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The Blender Animation Toolkit is great and well worth the money I spent on it.
http://www.blender3d.org/e-shop/product_info_n.php?products_id=157
Also, Humane Rigging was a good introduction to how rigging works to make complex animations possible.
http://www.blender3d.org/e-shop/product_info_n.php?products_id=146
Studying these kinds of tutorials can give one an idea of the complexity behind quality CG animations in the industry and a peek at the standard way things are done outside the DAZ/Poser microcosm.
....however in Hexagon I can do all that as well as freely move about the workspace with just the trackball and its buttons. My trackball also does not have a "middle" button for those functions. I know that Blender is customisable where I could configure the trackball to do that, but scripting is not my strong suit.
Having to use the numeric keys (which require I use my more crippled right hand) for simply moving about the workspace I find to be very "clumsy" in comparison.
I commonly have two or more sessions of the same version active when I model, especially when I need to merge individual parts of one model into another file, I can edit, change the names of them. This would be an amazing feature in DS btw, if I could take a custom hair morph I made for a scene and forgot to save as a single asset and then load that from the source file into a new scene. Blender does this and it's very flexible.
There is an add-on included in Blender (has to be activated in preferences) called Edit Linked Library which allows you to do this without opening another instance of Blender. The Blendercookie archive has a video explaining how it works.
We can create .blend files that just act as libraries holding content we want to be able to use in new scenes without having to recreate them or to consolidate objects in separate files, using a master file to manage the scene itself.
When creating library .blend files, it helps at some point if we get enough resources to break them up into separate .blend files based on some catagorization that makes sense to us, such as by resource type, say textures in one, sci-fi kitbash objects in another, etc...
When we bring in an object from a library, we can either instance it from the library, in which case any changes to the base object in the library gets updated to the imported one (and we cannot modify the imported one directly) or, copy it into the working scene, in which case it is independent of the library version.
Anyone who hasn't seen The Grove, a paid add-on for Blender should check this out, it's amazing. The quality looks to be better then the competitors for non-realtime plants and it costs less (then other commercial products, not less then the free 'Sapling' add-on included in Blender of course.)
Besides being non-realtime, it's still new so the 'limbs' which create individual tree types are limited but one would expect this to change as time goes on. Check it out, worth the look.
Wondering if the leaves are full geometry or not. I'm avoiding plants these days with transparency maps. Hard on system resources. There is a vendor here at DAZ that fully models his leaves and uses no transparency maps and looks every bit, if not better, than all the other offerings. So just curious about this one thing. Also it's 109.00 in Euro I guess so not sure what that would cost in US money.
A little over $97.00 dollars
Getting really tired of this wait while we log you out and back in BS since all it does is cause me to have to login again at least twice before I can reply
Gedd's post on the last page described me to a T... Approximately twenty versions used for the reasons Gedd suggests.
Okay...
I have been using a Logitech two-button trackball mouse (ball centered version - not thumb version) for well over a decade. No middle mouse scroll/button for me...
I can use key strokes to activate navigation, but I also prefer simpler methods, so I created one (as a temporary measure until a dedicated one is implemented into Blender; Navigation Cube, etc.), added it to the 3D Navigation Tabs Panel Addon, and offered it here to the users of this very thread several pages ago.
It is a ONE CLICK (left mouse button - no key strokes) modal solution for activation of whatever navigation needed (rotate, pan [with continuous grab - pan through viewport enabled], or zoom), and then when you arrived at your desired local (via rotate/pan/zoom) you deactivate modal activation with another simple ONE CLICK (anywhere in viewport - does not matter where mouse ended up). It even works with Quad-View (with one cavet of needing to unselect mesh than select mesh again after activating Quad-View [Blender hang up - not mine]).
I have since also added these one-click buttons to the 3D Viewport bottom Header which works with the different modes (Object, Edit, Sculpt, etc.), and added them to Image Editor viewport as well (sans rotate, or course).
The original link is long since dead, but if there are those who would like me to make these solutions available as addons, I will work to make them self sufficient code inserts (instead of the dirty hacks, needing you to replace original files, that they are). So, just let me know if anyone out there would like this functionality for there usage...
Below is image showing these buttons in my customized Blender 2.71 build. On the left (Tabs panels) is the 3D Navigation Tab Addon, and you can see the Rotate/Pan/Zoom buttons on the bottom of that panel. Then if you look on the bottom of the viewport on the 3D View Header, you will see the same buttons (as well as other items I have added).
*Click for bigger view* (sorry, can't seem to make it just big enough to fit in post with ability to click on it to go to full size) *FIXED - Still click on image for full size:
Thanks Daremok,
I happen to find the built in method for navigation fluid, but I would gladly give your add-on a try if I wasn't. For anyone who finds they need a gui for navigation, if they don't at least try it then... ;)
Yes it can still be frustrating but for me at least it's not as bad as it was. It doesn't get stuck in the constant loop it used to but rather just tries once (or 2x maybe) ]stops. I can then login and click the 'back arrow' dropdown and jump back to the post page. So, not totally fixed but better.
Cris Palomino ,StratDragon Thanks for the info :)
I have a Logitech trackball...also, no middle wheel or middle mouse button. So now I have a mouse at the left of my trackball, on both desks (where I keep my laptop and where I keep my workstation).
The middle mouse button is critical for working in Blender, so I had to adapt my working habit to this.
I plan to buy an Ouroboros mouse, and eventually I will try my own Wacom, but for now, just the basics. That mouse is a bit expensive.
I think you went the wrong way - 109EUR is about 122USD
The login issue seems to have straightened itself out since I switched to Safari over Chrome. I think there may be a conflict with 3rd party plug-ins that are "logging me out" when I shut down even though I have keep me logged in checked off.
We mentioned before that OpenSubdiv is coming with Blender 2.76 but the discussion about OpenSubdiv has stretched out over a bit of time so for those who are wondering what the bruha is about here are two points to consider:
Jonathan has some other content that is well worth looking at so poke around on his site while there.
Light Portals were mentioned earlier and Jonathan has a video which demonstrates what they are and how they work. One thing not mentioned in the video which we will notice is that the room in the demonstration is fully enclosed. Light portals are used specifically for enclosed spaces.
Many people use open rooms to render their scene, only modeling the portion of the room that is visible in the camera or even deleting portions that aren't visible but this yields a much less accurate result. In some cases this won't be noticeable and in others it will, it really depends on the situation. In cases where it isn't noticeable, rendering with an open environment may yeild good results in as fast or faster time frames so play with both situations to develop a feel for what works best when.
I don't have a link handy at the moment but I have seen examples where light portals work well with godrays in an enclosed space, so a good practice environment might be that scene with a large leaded glass window. Just make sure to enclose the space.
If there's a medical reason. then I understand. I wonder if there are any on screen keyboards that allow you to create your own short cuts- so you click a button and it does all the key combos for you.
It was already mentioned that other then basic navigation there are menu options for anything that has a shortcut. As to the basic navigation, Daremok offered a solution, so at this point I'm not thinking keyboard shortcuts are an issue.
Used an online converter so anythings possiable thought it looked low but thats what it told me twice
Wonder what 3DLight would look like if it was up-to-date with Renderman with more of the features exposed? Take a look at this video by Jonathan Lampel where he shows Renderman in Blender.
forget it, it's back with a vengeance and it just threw my sweet patootie out for no reason.
Hey Gedd,
I was all excited about OpenSubD, and downloaded 2.76 RC1 to try it out. After reading about the implemented functionality, my understanding was it was going to be viewport support. After adding a Sub-D modifier to a mesh object there was a new tickbox at the bottom of the panel, but trying to check it yielded me the result - (paraphrasing here) "OpenSubD is not enabled in Addons". So my tickbox remained unactivated.
I thoroughly checked all throughout Addons under every category, and could not find any addon for OpenSubD, or pertaining to it. So, as of yet, I am unable to try it out.
I just downloaded 2.76 RC3 (to test my 3D Navigation Addon), and I am going to check to see if I can get OpenSubD to work. If not, do you have any pointers, simple as they may be, that I might be overlooking?
To everyone regarding the one-click 3D navigation scripts. I had a request in my PM's, so I worked on making a standalone addon that will add to (append) Blender's already included 3D Navigation Tabs Panel Addon. I also added the 3D Viewport Header (at bottom) buttons as well, but they will be located first on the header at bottom left (so those who don't know [or want to] about the header scrolling [Alt + drag] won't have to worry about them at the end of the header toolset. After some more testing in 2.75, and 2.76, I will probably upload the addon later today (USA - Pacific Time).
Oh, and disregard using in Quad View. It won't work reliably due to some addons somehow breaking this functionality. Original testing two years ago, and all that was needed was deselection/reselection of mesh object. In my testing last night I was getting inconsistent results where that wouldn't work, but moving the 3D cursor - then back to center activated the buttons. In some of my Blender versions, nothing would get it to work, and I have different addons activated in different versions. It would take way to long to track down the actual culprits that are clashing, and nulling the buttons to work correctly in Quad View. So, to recap - don't use in Quad View...
* EDIT: I just wanted to touch on the basis of the one-click buttons. Nothing magical, or even hard about it. The great thing about Blender Python scripting is you can work from the exposed hard-coded commands, and just manipulate them to your own use. The coding is Blender's. I just used calls to utilize the navigation that is already there, no matter what mouse set-up you use. Clicking the one-click button just tells Blender you want to activate the modal navigation, just like if you would have clicked middle-mouse button, Alt + Left Click, and etc.
I scripted this because no one else saw a need, and the majority of users are fine with whatever set-up they are using as default. This is for users like kyoto kid (or anyone with a medical limitation), or users like me when the cat or dog is in my lap while I am trying to model...
Subtropic Pixel:
That is a cool looking, expensive mouse there. I'm happy with my Logitechs (two in use, and a brand new unopened one for if/when one of mine breaks).
I have a standard three-button mouse (middle scroll/button) as well that came with my Windows 7 box, but I tend to only use it if I am working in Roadkill UV mapper.
I don't find your statement to be true regarding Blender's usage being critical with the middle mouse button. I have found many work-arounds, and Gedd pointed out one that I don't even use, but I use the parallel "Page Up/Page Down" keys to expand/contract circle/sphere influence. There are sometimes more than one way to achieve same result in Blender (Shift + V/GG for vertex slide as example), and the same is true with middle mouse button usage. I'll agree that it is faster/more convenient to use middle mouse button, but I don't believe critical.
Now, Roadkill UV mapper, that is critical middle mouse usage. There is no other way about it to pan in 3D view, or move UV selections.
There isn't an add-on as it's built into the core. I'm guessing the error message actually read "OpenSubdiv is disabled in User Preferences." There is a section on the bottom left of the System tab of User Preference called Compute Device. There you set it to GPU and type of compute. Mine only shows CPU and no compute device which I'm guessing is because I have an older video card, a 9800 GTX+. I'm not sure what the support requirements are for OpenSubdiv in Blender but from the looks of it, something more modern then what I'm using.
I could be wrong, but don't have a way of checking it with my current hardware so I'd be interested in hearing what others find, if anyone else is able to get OpenSubdiv to work or not on their hardware.
I was doing some followup to the OpenSubdiv question and looking at the wiki page left me a bit confused. According to what it says, it seems that OpenSubdiv should be available on a purely CPU basis, in which case I'm not sure why I'm not getting any options available for that.
Daremok, did you check your user preferences to see if that fixed it for you, or was that not the issue?
Hmm, never mind... missed this obvious callout on the wiki page.
Even for CPU evaluation your graphics card should support geometry shaders and uniform buffers at least in order to be able to visualize mesh in the viewport in an optimal way. If the GPU or it's driver doesn't have support of this features none of OpenSubdiv compute devices will be available.
I need a new computer. ;)
There are plenty of tutorials on composition, blocking/storyboarding a scene, etc.. but I really like how this one by Jonathan succinctly covered all bases here in a nice overview of his process.
Yeah, ain't it? I don't game very much at all, but let me tell you that gaming equipment is often just what I need to get things done. Fast CPUs, even faster GPUs, lots of memory, human interface equipment, etc. I keep returning to the gaming equipment rack for stuff to help me.
Right, I agree with you, but remember my current situation: I am mostly using vanilla settings as I work my way through tutorials...which use vanilla settings. So I don't reconfigure mouse buttons, key bindings, menus, etc. I did change the colors and text size, but I don't remap the entire UI yet. So under that framework, middle mouse button is still critical for me. And once the tutorials and book learning is done, I might be so well-practiced in it that I don't feel the need to change the UI. Which would be fine (for me) too.
But the Ouroboros mouse would certainly offer me a few more programmable buttons for my left hand, along with a comfortable scroll wheel/button and a completely customizable width, length, etc. Because I don't want repetitive stress injuries.
EDIT: I should say that I'll still use the Logitech. It doesn't need to be moved across a desktop surface, so it can stay to the immediate left of my keyboard while another mouse (like I said, I already have one for each machine) can live to the left of the trackball.
Yeah, Gedd, you were right. That was it with OpenSubD, and I guess I have the same issue as you. My rig is not up to minimum specs for it. So, when you get your new PC, please send me one as well...
Subtropic Pixel:
I see your point. Yes, I guess if you don't know the work-arounds, or all the shortcut keys the middle mouse button would be critical. I know before I learned about PageUp/Down, proportional editing was a pane in my azz, and I was constantly reaching for that other damn mouse.
Is it just me, or does the Ouroboros look like it can fry critters, or loved-ones with a simple aim-n-click?