Status Update
February 27, 2011 at 8:01 am 23 comments
After much real-life drama, BMesh is now solidly moving forward. I’ve fixes bunches of bugs, synced the branch with latest trunk updates, and I’ve even started a modeling project to further identify and fix issues:

She’s a character from Naruto Shippuden. It’s a real challenge; reference images are completely useless, I found it vital to watch the anime itself, and pay attention to the underlying volumes as she moves. It’s fun, since anime characters do have a consistent form, but you have to watch them move to see what that form is.
Anyway, things are much more stable/usable now, although there are probably a ton of bugs I’ve not found yet.
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1.
bernardooo | February 27, 2011 at 8:43 am
great to see some progress
2.
max puliero | February 27, 2011 at 8:53 am
wellcome back
3.
daniel | February 27, 2011 at 10:14 am
YAY! But never forget your health. For example I do gymnastic after 1 hour blender modelling
4.
Ben Dansie | February 27, 2011 at 10:29 am
Hey Joe,
Thanks for filling us in. Hope you’re enjoying using the tools as you go – character modelling is so much fun.
Cheers,
Ben
5.
Demohero | February 27, 2011 at 10:41 am
Thanks for the update joe. Even inception of the Bmesh idea is just great!
6.
bat3a | February 27, 2011 at 1:19 pm
sakura-chaaaaaaaaaaaaaaaan
@demohero lol
7.
Andrea | February 27, 2011 at 1:45 pm
Great to hear from you Joe! Just downloading a recent build from Fliciss to perform some tests…
8.
Jonathan Williamson | February 27, 2011 at 5:31 pm
This is great to hear Joe! I’m looking forward to hearing more
-Jonathan
9.
Josh Wedlake | February 27, 2011 at 5:34 pm
hey joe, its great to hear you’re back and even better to hear that you’re using the tools you develop! by way of example… I recently tried out messiah (during their $10 per copy sales offer) and it really shows that maya is essentially an animation system built by programmers who can’t animate in contrast to messiah which is really really well thought out from an animation point of view. Blender seems to now be gradually edging towards the better design paradigm with more of the ‘hey that tool would be useful’ and less of the ‘maya has one so we must have one as well’ attitude!
all the best!
10.
Kemeros | February 27, 2011 at 7:11 pm
Nice, to hear from you joe.
Will go test this new build now
11.
ZanQdo | February 27, 2011 at 7:33 pm
Very nice Joe and great idea doing a model
12.
mfoxdogg | February 27, 2011 at 9:50 pm
Fantastic to see you again, and very nice modelling indeed, a nice wire to to see the flow would be nice.
Hopefully you will be done soon and this huge weight will be lifted off you
13.
macromanjr | February 28, 2011 at 1:26 am
Hope life ain’t too hard on you, there. And welcome back! Thanks for the update!
14.
Nils | March 2, 2011 at 12:36 pm
hi,
i modeled a bit with bmesh, is works really stable and it starts to make fun to box model with. the knife tool unfortunally removes faces and loop select din’t work.
a tool like “corner” in wings could be a timesaving feature:
http://www.wings3d.com/wiki.php?title=Corner
many thanks for developing bmesh, this will become a great step forward for blender.
15.
joeedh | March 20, 2011 at 4:50 pm
That’s an excellent idea. I was wondering what to do about that myself. Used to be edge subdivide handled this sort of thing (it still can, if you enable it in the recent operator panel in the toolbox) but in bmesh you don’t rely on edge subdivide as much.
16.
joeedh | March 20, 2011 at 4:52 pm
Oh, forgot, does loop select still not work? The knife tool isn’t surprising, it’s very much in an experimental, alpha state.
17.
alalo | March 3, 2011 at 1:27 pm
Great to have status updates
Model looking good so far. A bit creepy face, but I know how challenging that is. Keep it up.
18.
mbue | March 3, 2011 at 6:17 pm
Really good to hear from about your progress
The model looks nice already
I noticed one thing when checking out the bmesh source though.
I’m not sure it’s a problem with the bmesh branch, with me or with something else, but I’m finding lots of “diff” code inside the blender code.
bmesh/blender/source/gameengine/Ketsji/KX_PythonInit.cpp: In function ‘void setupGamePython(KX_KetsjiEngine*, KX_Scene*, Main*, PyObject*, PyObject**, PyObject**, int, char**)’:
bmesh/blender/source/gameengine/Ketsji/KX_PythonInit.cpp:2039: error: expected primary-expression before ‘<<' token
bmesh/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp: In member function 'void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot&, bool)':
bmesh/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp:822: error: expected primary-expression before '<<' token
There may be more files.
Cheers,
Martin
19.
mbue | March 21, 2011 at 2:19 pm
I actually just disabled the game engine and compilation works now
Will test it a bit when I have some spare time.
20.
Astapov | March 4, 2011 at 4:53 pm
Going through the full modeling process yourself should help you a great bit finding bugs.
For an anime character you should look up how other anime models have been made. There is a certain way you have to define forms for it to look right in 3d. You should look up apple seed or final fantasy depending which render look you will go for. There are some other examples on youtube as well.
Look forward to the finished model.
Going to check the new builds.
21.
joeedh | March 20, 2011 at 4:54 pm
I’ve found the best way is to watch the characters in action. When they move, they clearly have form, but you can only perceive it in motion. Though, looking at production 3d models is a great idea too. I’m thinking of doing more of a flat-shaded look, though.
22.
Patrick Boelens | March 6, 2011 at 5:01 pm
Glad to hear you fixed some real-life issues; welcome back and good luck working on BMesh! =)
23.
horace | March 9, 2011 at 1:12 pm
maybe you should apply for a bmesh summer of code project?