

background = [1.0,1.0,1.0,1.0] # white

#--------------------------------------------------------------------------------		
def clamp(x, a, b):
	if x < a: return a
	if x > b: return b
	return x

#--------------------------------------------------------------------------------		
def bleed(image, passes):
	print "extending pixels..."

	width, height = image.getMaxXY()
	
	def processpixel(x, y, ox, oy, image, original):
		ox = clamp(x + ox, 0, width - 1)
		oy = clamp(y + oy, 0, height - 1)
		c = image.getPixelF(ox, oy)
		if original[oy*width+ox] and c != background:
			image.setPixelF(x, y, c)
			return True
		return False
	
	for p in range(passes):
		print "  pass", p
		
		original = []
		for y in range(height):
			for x in range(width):
				if image.getPixelF(x, y) == background:
					original.append(False)
				else:
					original.append(True)
		
		for y in range(height):
			for x in range(width):
				if image.getPixelF(x, y) == background:
					if processpixel(x, y, 1, 0, image, original): continue
					if processpixel(x, y, 0, -1, image, original): continue
					if processpixel(x, y, -1, 0, image, original): continue
					if processpixel(x, y, 0, 1, image, original): continue



bleed(Image.GetCurrent(), 8)
Blender.Redraw()


copy this as image_bleed.py into your scripts folder. you will then have a bleed function in the image menu.

the script is not very sophisticated and a bit slow but it could work.



i don't think it has anything to do with the obj format.
Posted By: lostclimate

Re: Early Blender 2.5 Builds - 06/19/09 02:57

In the mean time you can go to the uv map, select texture painting there, and you can ctrl-click to get a color ( i think) and manually bleed it.
Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/19/09 03:16

it has something to do with your overlapping mirrored uv-islands. at those uv-borders bleed doesn't work. so it's not really a bug but more a missing feature i would say. bleed should handle such cases aswell.

(you could also simply switch off mipmapping in the blender preferences under "system & opengl". :p)
Posted By: ratchet

Re: Early Blender 2.5 Builds - 06/19/09 08:13

@Losticmate :
I have already painted over edges (read previous posts) , and it does nothing , it seems to be an UV problem or mirroring !!


@Ventilator :
Thanks alot for the script smile !
I've tested it, but the bleeding wasn't correct everywhere ; in some edges it bleeds the background an not texture.
The problems remains , even if i bleed the texture manually.
Yes the problem , must be the mirror , but i've used Blender Mirroring ??

If i switch Mipmapping ; OK in front , but in the back there is always white seams frown

Well i'll retry to work on the mesh to see if i can do something !
Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/19/09 08:47

it's a problem with projection painting. if you look closely you will see that at some edges it doesn't completely paint over them (even with bleed set to 8) and that some wrong colored pixels reach into the uv-face. this will lead to seams.

my script works but it of course it will extend those garbage pixels and produce errors there.

so you can try to fix it manually by painting the problematic areas directly in the uv-editor (probably you forgot some areas when you tried this - you always have to look at both borders of a seam) or we can make suggestions for fixing this projection painting problem at the blender forum.
Posted By: ratchet

Re: Early Blender 2.5 Builds - 06/19/09 09:19

You are right again Ventilator !

I must paint the two sides of UV caus it's a mirror mesh wit ha half texture.
So by painting the two edges border , it fix and solves my problem.

we can make suggestions for fixing this projection painting problem at the blender forum
Yep, if you can make a suggestion for it , it would be cool to find it fixed in a fture release (no more need to "manually" bleed the texture).
Posted By: lostclimate

Re: Early Blender 2.5 Builds - 06/19/09 16:56

Quote:
@Losticmate :
I have already painted over edges (read previous posts) , and it does nothing , it seems to be an UV problem or mirroring !!

I know that, I said in the UV window itself (read previous posts :D)

Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/19/09 20:57

you can get blender 2.49a here:
http://download.blender.org/release/Blender2.49a/

and here is the exporter script with the fixed "as" problem for python 2.6: export_gs_mdl7.py

Posted By: ratchet

Re: Early Blender 2.5 Builds - 06/19/09 21:24

Do we need to install Python 2.6
Caus script export t oA7 said an error like :
No module named _abcoll ??

And what are the real changes in 2.49a ?
Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/19/09 21:39

the projection painting problem isn't fixed unfortunately. smile i think the bug fixes mostly are rendering and blender game engine related. so probably you can keep using the previous release.

i don't think a python 2.6 installation is needed but i have python 2.6 installed and don't really want to uninstall it to confirm this.
Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/20/09 22:44

the bleeding issue with projection painting will be solved in 2.5.



...by the way, the team for durian got announced:
http://durian.blender.org/about/
Posted By: ratchet

Re: Early Blender 2.5 Builds - 06/22/09 22:54

@Ventilator :
Sorry, i'm gonna make you mad crazy

well i got my ninja model with some animations, imoorin it with your plugin i got texture inverted, but i've done
Normals : calculate Outside in Blender to be sure to have normals ok ?
Is it mirroring texture that is a problem ?
I had to invert normals in Blender to have it ok on MED !!!

Well another problems : animations and weights looks ok in Blender, when i export to A7 in some frames some vertices are attached to some bones they are not in Blender ?
(i can send the Blender or MDL file if needed ?)



Well, finaly, i'll have to stick to Character FX for animations for A7 or FragMotion (don't want pt pay another tool , and Blender is FREE and so powerfull ) frown

Need ennemies before going on levels making, wihtoiut them ok , project is blocked !
I'll try Character FX perhaps , less less less powefull than Blender and all it's Action Editor Options indeed frown !
Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/22/09 23:10

what do you mean with texture inverted? the texture has nothing to do with the normals. turn on displaying normals in blender and check if they all are pointing outside.

blender uses weighted bones. my exporter simply takes the bone with the strongest weight. so you have to keep this in mind when skinning the model. most of the time this is no problem but sometimes (if there is no clear strongest weight) you have to do some corrections. i am sure this can be fixed.

but rigid skinning never looks as good as smooth skinning.
Posted By: ratchet

Re: Early Blender 2.5 Builds - 06/23/09 00:13

For the model , in Blender normal were calculated outside and all is looking ok : but imported in MED normals are inverted !
I revert normals in Blender and the mesh looks weird : i import in MED and the model looks Ok with normals all right !

Perhaps due to mirroring ?

For weights : i have A7 commercial only !
I think instead of using weight paint, i'll have to affect vertices to bones directly to be more precise !

Arrghhhh , why such lmimitation on bones , even for litlle casual games when you don't have some graphic features,
bones weight is important and would not be allowed to Pro
version only frown

Even Blitz Basic 3D in last version brought several vertices weight per bones !


Well : Exported to FBX from Blender and it works !
In Blender the normals have to be calculated outside : model looking ok !
When exporting in FBX format from Blender :
Under menu export armature animations :
- In optimize keyframe : precision : Put 1
- choose All actions
IN MED :
The models normals will be inverted : no matter !
-Choose latest FBX import
-DON'T check Bones
-Click on OK and her it goes smile

Under WED : load the model : the normals are now OK
after saving in MED to MDL, strange but it works so ...

I tried import in GED ,but the model was not visible ???

Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/23/09 00:42

if you work with mirroring it can happen that one side of the model has the normals inverted.

blender can draw the normals. did you try this? if they all point outside then the model should export correctly.

blender draws geometry double sided so drawing the normals is the best way to tell if something is wrong.



you can be precise with weight painting too. try to limit yourself to one bone per vertex at the problematic areas. it's always possible to fix such problems with some effort.
Posted By: ratchet

Re: Early Blender 2.5 Builds - 06/23/09 00:51

it's always possible to fix such problems with some effort.
Well lwith effort you can do lot of things !
But tools are made to avoid too much effort , and gain lot fo time to go more fast on producing a game smile !

For Normals, i would like to see the arrow of normal and only on faces i selected : caus actually that's difficukt to see anything !
Perhaps a future 2.6 evolution to visualise only normals of selected faces and with an arrow ?

Well ... Anything perfect , even on Unity Engine the import of FBX model have some normals problem , but not the same ??
Posted By: ventilator

Re: Early Blender 2.5 Builds - 06/23/09 00:54

some effort = minimal effort in this case. smile

it's much easier to fix this in blender than to switch to something limited like fragmotion.
Posted By: ratchet

Re: Early Blender 2.5 Builds - 06/23/09 09:50

You are right Ventilator !

And in Blender for animation : IK Solver is so so so powerfull !
Good options it has , and allows you to animate very smoothly and quicly :
you only move the foot or hand and all other bones are rotated naturally grin

I can't get back ot old softawre laugh

Blender is POWERFULL, FREE : It is just GREAT !

I wait for Blender 2.5 , and perhaps i'll make a complete tutorial on making an animated character for A7 !
Posted By: Nowherebrain

Re: Early Blender 2.5 Builds - 07/03/09 13:53

Yes, yes it is.
It's the new Coke.
Posted By: AlbertoT

Re: Early Blender 2.5 Builds - 07/03/09 21:13

Originally Posted By: ventilator


it's much easier to fix this in blender than to switch to something limited like fragmotion.


What are the main advantages of Blender over fragmotion as far as skinning and animation are concerned ?

I mean animation features which are of use also for game programming , not just for movies

Thamks
Posted By: ventilator

Re: Early Blender 2.5 Builds - 07/03/09 21:44

most of blender's animation features can be useful for game models too. it's just more powerful in every regard. not only IK but lots of other constraints and rigging tools, driven keys, blend shapes, curve editor, action editor, NLA system,...
Posted By: ratchet

Re: Early Blender 2.5 Builds - 07/14/09 21:45

some Blender sculpting options :
video sculpting
Posted By: ratchet

Re: Early Blender 2.5 Builds - 07/16/09 13:30

A game where most 3D art part is made in Blender
http://etyekfilm.hu/makingofignite/

some shots smile
In game :



Makin of smile






Posted By: ventilator

Re: Early Blender 2.5 Builds - 07/16/09 14:21

http://www.blendernation.com/2009/07/16/breaking-ton-roosendaal-to-receive-honorary-doctorate-today/ smile
Posted By: ratchet

Re: Early Blender 2.5 Builds - 07/16/09 14:47

Congratulations to him and he really deserves it !
Posted By: Galen

Re: Early Blender 2.5 Builds - 07/28/09 22:34

By the way ventilator, I just have to say YOU ROCK! Thanks for the awesome exporter.
Posted By: maslone1

Re: Early Blender 2.5 Builds - 07/29/09 17:29

a good tutorial side with free videos:

CG-Cookie - Blender Tutorials


I love Blender,.... i love it.... smile
Posted By: maslone1

Re: Early Blender 2.5 Builds - 07/30/09 17:26

Hey Ventilator!

Is it possible to write a plugIn for the a7 engine to use .blend files?
...it would be great, if we could use a full model, with bone, bona-animation, and maybe a rig-setup..? smile

Shure, it is possible, but who would / could do that...?
My knowlege about writing plugIns are..... let me say ..... not good enouth wink

greetings
Marcel
Posted By: ventilator

Re: Early Blender 2.5 Builds - 07/30/09 17:41

the a7 engine doesn't provide full access to stuff like the assigned textures or bones or animations for a mesh so if you wanted to do a custom mesh loader you would have to write a full .mdl file into a memory buffer and load it with ent_create().

directly using the .blend format would be an extreme amount of work. it wouldn't be worth it. it makes much more sense to use blender's python api to write an exporter.

it would be possible to do it like unity though. start a headless blender from the command line in the background which loads the .blend file, executes the exporter script and then load the generated .mdl. this would already work with the current exporter with some small changes.
Posted By: ventilator

Re: Early Blender 2.5 Builds - 07/30/09 19:02

http://durian.blender.org/news/durian-pre-sale-campaign-started/

if you like blender this is a great way to support it. smile
Posted By: Pappenheimer

Re: Early Blender 2.5 Builds - 07/30/09 19:38

Originally Posted By: ventilator
it would be possible to do it like unity though. start a headless blender from the command line in the background which loads the .blend file, executes the exporter script and then load the generated .mdl. this would already work with the current exporter with some small changes.


What?

But this requires to restrict the use of blend files to certain features, right?

How would it improve the workflow?
Let's guess:
- we load in A7 our game
- the engine starts the headless blender
- the headless blender exports each model tha is created in the engine
= increasing of load time. - not so good!


- we load in A7 our game
- we reload a model or level by a certain command within the game and -
- the engine starts the headless blender
- the headless blender exports each model or level
- that we can see in its newest shape
= hm...

Does this mean, we could run the game and blender simultaneously, updating the blendfiles in a level to test it in realtime, and then switching to blender to re adjust the placing or a shadow or a shape, and then switching back to the game, and so working on it without to restart the engine again and again?
Posted By: ventilator

Re: Early Blender 2.5 Builds - 07/30/09 20:17

yes, kind of like that.

or you could trigger a reexport if the .blend file time/date changed.

it could be a bit slow though depending on the complexity of the scene. i don't know if it really would improve workflow. depends on the project i guess.
Posted By: Pappenheimer

Re: Early Blender 2.5 Builds - 07/30/09 20:27

Originally Posted By: ventilator
trigger a reexport if the .blend file time/date changed


This combined with a dialog whther it should be updated yet, sounds like a good idea.
Posted By: ventilator

Re: Early Blender 2.5 Builds - 07/30/09 20:38

such a solution probably would be a bit project specific though. it better should be handled by a programmer who is part of the project's team. :p
Posted By: maslone1

Re: Early Blender 2.5 Builds - 07/31/09 05:12

That's a realy great idea!

I have to learn mor about importing / exporting models!!

... And about Durian, i'll preorder a dvd package!!!!
Posted By: maslone1

Re: Early Blender 2.5 Builds - 07/31/09 06:42

Hey,..... wait a moment....

So this could also be a realtime-level-editor!? wink
Posted By: Toast

Re: Early Blender 2.5 Builds - 08/06/09 18:22

Seems like 2.5 will come in October:

http://www.blendernation.com/blender-2-5-unveiled-at-siggraph-expected-release-date-announced/

Enjoy your meal
Toast
Posted By: ratchet

Re: Early Blender 2.5 Builds - 08/19/09 12:24

Yep , great news.

For characters i do all modeling i nanother software, but for
level making or 3D Assets , animations , Blender is The Tool for me.

It will ba a long time to wait (October) before using the new interface frown

I've suggest possibility to import in WED directly a model in FBX format, in Blender format like Unity do would be the ultimate thing.


With 2.5, i hope all people will have a tool to modelise, animate and import in A7 without using 6 or 7 tools laugh
And overall Blender is FREE !!


Posted By: Toast

Re: Early Blender 2.5 Builds - 08/19/09 23:46

Originally Posted By: ratchet
It will ba a long time to wait (October) before using the new interface frown

Use the testbuilds?
http://graphicall.org/builds/index.php

Enjoy your mea
Toast
Posted By: ratchet

Re: Early Blender 2.5 Builds - 08/20/09 08:04

Thanks for the link Toast !

I'm gonna try it , and see if features i sue (modeling, rigging and animation are stable).

Impressive , Blendre is going so complete and powerfull (smoke simulation incoming in 2.5) !
And it's free, so people not newbbie in game making, using old little tools, should really give it a try laugh
Posted By: ratchet

Re: Early Blender 2.5 Builds - 09/08/09 09:01

Cool BMesh features: looks a lot like 3DSMAX features !

Bmesh in Blender 2.5
Posted By: Machinery_Frank

Re: Early Blender 2.5 Builds - 09/08/09 13:00

It looks very interesting. It reminds me a lot of Modo now.

But will it have a new decent file-open dialog now?
Posted By: ventilator

Re: Early Blender 2.5 Builds - 09/08/09 13:31

it has a decent new file dialog but it still isn't the native os file dialog so probably you still won't like it. tongue

bmesh and 2.5 will be awesome but there still is a lot of work to do.
Posted By: Machinery_Frank

Re: Early Blender 2.5 Builds - 09/24/09 10:05



It looks like it simulates a lot of the key-bindings of other applications. And it looks good by the way.
(right click to zoom)
Posted By: ratchet

Re: Early Blender 2.5 Builds - 09/24/09 13:17

Beautifull interface laugh

At Blendernation site
link
there is a picture in nintendo WII style ,in background made by DeathBlood.
Anyone would knwo if we can find the complete scene somewhere ?
Posted By: maslone1

Re: Early Blender 2.5 Builds - 10/11/09 09:48



Hey there!

If you wanna test version 2.5 (for windows), follow this link:
Blender Testbuild 2.5

If you have another platform, search the corrct version on:
Testbuilds Blender

I already have tested it,... and many changes are there,... many laugh
Posted By: ratchet

Re: Early Blender 2.5 Builds - 10/11/09 10:02

Is it a stable version ? How much complete ?

Well , just a test version in fact i suppose !
I'll give it a try indeed.


Does Blender have now 2D tool (line,cruves, filled forms ...) to paint on texture and 3D paint ???
Big missing feature !


Well the interface would need some real thinking by designers ?
Some personnal advices :


Comparison with Silo :


Well Essential icons should be more detached or visible !
And gizmo rotation is too big , should be like Silo one.

Anyway , lot lot better than Old Blender Interface indeed laugh
Becoming clear , and lot more friendly.
Top Notch Free 3D Tool , for all people and indees : No budget money problems to find a good, fun to use and complete modeler!
Posted By: ratchet

Re: Early Blender 2.5 Builds - 10/11/09 10:30

I see it don't have a real UV menu frown !!!!!!!!!!!!!

You have each time pressing, when edges seleceted : CRT-E and choose Mark Seem !

WHY could'nt it be a menu UV Seam instead of call the menu from CTRL-E , with a simple MArk Seam button ??????

You should select edges , and in a tab UV menu on the left just press a button named "MARK UV" to mark the seams !

I say that to bring Blender to really all people, new comers, newbbies, people coming from another software etc ...

Blender can keep it's Menu called by key, BUT THESE MENUS SHOULD BE ON TAB PANELS ALSO !!

Well i use Blender fromm long long years , so no worry for me, but they could do an effort to really bring all menu to tab panels !



Posted By: ventilator

Re: Early Blender 2.5 Builds - 10/11/09 10:35

it's far from completion. i think the first official beta is planned for the end of november. then the whole 2.5x series will be beta releases and some time after durian there will be a stable blender 2.6.

the graphicall.org test builds slowly start to get usable though. everything still is a bit rough but i really like the direction it is going and there are a lot of great projects in the works like bmesh and voxel sculpting. the new blender will be awesome!
Posted By: ratchet

Re: Early Blender 2.5 Builds - 10/11/09 10:50

I agree Ventilator !

But i see too much old things remaining, they , can , but they would be ported to panels and more logic , simple menus !

And that menu is as always : VERY VERY CONFUSING :
The less i use it , the better i'm good mentaly !



I've found my workflow with Blender :
Where are UV Menu, How to go to UV EDitor (Hidden on Image View ????) etc ... So with big learning efforts, searching tutorials : i had my complete workflow !


BUT IT'S STILL A PAIN : to do simple standard TASKS :
Go in UV Mode Simply choose : Diffuse, specular , normal textures :Blender have too much options , and even today i hate working with it's textures slots and materials .

That new version bring new things like 3DSMAX operation stacks, but would need to bring really separated view and panels :
-Edit mode
-Sculpt mode
-UV mode
-Textures mode
etc ...
Really well separated views,panels, caus playing with little menus to do all things in Edit mode is not clear.
Just try Coat3D , to see what is a really Good interface with simple to acess different functionnal views !
Posted By: ventilator

Re: Early Blender 2.5 Builds - 10/11/09 11:06

there are separated toolbars for editing, sculpting and so on. i don't get most of your points. you seem to expect a complete and polished product when it isn't even in beta yet. tongue we are about a year away from a completed and polished product.

i always disliked blender's old material and texture system too (it was one of the most confusing parts of blender) but i think it has improved a lot already in the current test builds.

i also really like how external renderers like vray can be integrated now. they can replace blender's materials with their own.


Posted By: ratchet

Re: Early Blender 2.5 Builds - 10/11/09 11:10

Ok i juts talked about the interface in point of view for a newcomer to Blender.

Some old mecanisms remain , and people will have to learn it's how to acess the view, features etc ...

But yeah, interface indeed is attractive top notch now laugh

Still texture painting , weight paintign and some others menus are still not implemented : November it is not too short period to deliver a beta ?
Posted By: ventilator

Re: Early Blender 2.5 Builds - 10/11/09 11:17

http://durian.blender.org/

i would follow the durian blog. it's very interesting. the plan is to use blender 2.5 for durian so i guess the missing stuff will be there soon since they will need it. tongue



http://blenderlabrat.blogspot.com/
...and these 2.5 tours always are interesting too.
Posted By: Nowherebrain

Re: Early Blender 2.5 Builds - 10/19/09 22:13

Ratchet, you do have some very good points though about the interface in respects to a newbiei...and I never thought of it, but what is up with having translate,rot,scale in the tool menu(3d view)???....anyway, I am still excited.
ventilator, any plans on your exporter once 2.6 is out???
BTW: to anyone interested(doubtful)lol
-JustinBarrett is my handle on the BA forums...the man with the curtain hair...lol
Posted By: ratchet

Re: Early Blender 2.5 Builds - 10/21/09 13:14

It's very personnal points compared to others tools i use.

But yeah the new interface of Blender will rock laugh
It is in the making actually lot of things need to be plugged to the new interface , but thats' progressing really well.

A powerfull,complete and FREE tool for all people.
Posted By: ventilator

Re: Early Blender 2.5 Builds - 10/23/09 10:06

http://www.blendernation.com/new-full-time-blender-developer-matt-ebb/

awesome! laugh one more full-time coder...

Code:
rtsp://darwin02.engagetv.com/debalie.sdp



here is a live stream from the blender conference but unfortunetly it doesn't work very well. very skippy...

Quote:
ventilator, any plans on your exporter once 2.6 is out???
i will look into it again once blender 2.5 and its new python API has stabilized some more.
Posted By: Nowherebrain

Re: Early Blender 2.5 Builds - 10/24/09 22:34

I'm sure you are tired of people asking about it.....but hey, we love it....
Yep, Matt is on the payroll now.

check this out.... particle based fluids
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