Donation goal reached

August 6, 2009 at 11:45 am 18 comments

The donation goal was reached! Yay! The donations are really, really helpful (especially since my health has prevented me from working very many hours at my main job; I kindof try and get plenty of work done in bmesh instead, but anyway having money for eating is nice).  I now have money to move to a place where I can recover in the next few weeks (and do more bmesh coding 🙂 ), which is a vast relief (it’s not fun watching your health get worse, and worse, and worse, and not being able to do anything about it).

Now I just need to make a page with the names of all the donators.  Feel free to bug me about this in comments if I put it off. 🙂

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Bmeshafying EditMode Status Update

18 Comments Add your own

  • 1. weelian  |  August 6, 2009 at 4:27 pm

    Fantastic! And great work so far! You sounded like you are living in some industrial wasteland that’s damaging your health. Anyway take good care of your health and again good job!

    Reply
  • 2. Bellorum  |  August 6, 2009 at 8:13 pm

    Yeah, it does sound a bit like your living in the swamps and you caught malaria;-) However, it´s great to hear that you reached your goal, and I hope that you regain your health. I personally had a nervous breakdown a couple of years ago that took several months to recover from, so I know how that feels. I also hope that people continue donating, just to show appreciation for the great work your doing – rock on!=)

    Reply
  • 3. Bellorum  |  August 9, 2009 at 10:10 am

    Hey Joe! Greg Smith is making some really awesome introductory vids to Bmesh, but in his latest one, I´m sure he´s encountered an ugly bug (?) After subdivide smooth on a face 2 times, some extra geometry is created that makes a bad subsurf. Watch it here: http://www.blenderanimate.com/page72.html

    Reply
  • 4. Max Puliero  |  August 10, 2009 at 5:36 am

    donate 100$ not su much… but I want to contribute 🙂

    Your job is great and I’m enjoying to see so frequent updates!

    thankyou!!

    Are you considering the possibility to edit 2 objects in the same time? mesh and uvw ?

    the possibility to edit 2 obj’s mesh and uvw in the same time save a LOT of time 🙂 especially for game developers 🙂

    thankyou!!

    Reply
    • 5. joeedh  |  August 10, 2009 at 10:01 pm

      That is a possibility, and some groundwork has been laid for it. It would be really cool.

      Joe

      Reply
  • 6. Max Puliero  |  August 11, 2009 at 1:28 am

    thanks 🙂

    Reply
  • 7. Andronicus  |  August 17, 2009 at 1:12 pm

    Thanks for you efforts. Hope your health improves.

    Reply
  • 8. jdavenport  |  August 25, 2009 at 10:30 pm

    Joe, do you think bmesh is going to make the 2.5 release?

    Thanks for the effort.

    Reply
    • 9. joeedh  |  August 26, 2009 at 3:03 am

      I have no idea at this point, unfortunately.

      Reply
  • 10. Max Puliero  |  August 26, 2009 at 3:41 am

    do you think something about 2.51 or you need more time?

    I mean, I really prefer to find an awesome work in 2.52 or 2.53, rather a hastily integration in 2.5 😀

    Take your time 🙂

    Reply
    • 11. jdavenport  |  August 29, 2009 at 2:02 pm

      2.5 is going to open up a huge number of interesting possibilities on many fronts.

      My fear is that if bmesh doesn’t get included, a huge (scripted) infrastructure dependent on editMesh style direct access to mesh data will arise, making future adoption of bmesh more difficult.

      Am I blowing smoke? Is the current python mesh data access abstracted enough to prevent that? Will bmesh just slip under the current python mesh data access?

      Also, I want to play with it!

      Reply
      • 12. joeedh  |  August 29, 2009 at 11:25 pm

        If bmesh isn’t in the first 2.5 release, I’ll try and push for (at the very least) big warnings of “hay! this scripting api is temporary! expect it to disappear!”.

        The main motivator for creating a temporary-but-complete mesh api is for scripts like bridge, uv face project, etc, that are currently scripts in 2.49 and would be nice to have in 2.5. This is yet another reason why it’d be nice if bmesh could be ready by october, but like I said before I really have no clue if it will be :-/ I think most everything will be ported by that time, but whether or not it’ll be stable enough to use I have no idea.

  • 13. Billrey  |  August 30, 2009 at 7:46 pm

    2.5 is not likely to be very stable by October in any event. Not including Bmesh will only complicate matters in the long run. Bugs can be fixed.

    Reply
  • 14. vykelt  |  August 31, 2009 at 12:06 am

    I’d have to agree with Billrey. It seems like it’d be better to just get it in and smooth it out then to try to force it in later. That’s if you can at least.

    Reply
  • 15. invertedNormal (brian staub)  |  August 31, 2009 at 1:20 am

    in agreement with William here, too. you’ve gotten so far to have this project postponed again… plus you’ve got help!

    keep optimistic for us 😉

    Reply
    • 16. joeedh  |  August 31, 2009 at 9:59 pm

      I kindof agree too, I’m just hesitant to commit to that until I’m sure it’s possible.

      Reply
  • 17. Pulsar  |  September 1, 2009 at 6:23 pm

    do you think something about 2.51 or you need more time?

    I mean, I really prefer to find an awesome work in 2.52 or 2.53, rather a hastily integration in 2.5 😀

    Take your time :);. All the best!!

    Reply
  • 18. Anja Manino  |  August 31, 2011 at 12:44 pm

    Je sais que cela est hors sujet, mais vous faites cette mise en page vous-m�me, ou vous l’ avez acheter de quelque part? Article tr�s int�ressant, sinon:)

    Reply

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