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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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