Status Update

July 16, 2009 at 11:14 am 14 comments

I’d like to thank everyone who’s been donating.  It’s been really encouraging.  I think maybe I’ll make a “Donators” page with everyone’s names on it.  If anyone wants a different name (e.g. maybe a handle) listed or prefer to remain anonymous, make sure to leave a comment (or email me).

Anyway, I’ve finished merging all the recent work in 2.5 into the bmesh branch.  Some of the new subdivision stuff that came from 2.5 looks interesting; there’s just one operator for it now; you can set the number of divisions, how smooth it is, and how fractalized it is, in the Last Operator tab (though this doesn’t work right, there’s some sort of bug in 2.5 at the moment with that, and it got merged over too).

Now that I’ve finished the merge (along with the associated maintenance and bugfixing that went with it), I can finish the bmesh versions of the array and mirror modifiers; at which point I can turn my attention to the UV and vertex color code.  My plan after that is to go through the mesh tools code and makes sure everything is usable (and perhaps port all the remaining editmesh tools to bmesh while I’m at it, it’s not like there’s that many of them left).

With any luck, the branch will actually be in a testable state after that!

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Please Donate UVs

14 Comments Add your own

  • 1. weeliano  |  July 16, 2009 at 11:31 am

    Let me know where I can download a test version and I’ll help test it out for you!

    Reply
  • 2. gustav  |  July 16, 2009 at 11:46 am

    Nice to hear that you’re making progress. Can’t until I can help out with user testing =)

    Reply
  • 3. oogsnoepje  |  July 16, 2009 at 11:57 am

    Hip hip hurray for Joe! 🙂

    Reply
  • 4. Sienio  |  July 16, 2009 at 1:29 pm

    Hi!
    Nice to see your progress 🙂 Have you looked on gsoc OpenGl optim. branch? or nurbs-branch? It is possible to merge both project without big complications? Just courious… 🙂

    Thank for your work, I’d like to donate but don’t have Paypal account, when I find some time I try to send you a 2-3 dollars(Not much, but it’s quite a lot for poor student from Poland = 2 beers!)

    Cheers and good Luck!

    Reply
    • 5. joeedh  |  July 16, 2009 at 7:47 pm

      @Sienio: Yes, it’ll be possible to merge both projects. In fact I’m the mentor for that project.

      Reply
      • 6. Georg  |  July 18, 2009 at 10:51 am

        It’s kinda offtopic, but do you know why there’s no weekly report from Lukas in the soc mailing list?

      • 7. Sienio  |  July 18, 2009 at 7:34 pm

        @Georg: It’s kinda strange, I helped Lukas find some bugs in his branch his youtube account says his last login was 5 days ago. Hope his back 🙂

      • 8. joeedh  |  July 19, 2009 at 3:40 am

        Lukas was without internet this past week. That’s why no one heard from him. 🙂

  • 9. invertedNormal  |  July 16, 2009 at 4:49 pm

    Congrats on getting this far! Hope the rest goes relatively smooth and that the donations keep pouring in. I’ll donate more as soon as possible.

    Cheers

    Reply
  • 10. gustav  |  July 17, 2009 at 7:54 am

    Reading the commit log it’is seems like you been quite busy =) I’d Just maid a small donate, hope it will help…

    Reply
  • 11. Elakimein  |  July 17, 2009 at 10:56 am

    This looks very promising. One question comes to mind, something that has bothered me previously with blender.

    Since it is now presumably easier to distinguish edges that are not part of any faces, can these edges be easily ignored in the subsurf modifier? Other modifiers?

    Such “internal” edges are important for proper softbody simulations, but they make subsurf look very ugly.

    Reply
  • 12. Maurice  |  July 17, 2009 at 10:33 pm

    What you’re doing is vital for blender’s near and far future, keep it up, thanks!
    Just my very humble opinion:
    I’m not as anxious to see it with working modeling tools as I am to see it supported by the rest of the pipeline. Since Ngons can be modelled in wings, being able to just rig, texture, animate and of course render them (internal or export) in blender (even with clumsy Fgons temporary workarounds* or whatever), without modeling tools would already be great.

    *Could it be possible to implement the subdiv algorythm to work from a mesh with Fgons to be able to use an older build of blender for non supported tasks and use yours as soon as available for rendering/exporting?

    Reply
    • 13. joeedh  |  July 18, 2009 at 12:46 am

      Subsurf can exclude isolated wire edges, yes. The reason it does not is so you can use them for an effect similar to winged vertex extrude.

      Reply
    • 14. joeedh  |  July 18, 2009 at 12:48 am

      Feeding fgons to subsurf has been tried before, though unsuccessfully. The problem is fgons don’t really have the same limitations ngons do, so it’s not always possible to derived an ngon face boundary from a collection of fgons.

      Reply

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