Sculpt/Multires

January 5, 2010 at 12:46 pm 25 comments

I’m in the process of porting over the new sculpt/multires tools to bmesh.Β  It’s not working quite yet, but I don’t expect it to take too long, brecht did a good job making the new code easily extensible to ngons.

I’m excited, because sculpt/multires was the biggest thing blocking inclusion of bmesh in trunk.

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Donation credits The Final Death of EditMesh

25 Comments Add your own

  • 1. Steren  |  January 5, 2010 at 1:33 pm

    That’s great news !
    Best wishes for this new year.

    Reply
  • 2. Shiven  |  January 5, 2010 at 1:39 pm

    Great News!! and a Happy New Year to you!

    Reply
  • 3. n-pigeon  |  January 5, 2010 at 1:44 pm

    Good news πŸ™‚

    Reply
  • 4. kernond  |  January 5, 2010 at 2:21 pm

    Glad to hear it!

    Reply
  • 5. Justin  |  January 5, 2010 at 4:03 pm

    This is just begging the question…..how soon do you see a move to trunk…..you don’t heave to answer that…I’m just giddy as a school girl when it comes to a better mesh system.

    Reply
  • 6. max  |  January 6, 2010 at 11:06 pm

    you are a big!

    Reply
  • 7. Carrozza  |  January 7, 2010 at 3:53 pm

    Great news Joeedh!
    Just made a small donation, I hope to help a little bit this important project.
    Keep it up mate.
    Ciao!

    Reply
  • 8. Collada  |  January 10, 2010 at 8:07 pm

    Your work is essential for Blender!
    Otherwise it falls too far behind too any up-to-date Modeler.
    And you should get well paid for it.

    But you still have not embedded the great YouTube Video prominently on this Website, which shows how giant your improvements are, thanks to BMesh’s.

    So… Don’t blame anyone else except yourself if you lack money.
    You could easily triple it. But that… *bah* is it a secret what you’re doing? Which shouldn’t be revealed for anyone who isn’t googling long enough?

    Reply
  • 9. Blenderificus  |  January 11, 2010 at 5:17 am

    I just donated and CANT WAIT until BMESH is in the trunk! Thank you for your hard work. And that youtube video might help some that done understand how useful this branch will be to blender modeling(as well as MFox’s video)

    Reply
    • 10. joeedh  |  January 11, 2010 at 6:56 am

      Thanks!

      Ah I think I’m missing something, your not talking about mfox’s video?

      Reply
  • 11. Simon  |  January 11, 2010 at 1:48 pm

    Bmesh is cool, I have a few problems though:
    – making ngons of an old mesh, some faces didn’t want to merge, some only if I did it two or three faces at a time
    – some ngons had triangular peices missing (and didn’t render)
    – some ngons didn’t remove the faces it was merged from
    – the purple loopcut line was sometimes extended outside the geometry
    – loopcut multicut invoked an edgeslide on just one vertice
    – had a crash when I tried to dissolve a bunch of vertices at the same time

    other than that it has run fine and my geometry is looking much cleaner! Thank you very much for the work!

    Reply
    • 12. joeedh  |  January 11, 2010 at 6:43 pm

      Thanks, could you clarify the face merge one? Also, how did you trigger the loopcut line problem?

      Reply
  • 13. vykelt  |  January 13, 2010 at 8:05 am

    wowowoh did i just see “merged with trunk” in the commits log from 30 mins ago? did i just misunderstand what i read or did you just merge the branch? oh that would be sweet

    Reply
    • 14. joeedh  |  January 13, 2010 at 8:19 am

      No, that’s just a merge from trunk into bmesh (recent changes). I’m not sure why we use that language. Maybe I’ll call it “merge from recent trunk” or something in the future, it really is rather confusing the way it’s worded now.

      Reply
      • 15. vykelt  |  January 13, 2010 at 8:31 am

        oh ok. Thanks for clarifying. It’s true, the phraseology can be very confusing at times. I thought that was coming a bit to soon. anyway, keep it up joe.

  • 16. shrinidhi  |  January 16, 2010 at 6:18 am

    awesome dude.. the faster bmesh integrates into blender the better . πŸ™‚ .

    Reply
  • 17. Bmesh_fan  |  January 16, 2010 at 5:01 pm

    hey, I appologize, but I downloaded a bmesh build from graphicall and in my opinion it’s #CRAP#

    Are you sure that you are the right person to code this ?!? Will bevel and inset work? will the viewport represantation be someow ok?

    It’s Open-Source..

    Reply
    • 18. joeedh  |  January 16, 2010 at 6:19 pm

      Sounds like there’s something wrong with your particular build (“viewport representation be somehow ok”). Also, this is really still in the alpha stage (like the rest of 2.5). And I’d suggest not making such strong statements, even though I sometimes am guilty of this myself, most of the time I end up being totally wrong. πŸ™‚

      Reply
      • 19. lokimonster  |  January 16, 2010 at 6:38 pm

        Don’t listen him he is just making FUD

      • 20. vykelt  |  January 17, 2010 at 1:04 am

        yea, forget that guy. He’s a joke. In my opinion, his opinion is “#CRAP#.”

      • 21. Brad Cathey  |  January 17, 2010 at 3:57 am

        idiot

    • 22. ijstaart  |  January 19, 2010 at 9:02 am

      Yes, it’s open source, which means that people who spread uninformed “information” could be spending their precious time on useful things like helping with the code instead. You know what you’re talking about, so that shouldn’t be much of a problem for you.

      Reply
  • 23. Akira  |  January 17, 2010 at 4:34 am

    Hi, and great development!
    I can now start modeling with b-mesh πŸ™‚
    After some tests heres what i found…
    I noticed, the knife tool can still make tris, but i guess thats still work in progress.

    ctrl+r loopcut, can crash if you try to – subdivide a face, merge them and then crtl+r to loopcut the circle or make a pyramid and try to loopcut around it – crash. It looks like the loopcut crashes if its a tris not a quad πŸ™‚
    The subdivide sometimes make faces other times just verts.
    Separate “p key” not working
    menu – vertices – Split , can mess the geometry previously subdivided πŸ™‚

    menu – face – Edge flip – can also mess the geometry.
    modifiers – subsurf and multires can crash

    After all this testing i can say, that b-mesh is worth the effort and waiting and can ease youre modeling process.

    Reply
  • 24. Ed  |  January 27, 2010 at 12:52 am

    When you merge I will *definitely* be putting it through the ropes and giving you bug reports πŸ™‚ I use blender full time at my job as a modeler, so I can’t really test the branch much, but I’ve been using 2.5 as much as possible and am really looking forward to the beginnings of better modeling tools! Keep up the great work!

    Reply
  • 25. Enetheru  |  January 28, 2010 at 5:03 am

    just donated πŸ˜‰

    Reply

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