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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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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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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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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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>> 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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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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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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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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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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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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