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<Qantourisc> hari`: actaully the glowing edge is REALLY small <Qantourisc> hari`: other then that space is dark PERIOD <Qantourisc> hari`: http://nssdc.gsfc.nasa.gov/image/planetary/earth/apollo08_earthrise.jpg <Qantourisc> once side you see one you dont <stormy|> http://genesis.outpost-universe.net/gallery2/albums/Stormy%20Album/Bob2_space_atmospheremessup.jpg <stormy|> what am I doing wrong hari`? <stormy|> .... anyone know? <NnEo0> mmmm <stormy|> http://genesis.outpost-universe.net/gallery2/albums/Stormy%20Album/Bob2_space_atmospheremessup.jpg <stormy|> what am I doing wrong if you know <stormy|> someone? <stormy|> :( <neighborlee> maybe halo too strong <neighborlee> or light souce too close <hari`> Remember that a sun is several light-minutes away. The atmosphere is way too thick, but it's the right idea. The patchiness may be due to polygons too large, so consider subdivide or nurbs. <stormy|> 0.0 <stormy|> OMG I THINK WE GOT IT :D:D:D <stormy|> THe render is taking forever... but stilll <neighborlee> heh <stormy|> *huge grin* <stormy|> Now we have another problem on our hands <stormy|> the texture is repeating so many times.. it's unrealistic <Tzuqris> whats up? <stormy|> http://genesis.outpost-universe.net/gallery2/albums/Stormy%20Album/Bob2_space_funky_atmosphere.jpg] <stormy|> http://genesis.outpost-universe.net/gallery2/albums/Stormy%20Album/Bob2_space_funky_atmosphere.jpg * <DAC1138> stormy|, did you map it to a sphere? <stormy|> uh no <stormy|> lol <stormy|> the texture is a halo <stormy|> how do I map a halo tex to a sphere? <DAC1138> i thought it was an image texture <stormy|> it is <stormy|> but it's on a halotex <DAC1138> never messed with halotextures <DAC1138> but in the F5 menu, under "map input" try changing it from the default CUBE to SPHERE settings <stormy|> that did nothing <DAC1138> well, i missed mickmcmack today, dang. need to go to work finally, bleh <shevek> I have a model with a bone in the head so it can look around. It's fixed in the neck. I made a constraint to track to an empty, so I can make it look at something. However, now it looks at the empty with the neck. For long distance this doesn't matter much, but it doesn't seem right. Is there a way to make it track with the tip of the bone instead of the root? <Qantourisc> shevek: add another bone ... (i'd say) <Qantourisc> shevek: and then wait no, what on earth do you mean ? <shevek> Qantourisc: I thought about that, but I have trouble to still get the mesh transformation right in that case <Qantourisc> shevek: you don't HAVE to map mesh transformation to the new bone, you can also map it compeletly to the previeus bone <Qantourisc> unless i mised something of the updates i don't know about yet :p <shevek> Qantourisc: I have a bone with the root in the neck and the tip in the eyes. the head transforms with it (so it turns around all three axes). I want to have the eyes track an object, so it should point a coordinate axis to it from the tip, not from the root. <shevek> Qantourisc: The problem with the extra bone is the the transforming bone doesn't move anymore, so there's no transformation <Qantourisc> shevek: aa i see <Qantourisc> sec let me make a shets what i would do, (aldo i'm not a ridger) <Qantourisc> shevek: http://img497.imageshack.us/my.php?image=bones5zl.jpg <Qantourisc> i would track the neck to the empty by let's say 25% <Qantourisc> and then let the eyes track the rest <Qantourisc> duno if it's clear or if it hekos <Qantourisc> helps <Qantourisc> but i'm going to the shower :p <shevek> Ok, thanks :-) <Tzuqris> what a lovely drawing <Qantourisc> did it help ? <Qantourisc> Tzuqris: lol <shevek> Not sure yet, I'm thinking about it <Qantourisc> yust an idea :) <Qantourisc> actually you would need to put the bone under a 90degree angle <Qantourisc> the one in the head <Qantourisc> or you would need to use some voodoo to track it well <shevek> I don't mind voodoo ;-) <Qantourisc> :p <Qantourisc> currently i have a riged spider, but still need to evaluate the boning system before i'll start animating it <Qantourisc> but shower first <[Relic]> Hello :) <stormy|> How does the screw tool work? <redloff> stormy|, http://download.blender.org/documentation/htmlI/ch06s06.html <stormy|> ty <redloff> how can I ***ign weight to a particular vertex in a mesh? <stormy|> Yes <stormy|> use.... <stormy|> h/o forgot the name <redloff> :>> <redloff> hook? <stormy|> Weight paint is what i'd do <stormy|> lol <stormy|> but that's just me :P <stormy|> like <stormy|> anyway <stormy|> i'm making a model of something <redloff> hmm.. <stormy|> how can I make something ... nvm :D <stormy|> I just remembered that I can use dupliframes to do what i'm wanting <stormy|> :D <redloff> lol <stormy|> I'm modeling with dupliframes lol <redloff> never done that <stormy|> hmm <stormy|> lol <stormy|> basically I made a path <stormy|> b/c i'm making a special pipe.. <stormy|> the path is shaped in the way I want the pipe.. <stormy|> and i'll get the circle I made, to dupli across the path <stormy|> then i'll make them real, and face them together <stormy|> :P <stormy|> and i'm only having like 5 dupliframes <stormy|> lol <stormy|> bu <stormy|> it's not showing up! <stormy|> -_- <stormy|> I did something <stormy|> and now my path isn't being displayed <stormy|> I can still select it though <Qantourisc> stormy|: aa the wonderfull misorys of the blender intrface :p <stormy|> lol <Qantourisc> i actually wanted to type mysteries, but that's fine as well :p <eago> hi <ethan> hi <eago> new to blender here :) <ethan> hi <eago> first question... whats the difference between #blender and #blenderchar? <_bert> that's your 1st question?! <_bert> ;D <eago> yup <eago> :) <_bert> hmm, i wouldn't even know the answer, so little i care avout it ;) <_bert> *b <eago> oh <eago> well <_bert> but if you have any blender questions, you can ask them here <eago> i'll hang arround in both till i find out ;) <_bert> good idea :) <eago> cool <eago> www.geocities.com/eago9 <_bert> why are you trying blender, when you are using c4d obviously? <eago> cuz: 1. C4d is way too expensive... 2. C4d sdk is a bit limiting... is cool but not opensource... 3. I hate where they heading with char animation tools <_bert> that sound reasonable :) <_bert> +s <eago> haven't touched c4d in a long while though <eago> use maya at work <eago> been trying to decide what to use at home for a while <eago> was trying to choose between xsi, messiah and animation:master... somehow blender came in the last moment and won the battle ;) <_bert> so now you are checking out blender? :) <eago> ya <_bert> i always wanted to try XSI <eago> i've used many apps <eago> xsi ain't that cool <_bert> i always thought it was :( <eago> well... some people love it <_bert> yeah, well, i wanted to try it before i started using blender anyway ;) <eago> i didn't like it that much <_bert> ic <DarkProphet> evenin <AdmiralSenn> whee <ethan> lol <[t0rc]> hiyo <[Relic]> :) <ethan> HEY!!!!!!
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