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Author Topic: Blender (modeling, animation, rendering)  (Read 57442 times)

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Nihil

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Re: Blender (modeling, animation, rendering)
« Reply #75 on: June 07, 2004, 12:43:16 PM »

Possible with a normal build? Or do you need some special version or a plugin?

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what is impossible yet and pisses me is that you can

Tol

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Re: Blender (modeling, animation, rendering)
« Reply #76 on: June 07, 2004, 12:46:18 PM »

Possible with a normal build? Or do you need some special version or a plugin?
Dunno, you
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Nihil

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Re: Blender (modeling, animation, rendering)
« Reply #77 on: June 07, 2004, 12:49:08 PM »

Tol

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Re: Blender (modeling, animation, rendering)
« Reply #78 on: June 07, 2004, 12:53:18 PM »



That's indeed not possible ... we should start an online-petition for it :-)

We will be found to be antisocial kapitalists whom one monitor is not enought like to most of users in universe ;D
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Nihil

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Re: Blender (modeling, animation, rendering)
« Reply #79 on: June 07, 2004, 12:55:21 PM »

*lol*

That's true ... especially in the Blender communitiy where even a "Undo"-Feature is too prolly for the people :-)

Tol

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Re: Blender (modeling, animation, rendering)
« Reply #80 on: June 07, 2004, 12:58:27 PM »

*lol*

That's true ... especially in the Blender communitiy where even a "Undo"-Feature is too prolly for the people :-)
Well, it took only few yers to finally have that undo, so it is only matter of patience ;D
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Mnemonic

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Re: Blender (modeling, animation, rendering)
« Reply #81 on: June 07, 2004, 01:10:26 PM »

We will be found to be antisocial kapitalists whom one monitor is not enought like to most of users in universe ;D

Indeed! Antisocial kapitalists with large tables ;D
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Nihil

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Re: Blender (modeling, animation, rendering)
« Reply #82 on: June 07, 2004, 01:11:48 PM »

TFT-Displays don't need large tables  ;D

odnorf

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Re: Blender (modeling, animation, rendering)
« Reply #83 on: June 07, 2004, 02:04:44 PM »

We will be found to be antisocial kapitalists whom one monitor is not enought like to most of users in universe ;D

Indeed! Antisocial kapitalists with large tables ;D

I want to buy a second monitor because my 19inches one is just not enough for my job... And you know that I AM MILES AWAY from being a "kapitalist".  ;)
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FinnishBoy

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Re: Blender (modeling, animation, rendering)
« Reply #84 on: June 07, 2004, 07:51:17 PM »

EDIT: Ugh, your avatar icon is... uhm... LARGE! :)

Oh, sorry. Now it's okay
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case

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Blender for gaming
« Reply #85 on: September 10, 2004, 12:26:35 PM »

You can create games with blender!

It has a built in game engine in the recent release, which was returned after it was open sourced.

Hurrah for blender! Now I need to learn it, all I can do it resize adn rotate that damn cube...

 ::hijack
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Nihil

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Re: Blender (modeling, animation, rendering)
« Reply #86 on: November 30, 2004, 11:31:29 PM »

As the 3d-actors are reality now this might become interesting for Blender-users:

http://guinness.cs.stevens-tech.edu/~acorriga/blender/ (Milkshape-import)

http://www.elysiun.com/forum/viewtopic.php?t=30004 (Milkshape-export)

I haven't tested both of them though, and now I go to bed :-)

Maybe tomorrow.

Martin

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Re: Blender (modeling, animation, rendering)
« Reply #87 on: December 02, 2004, 08:59:01 PM »

please share the results ;), I would really prefer to make the models in blender

odnorf

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Re: Blender (modeling, animation, rendering)
« Reply #88 on: December 02, 2004, 10:12:03 PM »

@Martin
You can still make the models in blender or any other program you like. You can export them in a format milkshape can ready and then export them again in milkshape format. Those plugins (if the work 100%, which doesn't seem from what I've read) can only speed up the development.
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Tol

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Re: Blender (modeling, animation, rendering)
« Reply #89 on: December 02, 2004, 11:09:27 PM »

There isn´t problem to export mesh itself from Blender actually, what I am curious is how these Milkshape exporters will deal with armatures animation and furthemore whether and how it will be capable of converting animation via IK solvers into straight FW bones movement as I presume that WME doesn´t handle IK yet (and maybe there is no reason for engine to handle them at all).
As far I know, only the Direct X format exporter in Blender can do this (haven´t tested it yet though), if can, than it should be relatively straight way from Blender to WME as Milkshape can import Direct X animation, If I am not mistaken.

What I try  to say in short is-maybe those Milkshape exporter isn´t the only way how to get your animated characters from Blender to WME  as there are still in very early stage of development... :)
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