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From: nemesis
Subject: Re: Project Blender
Date: 18 Dec 2009 12:52:09
Message: <4b2bc149@news.povray.org>
Invisible escreveu:
> (OTOH, I made a shape with vaguely resembles a gingerbread man, which is 
> highly implausible. Now, if I could just get rid of the polygon edges...)

I don't see polygon edges, just smooth curved surfaces.  Glad to see you 
finally managed to use subsurf modifier and Set Smooth.

Gingerbread Man is like that as far as I remember.  I mean, front and 
back are pretty flat and thus the edges are not as curvy as you could 
probably get with a more spherical/round surface.  Which you can, by the 
way.

-- 
a game sig: http://tinyurl.com/d3rxz9


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From: nemesis
Subject: Re: Project Blender
Date: 18 Dec 2009 13:00:11
Message: <4b2bc32b$1@news.povray.org>
Invisible escreveu:
> nemesis wrote:
> As I say, if I wanted an actual torus, I could just click "add torus". 
> I'm trying to see if it's possible to model nontrivial shapes using only 
> a mesh editor. A torus is about the simplest shape that isn't completely 
> trivial.

Yes, but you still got it wrong on a matter of principles:  you know a 
torus is the result of rotating a circle around an axis, you knew I told 
you about the very useful spin button, and yet you felt like it'd be fun 
to try to make it out of a hole through a box.  Doesn't make any sense.

> Next I might try a genus-2 surface. (I've never seen one 
> offered by any package, ever. And it's not a SOR.)

Povray SDL is more well suited for math surfaces, you'll be boring 
yourself with a mesh editor for that.

> Also, IME pressing "a" seems to mean "UNselect all". Some of the 
> documentation indicates it's supposed to invert the selection, but that 
> doesn't appear to be the case...

a either selects all or unselects all in case there's anything selected.

ctrl+i inverts a selection.

>> forget it:  this isn't CSG, don't try to treat it like one.
> 
> Well, there are two ways to make an object. One is to start with nothing 
> and slowly build it into something. The other is to start with something 
> and slowly cut it down to the thing you want.

Cuts don't really work fine in mesh editors.

> I guess the other thing I could have tried is drawing points and lines 
> one at a time, but I have no idea how to do that yet.

Sure you know, I told you how to to so before:  when either in top, side 
or front view, select a single vertice and go ctrl+LMB clicking 
throughout the viewing plane.  Each ctrl+click will automatically 
extrude each vertice/edge/face.  Have you actually managed to get your 
belt this way?

-- 
a game sig: http://tinyurl.com/d3rxz9


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From: nemesis
Subject: Re: Project Blender
Date: 18 Dec 2009 13:04:37
Message: <4b2bc435$1@news.povray.org>
scott escreveu:
>> That's been precisely tackled in Blender 2.5 complete interface 
>> overhaul. I
>> mean, all your 3 points.
>>
>> I'd actually say Invisible to try it rather than learn the old shoe 
>> going out of
>> style, except it's still alpha, buggy and lacking most other features.
> 
> I wish you could have the right button to open up the menu that space 
> bar used to bring up, don't they realise how utterly stupid it is not to 
> have a menu appear when the user presses right button?

I'm already pissed enough that the easy space keypress to bring on the 
main menu has been replaced with a ctrl+a and no, I don't think it'd be 
more useful to have a menu showing up when I press right button:  I'm 
expecting the 3D cursor to move, which in the context of a mesh editing 
software is far more useful than menus readily found otherwise.

-- 
a game sig: http://tinyurl.com/d3rxz9


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From: nemesis
Subject: Re: Project Blender
Date: 18 Dec 2009 13:06:07
Message: <4b2bc48f$1@news.povray.org>
Invisible escreveu:
> Was whoever designed Blender left-handed or something?

I don't know, perhaps the same other 80% of guys in the industry who 
don't use povray's convention.

-- 
a game sig: http://tinyurl.com/d3rxz9


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From: Orchid XP v8
Subject: Re: Project Blender
Date: 18 Dec 2009 13:54:57
Message: <4b2bd001$1@news.povray.org>
>> Was whoever designed Blender left-handed or something?
> 
> I don't know, perhaps the same other 80% of guys in the industry who 
> don't use povray's convention.

...actually I was talking about using the RMB for all the most important 
functions, rather than the LMB like every normal application on the planet.

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Darren New
Subject: Re: Project Blender
Date: 18 Dec 2009 14:18:56
Message: <4b2bd5a0@news.povray.org>
Invisible wrote:
>>> There's nothing *wrong* with keyboard shortcuts, but it does make the 
>>> learning curve rather steep.
>>
>> Yes. Faster to use once you put them in your brain, but harder to 
>> learn. Unless they're written on the menus, so you learn the ones taht 
>> are useful to you in particular.
> 
> Usual practice is to design a UI which is intuitive and easy to figure 
> out using the mouse, and to label the keyboard shortcuts on the UI.

Yes. That's what I was describing, and what Blender does for the stuff that 
has menus.

-- 
Darren New, San Diego CA, USA (PST)
   Human nature dictates that toothpaste tubes spend
   much longer being almost empty than almost full.


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From: Darren New
Subject: Re: Project Blender
Date: 18 Dec 2009 14:19:38
Message: <4b2bd5ca$1@news.povray.org>
nemesis wrote:
> That's been precisely tackled in Blender 2.5 complete interface overhaul.

Because, you know, the UI was so well done in earlier versions, and nobody 
ever complained about it. :-)

-- 
Darren New, San Diego CA, USA (PST)
   Human nature dictates that toothpaste tubes spend
   much longer being almost empty than almost full.


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From: Darren New
Subject: Re: Project Blender
Date: 18 Dec 2009 14:20:55
Message: <4b2bd617$1@news.povray.org>
Neeum Zawan wrote:
> who remembers the time when this was not the default behavior of apps.

Dude, the guys who invented menus did it this way. It has never *not* been 
the way to do it. :-)

>     From my perspective, the question isn't "Does this conform to the 
> Windows interface standard (which may not be that great)?" but "Is it 
> really hard to learn?" and "Is their choice of deviating from the 
> standard efficient?"

Those are subjective. Following the Windows standard makes it easier to 
learn for windows users.


-- 
Darren New, San Diego CA, USA (PST)
   Human nature dictates that toothpaste tubes spend
   much longer being almost empty than almost full.


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From: Darren New
Subject: Re: Project Blender
Date: 18 Dec 2009 14:22:25
Message: <4b2bd671$1@news.povray.org>
Neeum Zawan wrote:
> On 12/17/09 10:22, Darren New wrote:
>> But yeah, you have to use it, and when you stop it goes away again,
>> because there's no mnemonic way of using it. (Unlike wordstar, whose
>> keyboard commands I still remember 30 years after I stopped using it.)
> 
> Really? In 1979? 

Yeah. I used it from 79 to about 84 or so.

> You used it for at most 1-2 years? What was its replacement?

Ummm... Oh, I think PMate was the next editor I did lots of work with. It 
was TECO-like only for PCs.

-- 
Darren New, San Diego CA, USA (PST)
   Human nature dictates that toothpaste tubes spend
   much longer being almost empty than almost full.


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From: Darren New
Subject: Re: Project Blender
Date: 18 Dec 2009 14:24:20
Message: <4b2bd6e4@news.povray.org>
Invisible wrote:
> Sure. But it's still one of the most complex mesh objects I have ever 
> constructed in all the years I've been playing with mesh editors.

Try Wings.  Or try going thru a tutorial on Blender, just following the 
steps without trying to memorize anything, and then try Wings. It's 
basically the same ideas.  Each takes a bit of time (like, maybe, 6 hours) 
of playing with it to get to the point you're not breaking the model every 5 
minutes.

> I haven't come across this in the documentation yet, but what does 
> Blender mean by "grab"?

Translate.  Except they already used the T key, so they called it grab.

-- 
Darren New, San Diego CA, USA (PST)
   Human nature dictates that toothpaste tubes spend
   much longer being almost empty than almost full.


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