Ian Hubert's Posts - Project London - 2009-12-02 22:04:58

Whew! That Thanksgiving was a doozy! I had four separate thanksgiving dinners, I think—nice to finally be back in the swing of things (and I have to admit, it'll be nice to stop being perpetually stuffed).
I'm discovering all my best animating moments are total accidents. Weird results in the IPO curve that somehow result in the illusion of motivated movement; I'm not nearly as nuanced of an animator to be able to do most of it intentionally.
MAN it's cold outside. I'm writing this from my bed. I would turn on the radiator, but if more than one person has it on at once, the fuse blows, and I think Scott may have his on... probably not—but we'd rather not reset our clocks.
I'm hoping these next few days can make up for the insanity of this last week! The pedal is to the metal!
Peace!
Ian Hubert
Writer Director
Starbright Illustrations (blog) - 2009-12-02 22:00:12
I’m out and about today,and that means that I’m carrying about my nice old Packard Bell laptop. It’s as old as the hills and doesn’t have much under the hood, but with Puppy Linux installed it is just as powerful and a whole lot quicker than my XP laptop.
It doesn’t however seem keen on recognising my Bamboo graphics tablet, and Wacom only includes a Windows driver on the installation disk – boo hiss, don’t they know Linux is the future, etc, etc…
Anyway this means I’m working on the outside view of my spaceship with the mouse, rather than sketching interesting aliens into the internal areas, like in my last post.
And of course, as usual, I almost imediately ran up against a problem that I couldn’t solve. The wings on the spaceship were looking a little slab like. Well in fact very slab like.
I found a solution on this Blender manual editing page.
Separating (’parting’) Faces
Sometimes it’s useful to be able to separate a selection of faces from others in a mesh, creating a new object. To do this use the P-key.
To remember this shortcut, I like to think of ‘P’ as representing ‘part’. New objects will be automatically given a new name based on the name of the original object. This function can be found in the Mesh->Vertices menu at the base of the viewport or under the spacebar menu.
I couldn’t for the life of me work out how to do this just by clicking random buttons in the blender mesh editing interface. Why on earth is separating faces in the vertices menu, oh well.
Here are the spaceship wings duplicated moved away from the main spaceship mesh by grabbing and moving along the z axis and then seperated.
And finally here with the wings rounded and moved along side the main spaceship mesh.


Twitter / graphicall - 2009-12-02 18:57:11
graphicall: Shading system re-factor proposal!!: http://wiki.blender.org/index.php/BlenderDev/ShadingSystem
Tinker Code - 2009-12-02 18:29:52
Hi all
Thanks to Mcreamsurfer’s feedback I was able to correct the bug that prevented the particle emittor with the verlet integrator from being correctly animated, now it is solved. I have sent the patch to Jahka , just be patient because he is currently busy.
I’ve also made some tests about the nice particle system feature of [...]
BlenderNation - 2009-12-02 15:27:12
Blender developers are hosting an on-line Q&A session this Sunday.
Campbell Barton wrote:
We would like to invite anyone interested in becoming involved with blender development to an online Q&A session where you can be certain to meet up with blender developers and ask questions related to starting out with blenders source code.
The first topic is [...]
BlenderNation - 2009-12-02 14:27:50
Alpay Kasal has created a BMX bike simulator using the Blender game engine. Check out his article for implementation details and some cool screenshots and pictures of people playing the game.
Alpay writes:
Using a set of real BMX handlebars as a wireless controller for a custom videogame using both open source hardware and software including the [...]
BlenderNation - 2009-12-02 13:00:13
Blender++ is a cross-platform network render manager for Blender.
Marco Rapino wrote:
Hi!
I'm happy to announce that Blender++ 1.2 has been released! For those who don't know what Blender++ is, please just check it out here.
Even if people claimed that Blender 2.5 will have a NetRender, Blender++ is different. It provides an open interface to the Blender [...]
Twitter / graphicall - 2009-12-02 12:57:47
graphicall: Changes to Color Management (r25065) by Matt Ebb, changes the way colors are displayed in the UI, a *must* read! http://bit.ly/86NoeS
Twitter / graphicall - 2009-12-02 12:54:32
graphicall: New Bounces option for AAO Indirect Diffuse, since r25070, by Brecht
Trickle Project - 2009-12-02 11:25:19
The “Eleven o’clock” project is going on well. We spent much time to organize some files (as we said in the preview posts the organization of files is fundamental!!) but now it’s time to render! Mattia still working on animation. He had completed the 9th shot. All the shots are 22 so he still has [...]
pixel-sized - 2009-12-02 10:30:00
BlenderNation - 2009-12-02 06:00:46
In 2.5, some of the old shortcut keys no longer work (although you can re-map them, of course). Here's a full overview of the new shortcut keys. It's not pretty, but it works!
Loop Duplicate wrote:
Hundreds of shortcuts keys.
The format is a little rough but the shortcuts are there. Still no shortcut keys for [...]
Blender Cookie - 2009-12-02 06:00:43
This tip goes through the process of creating a sky-dome with a panoramic texture. The tip covers creating the dome, unwrapping it, applying a sky-texture, and some simple lighting and rendering.
The sky texture used can be found here, among others:
http://www.blendercookie.com/2009/11/01/textures-panoramic-skies/
http://blendercookie.com
Letwory Interactive - 2009-12-02 01:33:28
Tonight I applied a very nice patch, written by Matt D. (matd in #blendercoders). This patch adds several new features, specifically for Windows users:
- Minimum size for windows: Blender windows (system level, ie. the application window of Blender) can’t be resized below a minimum size. This is to prevent buggy behaviour of the Blender window manager, where all areas would go bonkers when Blender window would be resized very, very small.
- Preparation for Drag and Drop: Matt D. adds support for drag and drop on the GHOST level, the OS-layer library that Blender uses to get events, manipulate windows etc. from the OS. Further of no usage to the user, but I bet that the prospect makes users drool with wild fantasies.
- Last, but not least: Continuous Grab. This will allow you to execute translations without having to worry for the mouse pointer to go out of the 3dview. Just start your transformation and drag, drag, drag until your happy. You’ll see the mouse pointer warp around the 3dview. This feature is by default enabled, but if you’ve been mucking about with the user preferences, make sure you haven’t accidently disabled it.
Again, great work by Matt D.! You can grab your build from Graphicall of course!
BlenderArt Magazine - 2009-12-02 01:04:52
The French translation team has released another issue of Blenderart Magazine in French. Issue #16 ‘Wow Factor’ is now available for download on the issues page. Blenderart Magazine would like to thank the French translation team for all their hard work and for being so dedicated to providing a French translation for the French community. We look forward to announcing the next several issues as soon as they become available.
Phil McCoy's Posts - Project London - 2009-12-02 01:00:00

Half Acre Day, which is contributing a number of songs to Project London, has a show coming up on Friday, December 11th at Sunset in Ballard (Seattle). They will be performing a set at 10pm (approximately). Other bands appearing that night include Dept. of Energy, The Attic Graces, and Caleb Thompson. New HAD drummer, Dusty, was once in bands with some of the fellows in Dept. of Energy (Nevada Bachelors, Thistle) as well playing in Paul's band Valu Pak.
Sunset: 5433 Ballard Ave NW, Seattle, Washington 98107
Cost: $7 - 21+
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