Planet Blender

v2-beta4 'Turning Pages'

... where Blenderheads live. Aggregate of blogs by Blenderheads
  • #blender-club on deviantART.com
    BlenderNation - 2010-03-13 19:12:58

    Dread Knight (founder of Freezing Moon Foundation,) has recently started a group on deviantART that has become quite popular.  And the good news is that the group is dedicated only to our beloved Blender!Dread Knight writes: Feel free to Watch #blender-club or even showcase your best artwork to the rest of the community. Hope to [...]
  • The Producer’s Report #107 - Oceanic Exploration is a Great Idea!
    Phil McCoy's Posts - Project London - 2010-03-13 18:30:00

    Today, Ian delivered the movie for Nate and I to review. We are really excited to see this because we know this version of the film is completely head and shoulders above the versions we have looked at to this point. You probably know that the story is found three times through the process of making a film... when the story is written, during production, and then again in post. For the first time we are going to see the entire story, from end to end, with the VFX cut to Ian's vision for Project London. Can't wait.

    Also, Bob Forward is one of our favorite people, he created many of the explosion, atmospheric and blood splatter effects that we used in the film.

    Marc Studer is another one of our favorite people. He shot the photo of us (above) and many other amazing images that we plan to use to market the film.

    Priority One: Recruiting a sound design team. Interested? Contact Phil McCoy at phil@projectlondonmovie.com.

    The Sound Design Team (so far, we need more help!):
    Justin Faylona
    Bob Forward


    This week’s recommendations:

    • Ian: "Oceanic Exploration"
    • Nate: "Plastic Jesus” cuz, I don't care if it rains or freezes.
    • Phil: "Spend less than you earn."

    Cheers,

    Phil McCoy, Executive Producer
    on behalf of Nathan McCoy (left), also Executive Producer and Phil McCoy (right)

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    Follow Project London on Twitter.

  • GIMP Tutorial section gets a makeover
    Starbright Illustrations - 2010-03-13 16:11:51

    I’ve been working on the tutorials section – including GIMP, Photoshop, etc – at my Illustrations website. It’s going to be a great page when it’s done, with link after link to step-by-step tutorials telling how to paint and render all kinds of images, from sc-fi to children’s book.

    But as I was editing it I noticed an ugly problem. When you look at the website on a computer with a wide screen, on an Apple Notebook for example, the title bar is stuck in the left corner and the dividing line below it extends on for an arbitrary number of pixels. It’s really quite untidy, and I’m going to have to fix it.

    I’m using Kompozer to create the non-blog part of the site, with all the galleries and tutorials, and it is really quite limited, but I strongly hoped there would be a solution.

    This tutorial on using Kompozer to create a site seemed to have the answer. Just put everything in a table that has the precisely attribute and is set to 100%. I quickly gave this a go.

    And with a new page, following these instructions it would have been no problem, but this is the main page of my art portfolio website and I have been working on it for a year with more than one web editor, uploading illustrations, moving images and text around and doing a bit of direct poking about in the html as well.

    It just wouldn’t work for me for a long time, and then I noticed that deep within the code of the page, its width was being defined. I deleted that line of code and almost everything started working. It only took an hour of trial and error too.

    I say almost everything because there was still an annoying white border to the right of the site header. I couldn’t find any way to fix this using the Kompozer WYSIWYG interface, but when I edited the code to copy the same 0 margin value as at left and top, it finally started to look the way I wanted, a solid bar across the top of the screen.

    So here is what the illustration site looks like now, oh and there are some nice illustrations to go with my hard won graphic design victory.


  • Rigging a Pupil for Dilation
    Blender Tutorials Downloads Videos & Education - Blender Cookie - 2010-03-13 14:01:21

    In this Blender 2.5 video tutorial we show you how to use driven shape-keys to dilate the pupil of an eye. The tutorial also demonstrates how to use custom bone shapes and limiting the transformation of a bone via constraints. Note: this tutorial uses the official Blender 2.5 Alpha 2 release. Support the site [...]

    http://blendercookie.com
  • Maya, creating your own libs for reuse
    digital janitor - 2010-03-13 09:41:00

    [edit] problems with the script is now fixed. All I needed to do was to bring the family and we hade a nice day at the swimming pool [/edit]

    So you have created thousands of tiny scripts that you use. And finally you decide you need to sort them and figure out how to do that and reuse a lot of the stuff you made.

    Step one,

    We will create a file which we import everything from. In my case I will call this file "sanders3d_tools.py". And I will place this in my maya script folder.

    ex
    linux
    /home/sanders/maya/2011_x64/scripts/sanders3d_tools.py
    osx
    /Users/sanders/Library/Preferences/Autodesk/maya/2011-x64/scripts

    Since maya will be able to find these files we can use them and import them in other situations. So as a simple test we will add something into the file


    #filename: sanders3d_tools.py
    import os
    import platform

    def say_my_name():
    if platform.system == 'Windows':
    print os.environ['USERNAME']
    else:
    print os.environ['USER']

    #end file




    Save the file and restart maya (I think that is necessary). Now in the maya script editor you can type this

    import sanders3d_tools as st
    st.say_my_name()

    Select the two rows and press CTRL-ENTER, in my case it will report back "sanders".



    So now we can perhaps use two two other scripts that I made. But now we also need to make sure we import libs that are required by the other scrips. And we need to create new defenitions for each 'tool'.


    #filename: sanders3d_tools.py
    import os
    import platform
    import datetime
    import maya.cmds as cmds
    import sys

    #create a random number


    # prints out the username
    def say_my_name():
    if platform.system == 'Windows':
    print os.environ['USERNAME']
    else:
    print os.environ['USER']

    #rename the parent based on the child name
    def rename_parent(oSel):
    if len(oSel) > 1:
    for i in range(len(oSel)):
    print oSel[i]
    parent = cmds.listRelatives( oSel[i], p=True)
    cmds.rename(parent[0], "%s_ZERO" % oSel[i])
    else:
    parent = cmds.listRelatives( oSel[0], p=True)
    cmds.rename(parent[0], "%s_ZERO" % oSel[0])

    #create a basic controller
    def create_controller():
    rname = str(datetime.datetime.now()).split('.')
    cmds.spaceLocator(n='null_%s_zero' % rname[1])
    cmds.circle(n='circle_%s_ctrl' % rname[1], ch=False)
    cmds.setAttr( "%s.rotateY" % ('circle_%s_ctrl' % rname[1]), 90)
    cmds.makeIdentity('circle_%s_ctrl' % rname[1], apply=True, t=0, r=1, s=0, n=0 )
    cmds.parent('circle_%s_ctrl' % rname[1], 'null_%s_zero' % rname[1])
    return 'null_%s_zero' % rname[1]

    # reset the object
    def reset_object(obj):
    channels = ['X', 'Y', 'Z']
    for channel in channels:
    cmds.setAttr( "%s.translate%s" % (obj, channel), 0 )
    cmds.setAttr( "%s.rotate%s" % (obj, channel), 0 )
    cmds.setAttr( "%s.scale%s" % (obj, channel), 1 )

    # create a basic controller on the selected object
    def create_controller_on_object(oSel):
    if len(oSel) == 1:
    parent = oSel[0]
    child = create_controller()
    cmds.parent(child, parent)
    reset_object(child)
    cmds.parent(child, w=True)
    else:
    print "YOU CAN ONLY HAVE ONE OBJECT SELECTED"

    # align objects
    def align_objects(oSel):
    if len(oSel) == 2:
    child = oSel[0]
    parent = oSel[1]
    cmds.parent(child, parent)
    channels = ['X', 'Y', 'Z']
    reset_object(child)
    cmds.parent(child, w=True)
    else:
    print "YOU CAN ONLY HAVE TWO OBJECT SELECTED"


    so now we have lots of commands we can use.

    say_my_name: will print the user name
    rename_parent: will rename the parent based on the child name
    create_controller: will create a simple controller
    create_controller_on_object: will create a simple controller on the object
    align_objects: will align two objects.

    So now we can create some shelf buttons. (drag each of these to your shelf)

    #button one
    import sanders3d_tools as st
    st.create_controller()

    #button two
    import sanders3d_tools as st
    import maya.cmds as cmds
    oSel = cmds.ls(sl=True)
    st.create_controller_on_object(oSel)

    #button three
    import sanders3d_tools as st
    import maya.cmds as cmds
    oSel = cmds.ls(sl=True)
    st.rename_parent(oSel)

    #button four
    import sanders3d_tools as st
    import maya.cmds as cmds
    oSel = cmds.ls(sl=True)
    st.align_objects(oSel)



    I hope this will help some of you on the way to a better organized scripting world.

    Video demonstration

    Demonstrations of the simple python tools from Stefan Andersson on Vimeo.

  • Gravity
    Reyn's Blog - 2010-03-13 03:44:00

    Hi! Here's another quick test I did with Blender 2.49b's particle system.  Hope you all like it.  In my upcoming Blender article at Packt Pub, I'll elaborate  the procedure I did to achieving this (if you haven't figured out yet how). ^_^Here's the video:
  • Currently no posts
    Tony Mullen's Amazon Blog - 2010-03-13 00:00:49

    Sorry, this author has not yet posted to this blog.

    Please check back later as new posts are added regularly. To discover more authors, visit our Author Blog Directory

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