Blender moving fast....

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vermeer
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Blender moving fast....

Post by vermeer »

http://www.blendernation.com/2006/10/09 ... ince-242a/

Specially intrigued about "Added option to draw Sharp Edges in the “Mesh Tools 1″ panel." ;) and...if Ton had already a glance to lightmaps...I guess we'll wait for that till actual release. Which is cool however :) !

An autosmooth, tho seems is an actual split, while I wanted it manual, and not breaking themesh, but seem to be a nicer workaround for now :) :

http://mediawiki.blender.org/index.php/ ... itModifier

...autosmooth as it was in blender, never did convince me. Seems this could be quite better than today's P (separate selected)

But i have my hopes a just manual-selecting-hard-edge-non breaking is in the works.
hmm..Something in the line, but surely still breaking mesh..:
"Continued work on the Autosmooth modifier, adding support for user-defined sharp edges and non-manifold meshes.."
Uber cool anyway.

I'll personally play with this :
http://mediawiki.blender.org/index.php/ ... ceModifier

I'd love to have the time to guess what this makes.. :
http://mediawiki.blender.org/index.php/ ... ctModifier

We have this in Wings since a while, so I kno is a good thingie (no pun intended... ;) )
http://projects.blender.org/pipermail/b ... 07494.html


...way a lot more. Just that for my game needs, I'm (now that rigging has got really powerful know The Ways...)specially interested in:

-manual sharp edges (vertex normals) setting, with no mesh breaking. (if it's impossible for blender internals, still every imrpove made is nice)

-LIGHTMAPS.... It'd sincerelly rock to lightmap right in blender, even if only baking to chanel UV 1, and the mess ourselves a bit with engines loaders/tools... to build the levels... (ie, obj2MIM, grabbed to OBjs each with the UV channel and texture needed to build a final lightmapped to UV channel file...) I have an strong suspect we're gonna have this soon..

-Multiple UVs (at least two) With the obvious idea of exporting the lightmap already textured out of blender. Of course, if there's support for 4 UVs, for example, you can even: do like terrain or walls alpha mapped overlays, generate lightmaps in other channel, etc, etc...And bang, hit export and have such a rocking game level in your engine...
Finally making games again!
http://www.konekogames.com
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

fears confirmed after obj export and remove doubles in a different test...it's actually adding new verts. But anyway, this autosmooth is uber confortable, cool for mass work in levels and objects...I hope a manual thingie comes for organic, specially good if can allow an work without doubling verts. But however, way cool.

Now import objs seems broken in the build I am grabbing, but...seems functionality to import already "hard edged" models is there...Let's wait..
Finally making games again!
http://www.konekogames.com
afecelis
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Post by afecelis »

yum yum! :D

Vermeer, I'll anwser your "quick and brief" pm a bit later once I'm thru with some work :wink: Got some suggestions to make.

regards,
Alvaro
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