<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-7665408957958953756</id><updated>2011-11-23T13:33:41.306-08:00</updated><title type='text'>Adelaide in Blender</title><subtitle type='html'>Tinkerings of a frustrated artist.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>25</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-7195417633429805111</id><published>2010-06-05T07:02:00.000-07:00</published><updated>2010-06-05T07:05:01.151-07:00</updated><title type='text'>Work on the gallery</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_c5NoZ4-2d5w/TApZdEUwPyI/AAAAAAAAAMs/EMo9Q2ygu4w/s1600/gallery_003.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="http://1.bp.blogspot.com/_c5NoZ4-2d5w/TApZdEUwPyI/AAAAAAAAAMs/EMo9Q2ygu4w/s400/gallery_003.jpg" alt="" id="BLOGGER_PHOTO_ID_5479290252561497890" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;~Glenn&lt;br /&gt;I have been doing a little work on the gallery set. Just playing with materials and lighting. It's not nearly finished but these things take time. That said, I'm pretty happy with the mood of it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-7195417633429805111?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/7195417633429805111/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/06/work-on-gallery.html#comment-form' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/7195417633429805111'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/7195417633429805111'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/06/work-on-gallery.html' title='Work on the gallery'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_c5NoZ4-2d5w/TApZdEUwPyI/AAAAAAAAAMs/EMo9Q2ygu4w/s72-c/gallery_003.jpg' height='72' width='72'/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-7715187067415540412</id><published>2010-05-24T13:33:00.000-07:00</published><updated>2010-06-12T01:56:16.700-07:00</updated><title type='text'>Bedroom lighting test</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_ri9JvG-HI/AAAAAAAAAMk/5oHgWaLtdKA/s1600/bedroom0072.jpg"&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;A simple render on an untextured model. Just checking out the lighting I need for this shot.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_ri9JvG-HI/AAAAAAAAAMk/5oHgWaLtdKA/s1600/bedroom0072.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_ri9JvG-HI/AAAAAAAAAMk/5oHgWaLtdKA/s400/bedroom0072.jpg" alt="" id="BLOGGER_PHOTO_ID_5474937837235665010" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;object style="background-image: url(&amp;quot;http://i2.ytimg.com/vi/Ur09qkWWChk/hqdefault.jpg&amp;quot;);" height="295" width="480"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Ur09qkWWChk&amp;amp;hl=en_GB&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/Ur09qkWWChk&amp;amp;hl=en_GB&amp;amp;fs=1" allowscriptaccess="never" allowfullscreen="true" wmode="transparent" type="application/x-shockwave-flash" height="295" width="480"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-7715187067415540412?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/7715187067415540412/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/bedroom-lighting-test.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/7715187067415540412'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/7715187067415540412'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/bedroom-lighting-test.html' title='Bedroom lighting test'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_ri9JvG-HI/AAAAAAAAAMk/5oHgWaLtdKA/s72-c/bedroom0072.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-1417604674596781382</id><published>2010-05-23T02:20:00.000-07:00</published><updated>2010-06-12T02:00:00.464-07:00</updated><title type='text'>Sliding skin.</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_j0IGiEKZI/AAAAAAAAAMc/1ULyTNd5gyo/s1600/skin.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 400px;" src="http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_j0IGiEKZI/AAAAAAAAAMc/1ULyTNd5gyo/s400/skin.jpg" alt="" id="BLOGGER_PHOTO_ID_5474393767098460562" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;This is how to create shape kleys (blend shpes/morph targets) in Blender using  the shrinkwrap modifier and a vertex map to mask the effect. &lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;object style="background-image: url(&amp;quot;http://i3.ytimg.com/vi/BvW_zwrbwKI/hqdefault.jpg&amp;quot;);" height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/BvW_zwrbwKI&amp;amp;hl=en_GB&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/BvW_zwrbwKI&amp;amp;hl=en_GB&amp;amp;fs=1" allowscriptaccess="never" allowfullscreen="true" wmode="transparent" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;Sliding skin is necessary for things like eyebrow raises where the skin has to slide across the skull bone.&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-1417604674596781382?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/1417604674596781382/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/sliding-skin.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/1417604674596781382'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/1417604674596781382'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/sliding-skin.html' title='Sliding skin.'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_j0IGiEKZI/AAAAAAAAAMc/1ULyTNd5gyo/s72-c/skin.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-4339362068197139097</id><published>2010-05-21T23:34:00.000-07:00</published><updated>2010-06-12T02:01:03.494-07:00</updated><title type='text'>Negative cloth solve.</title><content type='html'>It appears that while 2.5 allows negative frame numbers (thanks to aligorith), the cloth solve panel still only allows solves to begin from frame 1. Many studios rely on pre zero frames as a cloth pre-roll before the take starts. For clarity, action always begins on frame one. On a show containing hundreds if not thousands of shots, consistency is paramount.&lt;br /&gt;I usually start around frame -50 for my solves. I had a shot where a character in a skirt began the shot sitting down. I animated her from t-pose at -100 to her seated position at frame 1 so the cloth skirt could solve into a nice arrangement for the start of the shot.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/IEmhYrUjf-U&amp;amp;hl=en_GB&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/IEmhYrUjf-U&amp;amp;hl=en_GB&amp;amp;fs=1" allowscriptaccess="never" allowfullscreen="true" wmode="transparent" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-4339362068197139097?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/4339362068197139097/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/negative-cloth-solve.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/4339362068197139097'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/4339362068197139097'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/negative-cloth-solve.html' title='Negative cloth solve.'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-6946906189969582701</id><published>2010-05-21T18:01:00.000-07:00</published><updated>2010-05-23T02:20:01.682-07:00</updated><title type='text'>Pinning an object to a vertex</title><content type='html'>I needed to pin buttons onto a deforming shirt and as I didn't want  to simply skin the buttons to the armature, I needed to constrain them somehow.&lt;br /&gt;&lt;br /&gt;Michael W at blenderartists pointed me to this gem from the 2.4 Wiki...&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-style: italic;font-family:georgia;" &gt;You can parent an object to a single vertex or a group of vertices as   well; that way the child/children will move when the parent mesh is   deformed, like a mosquito on a pulsing artery. In Object  mode, select  the child/children and then the parent object. ⇆  Tab into Edit mode and  on the  parent object select either one vertex that defines a single  point, or  select three vertices that define an area (the three vertices  do not  have to form a complete face they can be any three vertices of  the  parent object), and then hit ctrl p       &lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-6946906189969582701?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/6946906189969582701/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/pinning-object-to-vertex.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/6946906189969582701'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/6946906189969582701'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/pinning-object-to-vertex.html' title='Pinning an object to a vertex'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-2706641668972016049</id><published>2010-05-19T00:49:00.000-07:00</published><updated>2010-05-19T00:51:30.958-07:00</updated><title type='text'>Kentaro</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_OYCDGIJKI/AAAAAAAAALk/_Ls0Ul02JhA/s1600/Kentaro.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 298px;" src="http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_OYCDGIJKI/AAAAAAAAALk/_Ls0Ul02JhA/s400/Kentaro.jpg" alt="" id="BLOGGER_PHOTO_ID_5472885133143450786" border="0" /&gt;&lt;/a&gt;Here is a first pass test of my Wombat character kentaro. The fur has polished up great for a first pass, but he turns to mud id ambient occlusion is enabled. What I need is to figure out how to exclude the fur from Ambient occlusion. I really don't want to have to render him out as a separate pass. If anyone has any ideas as to how to do this, drop me a note.&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-2706641668972016049?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/2706641668972016049/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/kentaro.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/2706641668972016049'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/2706641668972016049'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/kentaro.html' title='Kentaro'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_OYCDGIJKI/AAAAAAAAALk/_Ls0Ul02JhA/s72-c/Kentaro.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-2114329577619966226</id><published>2010-05-19T00:04:00.000-07:00</published><updated>2010-06-12T02:02:31.849-07:00</updated><title type='text'>Rain on glass test</title><content type='html'>Here is a&lt;span&gt; youtube clip of a rain displacement map made for Adelaide Grey&lt;a href="http://www.youtube.com/watch?v=NbRwn8a4h1Q"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I have also tried to throw the rain as a gobo onto the wall as well as tidy up a few render problems.&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_ONfu_I-4I/AAAAAAAAALc/A56ME4uAusM/s1600/rain.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_ONfu_I-4I/AAAAAAAAALc/A56ME4uAusM/s400/rain.jpg" alt="" id="BLOGGER_PHOTO_ID_5472873548513606530" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;object style="background-image: url(&amp;quot;http://i3.ytimg.com/vi/NbRwn8a4h1Q/hqdefault.jpg&amp;quot;);" height="295" width="480"&gt;&lt;param name="movie" value="http://www.youtube.com/v/NbRwn8a4h1Q&amp;amp;hl=en_GB&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/NbRwn8a4h1Q&amp;amp;hl=en_GB&amp;amp;fs=1" allowscriptaccess="never" allowfullscreen="true" wmode="transparent" type="application/x-shockwave-flash" height="295" width="480"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-2114329577619966226?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/2114329577619966226/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/here-is-youtube-clip-of-rain.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/2114329577619966226'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/2114329577619966226'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/here-is-youtube-clip-of-rain.html' title='Rain on glass test'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_ONfu_I-4I/AAAAAAAAALc/A56ME4uAusM/s72-c/rain.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-4660200379288150888</id><published>2010-05-18T20:02:00.000-07:00</published><updated>2010-05-18T20:07:05.684-07:00</updated><title type='text'>Things I've found...</title><content type='html'>Here are some thoughts about work flow in the current SVN of Blender 2.5.&lt;br /&gt;&lt;br /&gt;Skeleton Sketching | Constraining the sketch to a volume's centre requires CTRL held which is not explained at all clearly.&lt;br /&gt;&lt;br /&gt;Weight Painting | Need to be able to convert mapping data to vertex data. Noise maps baked into verts of weights painted in grey scale in Photoshop (or gimp :)) to be applied and converted to weights.&lt;br /&gt;&lt;br /&gt;Particle System | A particle system can be re-named but the name is not reflected in the modifier stack.&lt;br /&gt;&lt;br /&gt;Preferences | Default preferences more consistent with 3rd party apps. Turntable VS Trackball for example. Another example is having to select UV over generated every time you add a bitmap to a material. If a UV exists, it should be the preferred mapping system.&lt;br /&gt;&lt;br /&gt;Paint modes | On selection of a texture, the brush button under the texture tab should be on automatically. Brush selection on the left tool panel should sync with the texture panel on the right.&lt;br /&gt;&lt;br /&gt;Rendering | Cannot set up a BG image in a render without post compositing it. Makes it difficult to set up a Bg to reflect into materials.&lt;br /&gt;&lt;br /&gt;Viewport | Cannot hide the grid in non perspective views.&lt;br /&gt;&lt;br /&gt;Materials | There is an 'add material' + button but not an 'add texture' + button.&lt;br /&gt;&lt;br /&gt;Materials | Multiple materials (and textures) create a scroll bar but there is no way to resize the window to show all.&lt;br /&gt;&lt;br /&gt;Materials | Animated textures don't automatically set themselves to the full frame range of the incoming clip.&lt;br /&gt;&lt;br /&gt;Nodes | A check box to turn off colour management in the node view is needed when working in a colour managed scene. Otherwise the materials are hard to see.&lt;br /&gt;&lt;br /&gt;Graph editor | Need to be able to drag on and off channels (the same functionality as the 'show/hide layers with a mouse drag' in Photoshop.) There is too much data to spend the time clicking on and off each lock or eyeball individually.&lt;br /&gt;&lt;br /&gt;Sequencer | Proxy file paths are currently stored with each clip which can be painful if you have many clips to import and work with. A global proxy path would be far superior.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-4660200379288150888?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/4660200379288150888/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/things-ive-found.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/4660200379288150888'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/4660200379288150888'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/things-ive-found.html' title='Things I&apos;ve found...'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-2797119764746241675</id><published>2010-05-18T06:34:00.000-07:00</published><updated>2010-05-18T06:36:28.981-07:00</updated><title type='text'>Entrance rendered in Blender</title><content type='html'>Here's a test render in Blender of the entrance hall. The mesh is mostly salvaged from Max but chunks have been reworked in Blender. I'm not happy with big bits of this but post it here as a WIP.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_KXlnUQDLI/AAAAAAAAALU/MNTTMRi1uts/s1600/gradedEntrance.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_KXlnUQDLI/AAAAAAAAALU/MNTTMRi1uts/s400/gradedEntrance.jpg" alt="" id="BLOGGER_PHOTO_ID_5472603169673448626" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-2797119764746241675?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/2797119764746241675/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/entrance-rendered-in-blender.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/2797119764746241675'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/2797119764746241675'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/entrance-rendered-in-blender.html' title='Entrance rendered in Blender'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_KXlnUQDLI/AAAAAAAAALU/MNTTMRi1uts/s72-c/gradedEntrance.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-6948951585996275500</id><published>2010-05-17T17:37:00.001-07:00</published><updated>2010-05-19T00:34:54.265-07:00</updated><title type='text'>Old max renders with Vray</title><content type='html'>For what it's worth, here are a couple of pic of sets I built in max. They are rendered with Vray and GI. I'm pretty much rebuilding them again in Blender as the OBJ export is a little unkind on some of the mesh and I also want to learn more about poly modeling in Blender. :)&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_Hh3blYDJI/AAAAAAAAAK8/kdJ4JfukxbY/s1600/Copy+of+fusion0000.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 240px;" src="http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_Hh3blYDJI/AAAAAAAAAK8/kdJ4JfukxbY/s400/Copy+of+fusion0000.jpg" alt="" id="BLOGGER_PHOTO_ID_5472403364645440658" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_HiQ8TET4I/AAAAAAAAALE/dgVBzJz8WQM/s1600/Atrium.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_HiQ8TET4I/AAAAAAAAALE/dgVBzJz8WQM/s400/Atrium.jpg" alt="" id="BLOGGER_PHOTO_ID_5472403802923749250" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_HibuvkYMI/AAAAAAAAALM/1FGJJjLvn3U/s1600/Entrance2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 240px;" src="http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_HibuvkYMI/AAAAAAAAALM/1FGJJjLvn3U/s400/Entrance2.jpg" alt="" id="BLOGGER_PHOTO_ID_5472403988263755970" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-6948951585996275500?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/6948951585996275500/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/for-what-its-worth-here-are-couple-of.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/6948951585996275500'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/6948951585996275500'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/for-what-its-worth-here-are-couple-of.html' title='Old max renders with Vray'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_Hh3blYDJI/AAAAAAAAAK8/kdJ4JfukxbY/s72-c/Copy+of+fusion0000.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-3095183868172924902</id><published>2010-05-17T14:30:00.000-07:00</published><updated>2010-05-19T00:35:23.070-07:00</updated><title type='text'>Riggin'</title><content type='html'>Lately I have been rigging. This is really my first rig in Blender and I have to say I've been impressed. So far I have IK/FK switching and a couple of tricks on the spine and feet which (hopefully) will make animation of my character fluid. No doubt if i ever get to animation, I'll wish I had rigged her differently.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_G1gYfzwtI/AAAAAAAAAK0/kVpKKdakh5c/s1600/Adelaide_RIG.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 353px; height: 400px;" src="http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_G1gYfzwtI/AAAAAAAAAK0/kVpKKdakh5c/s400/Adelaide_RIG.jpg" alt="" id="BLOGGER_PHOTO_ID_5472354590168171218" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-3095183868172924902?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/3095183868172924902/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/lately-i-have-been-rigging.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/3095183868172924902'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/3095183868172924902'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/lately-i-have-been-rigging.html' title='Riggin&apos;'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_G1gYfzwtI/AAAAAAAAAK0/kVpKKdakh5c/s72-c/Adelaide_RIG.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-476007977206301520</id><published>2010-05-17T06:31:00.000-07:00</published><updated>2010-05-17T14:14:54.418-07:00</updated><title type='text'>Ghost in 2.5</title><content type='html'>Here are a couple of thoughts about the implimentation of ghosting in  2.5&lt;br /&gt;Firstly, Ghost and motion paths should be organised the same way...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_GxvxDkBdI/AAAAAAAAAJc/k5qqBVUkVL0/s1600/ghost.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 398px; height: 400px;" src="http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_GxvxDkBdI/AAAAAAAAAJc/k5qqBVUkVL0/s400/ghost.jpg" alt="" id="BLOGGER_PHOTO_ID_5472350456412112338" border="0" /&gt;&lt;/a&gt;And secondly, as ghosting is turned on and off a LOT while animators  work, it would be good to have one of those radio buttons beside the  ghost (and motion path) titles. Currently the only way to turn it on and  off is to adjust the number of steps before and after.&lt;br /&gt;&lt;br /&gt;Do you think it would be good to combine the two anyway?&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-476007977206301520?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/476007977206301520/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/ghost-in-25.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/476007977206301520'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/476007977206301520'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/ghost-in-25.html' title='Ghost in 2.5'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_GxvxDkBdI/AAAAAAAAAJc/k5qqBVUkVL0/s72-c/ghost.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-472505854981698598</id><published>2010-05-17T06:29:00.000-07:00</published><updated>2010-05-17T14:15:31.846-07:00</updated><title type='text'>Cloth UI should mirror Particle UI.</title><content type='html'>The cloth UI should mirror that established in the particle system rollout  like this...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_Gx5j-qSrI/AAAAAAAAAJk/PTF6vH0JXpg/s1600/ClothVertexgroups.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 337px;" src="http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_Gx5j-qSrI/AAAAAAAAAJk/PTF6vH0JXpg/s400/ClothVertexgroups.jpg" alt="" id="BLOGGER_PHOTO_ID_5472350624700582578" border="0" /&gt;&lt;/a&gt;Notice I have put pin in multiple times. I wonder if it's possible to  pin at different points and animate the pinning on and off? For example,  a woman wearing a dress (pin 1 at her waist) picks up the hem of her  dress to cross a pond (pin 2 at her hand) and drops the hem once across.  This is a pretty standard workflow in many other apps and I think it's  well worth considering.&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-472505854981698598?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/472505854981698598/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/cloth-ui-should-mirror-particle-ui.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/472505854981698598'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/472505854981698598'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/cloth-ui-should-mirror-particle-ui.html' title='Cloth UI should mirror Particle UI.'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_Gx5j-qSrI/AAAAAAAAAJk/PTF6vH0JXpg/s72-c/ClothVertexgroups.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-4845692944328028486</id><published>2010-05-17T06:28:00.000-07:00</published><updated>2010-05-17T14:14:01.609-07:00</updated><title type='text'>3d Spline woes</title><content type='html'>Is it just me or does...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_GxQI3OrfI/AAAAAAAAAJE/k-XjRz6LRq4/s1600/2d3d.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 307px;" src="http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_GxQI3OrfI/AAAAAAAAAJE/k-XjRz6LRq4/s400/2d3d.jpg" alt="" id="BLOGGER_PHOTO_ID_5472349913047018994" border="0" /&gt;&lt;/a&gt;This non scaling of the profile is particular to Blender. in other apps,  the resultant mesh tries to follow the flow of the base shape (in this  case, the arch) and to do so, scales the profile in the corners. Blender  pops the same bevel profile in at every vert regardless of the  resulting shape. This makes things like windows (above) difficult to  bang out quickly.&lt;br /&gt;&lt;br /&gt;That said, 2d does work as expected.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_GxWmPfYpI/AAAAAAAAAJM/7s2RhfOH54U/s1600/bevelobject.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 202px;" src="http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_GxWmPfYpI/AAAAAAAAAJM/7s2RhfOH54U/s400/bevelobject.jpg" alt="" id="BLOGGER_PHOTO_ID_5472350024012620434" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Here is what I'd like to see...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_GxitlHxbI/AAAAAAAAAJU/nXi0NRIWC9M/s1600/curves.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 338px; height: 384px;" src="http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_GxitlHxbI/AAAAAAAAAJU/nXi0NRIWC9M/s400/curves.jpg" alt="" id="BLOGGER_PHOTO_ID_5472350232140826034" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-4845692944328028486?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/4845692944328028486/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/3d-spline-woes.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/4845692944328028486'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/4845692944328028486'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/3d-spline-woes.html' title='3d Spline woes'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_GxQI3OrfI/AAAAAAAAAJE/k-XjRz6LRq4/s72-c/2d3d.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-5009981342051621613</id><published>2010-05-17T06:27:00.000-07:00</published><updated>2010-05-17T06:28:16.653-07:00</updated><title type='text'>Sparse hair on imported OBJ,</title><content type='html'>I have this character that I have imported into 2.5  via OBJ and the  hairs only propagate from a small group of faces. Weight painting was  only painting on these handful of faces too. I fiddled about but to no  avail...&lt;br /&gt;&lt;br /&gt;Here is the blend:&lt;br /&gt;&lt;a href="http://www.glennmelenhorst.com/misc/blender/hair.blend" target="_blank"&gt;http://www.glennmelenhorst.com/misc/blender/hair.blend&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Any help greatly appreciated.&lt;br /&gt;Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-5009981342051621613?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/5009981342051621613/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/sparse-hair-on-imported-obj.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/5009981342051621613'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/5009981342051621613'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/sparse-hair-on-imported-obj.html' title='Sparse hair on imported OBJ,'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-2681041754369577259</id><published>2010-05-17T06:26:00.001-07:00</published><updated>2010-05-17T14:17:28.668-07:00</updated><title type='text'></title><content type='html'>Here's an update on Adelaide...&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_GyU6v2-YI/AAAAAAAAAJ0/GeaxtyAvaJk/s1600/adelaideWIP_02.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 400px;" src="http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_GyU6v2-YI/AAAAAAAAAJ0/GeaxtyAvaJk/s400/adelaideWIP_02.jpg" alt="" id="BLOGGER_PHOTO_ID_5472351094668982658" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Made in Max but largely rebuilt in Blender 2.5 as a test piece. Most of  the mesh has been reworked (retopoed), re mapped with new materials  applied. I'm really loving 2.5 and am finding out a whole bunch of new  stuff doing this excercise.&lt;br /&gt;I just need the meta rig stuff to work. &lt;img src="http://blenderartists.org/forum/images/smilies/sago/smile.gif" alt="" title="Smile" smilieid="32" class="inlineimg" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-2681041754369577259?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/2681041754369577259/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/heres-update-on-adelaide.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/2681041754369577259'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/2681041754369577259'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/heres-update-on-adelaide.html' title=''/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_GyU6v2-YI/AAAAAAAAAJ0/GeaxtyAvaJk/s72-c/adelaideWIP_02.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-5627857642186451621</id><published>2010-05-17T06:25:00.001-07:00</published><updated>2010-05-17T14:18:52.851-07:00</updated><title type='text'>Weird comp of hair</title><content type='html'>I have 2 particle systems emitted for the hair of a character I  am working on and the second hair system seems to wig out (pun!) around  the edge of the character's face.. a like so...&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_Gyrn9BaeI/AAAAAAAAAJ8/xscURuN50Hg/s1600/haircomp.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 326px; height: 400px;" src="http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_Gyrn9BaeI/AAAAAAAAAJ8/xscURuN50Hg/s400/haircomp.jpg" alt="" id="BLOGGER_PHOTO_ID_5472351484760910306" border="0" /&gt;&lt;/a&gt;Any thoughts on what might be doing this?&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-5627857642186451621?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/5627857642186451621/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/weird-comp-of-hair.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/5627857642186451621'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/5627857642186451621'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/weird-comp-of-hair.html' title='Weird comp of hair'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_c5NoZ4-2d5w/S_Gyrn9BaeI/AAAAAAAAAJ8/xscURuN50Hg/s72-c/haircomp.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-8228446588743236696</id><published>2010-05-17T06:24:00.000-07:00</published><updated>2010-05-17T06:25:16.631-07:00</updated><title type='text'>Project verticies on the surface of other objects</title><content type='html'>The "Project verticies on the surface of other objects" toggle is great  for retopology and I was wondering why it was toggle-able in sculpt  mode.&lt;br /&gt;I think it would be extraordinarily useful to be able to move a bunch of  verts around over another surface in sculpt mode (something we do in  Maya for muscle and skin deformation targets) and I was hoping it might  be implemented in Blender.&lt;br /&gt;Otherwise, I'd look to having that icon removed when in sculpt mode so  as not to be confusing.&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-8228446588743236696?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/8228446588743236696/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/project-verticies-on-surface-of-other.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/8228446588743236696'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/8228446588743236696'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/project-verticies-on-surface-of-other.html' title='Project verticies on the surface of other objects'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-1985376334221318830</id><published>2010-05-17T06:23:00.000-07:00</published><updated>2010-05-17T06:24:26.069-07:00</updated><title type='text'>Multiple pinning of cloth</title><content type='html'>Hi all.&lt;br /&gt;&lt;br /&gt;I've been playing with 2.5, trying to make dynamic rabbit ears using  rubbery cloth and it works a treat. Where I'm stuck is that I'd like to  give each ear a slightly different set of settings so they don't wobble  the same way but can only apply one cloth modifier to my mesh. Is there a  way around this? I have faked muscle wobble in Max in the past by  affecting different clusters of soft selected verts with a stack of  differing flex modifiers which gives a nice, natural oscillation of the  flesh and am looking to do the same here.&lt;br /&gt;&lt;br /&gt;Any advice on work flow here would be appreciated.&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-1985376334221318830?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/1985376334221318830/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/multiple-pinning-of-cloth.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/1985376334221318830'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/1985376334221318830'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/multiple-pinning-of-cloth.html' title='Multiple pinning of cloth'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-3503441980797908068</id><published>2010-05-17T06:19:00.002-07:00</published><updated>2010-05-17T14:21:01.279-07:00</updated><title type='text'>Indirect lighting test</title><content type='html'>Here is a room I made years ago that I thought I'd try with indirect  lighting. No idea how long it took (I was rendering in max as well on  the same machine) and I'm well aware the mesh is poor but hey, it's a  test after all.&lt;br /&gt;One spot outside and two gentle ceiling spots on the books.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_GzMwkN_II/AAAAAAAAAKE/ioqskGXyKfM/s1600/room.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_GzMwkN_II/AAAAAAAAAKE/ioqskGXyKfM/s400/room.jpg" alt="" id="BLOGGER_PHOTO_ID_5472352054008478850" border="0" /&gt;&lt;/a&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-3503441980797908068?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/3503441980797908068/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/indirect-lighting-test.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/3503441980797908068'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/3503441980797908068'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/indirect-lighting-test.html' title='Indirect lighting test'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_GzMwkN_II/AAAAAAAAAKE/ioqskGXyKfM/s72-c/room.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-4578954084887446230</id><published>2010-05-17T06:19:00.001-07:00</published><updated>2010-05-17T14:23:43.629-07:00</updated><title type='text'>Vertex paint trouble</title><content type='html'>&lt;img src="file:///C:/Users/GLENNM%7E1/AppData/Local/Temp/moz-screenshot.png" alt="" /&gt;&lt;img src="file:///C:/Users/GLENNM%7E1/AppData/Local/Temp/moz-screenshot-1.png" alt="" /&gt;If in vertex paint, you paint a strong colour on the outside  corner of a box and rotate it, the back face that connects to that vert  remains uncoloured. Is this correct?&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_Gz0FHAz-I/AAAAAAAAAKc/T-mMCvlcwU8/s1600/vertpaint.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 136px; height: 400px;" src="http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_Gz0FHAz-I/AAAAAAAAAKc/T-mMCvlcwU8/s400/vertpaint.jpg" alt="" id="BLOGGER_PHOTO_ID_5472352729538023394" border="0" /&gt;&lt;/a&gt;It would seem that as it's the vert being painted, the backface should  be affected too. Or can it do that and I'm missing some kind of setting?  &lt;img src="http://blenderartists.org/forum/images/smilies/sago/smile.gif" alt="" title="Smile" class="inlineimg" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-4578954084887446230?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/4578954084887446230/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/vertex-paint-trouble.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/4578954084887446230'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/4578954084887446230'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/vertex-paint-trouble.html' title='Vertex paint trouble'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_c5NoZ4-2d5w/S_Gz0FHAz-I/AAAAAAAAAKc/T-mMCvlcwU8/s72-c/vertpaint.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-5458910142425844891</id><published>2010-05-17T06:17:00.000-07:00</published><updated>2010-05-17T06:18:11.696-07:00</updated><title type='text'>Show Brush Textures</title><content type='html'>Can anyone think of a reason why the 'show brush textures' button should  not be automatically switched on whilst in sculpt mode? It seems like  an added level of confusion for the UI. It would seem logical to me that  when you are in sculpt mode, the textue panel could already be in the  'show brush texture' mode and there would be no use for the button  itself.&lt;br /&gt;&lt;br /&gt;Any thoughts?&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-5458910142425844891?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/5458910142425844891/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/show-brush-textures.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/5458910142425844891'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/5458910142425844891'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/show-brush-textures.html' title='Show Brush Textures'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-6988803493135406047</id><published>2010-05-17T06:16:00.000-07:00</published><updated>2010-05-17T14:22:16.387-07:00</updated><title type='text'>Shape Key Sliders</title><content type='html'>I was playing with Angela's Durian test blend and it occured to me that  the Shape Key sliders in the shape key editor would benefit from scaling  with the window to allow artists finer control when adjusting values,  a-like-so:&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_GzcgvA8wI/AAAAAAAAAKM/zn7EXc4EPUg/s1600/sliders.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 212px; height: 400px;" src="http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_GzcgvA8wI/AAAAAAAAAKM/zn7EXc4EPUg/s400/sliders.jpg" alt="" id="BLOGGER_PHOTO_ID_5472352324636701442" border="0" /&gt;&lt;/a&gt;Given the rest of the UI is so 'stretchy' I figure it's a pretty easy  implementation (says the non coder).&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-6988803493135406047?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/6988803493135406047/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/hi-guys-i-was-playing-with-angelas.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/6988803493135406047'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/6988803493135406047'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/hi-guys-i-was-playing-with-angelas.html' title='Shape Key Sliders'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_GzcgvA8wI/AAAAAAAAAKM/zn7EXc4EPUg/s72-c/sliders.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-7387115315690202162</id><published>2010-05-17T06:15:00.001-07:00</published><updated>2010-05-17T14:23:02.239-07:00</updated><title type='text'>Blur Brush</title><content type='html'>One of my colleagues mentioned he had troubles with the brush tools in  blender and had defaulted back to Max to get the job done. He mentioned  that the blur brush averaged the weights into a single value under the  brush making it almost impossible to create smooth, feathered  transitions in weight painting.&lt;br /&gt;Naturally I didn't believe him and tried it for myself. Here is what I  found..&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_GzpbmBLYI/AAAAAAAAAKU/JRWEWwAcWns/s1600/blurbrush.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 78px;" src="http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_GzpbmBLYI/AAAAAAAAAKU/JRWEWwAcWns/s400/blurbrush.jpg" alt="" id="BLOGGER_PHOTO_ID_5472352546595089794" border="0" /&gt;&lt;/a&gt;Was difficult to get the result I wanted.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-7387115315690202162?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/7387115315690202162/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/blur-brush.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/7387115315690202162'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/7387115315690202162'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/blur-brush.html' title='Blur Brush'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_c5NoZ4-2d5w/S_GzpbmBLYI/AAAAAAAAAKU/JRWEWwAcWns/s72-c/blurbrush.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7665408957958953756.post-5030933471848947900</id><published>2010-05-17T06:05:00.001-07:00</published><updated>2010-05-17T06:07:35.325-07:00</updated><title type='text'>Welcome</title><content type='html'>In this blog I hope to maintain two threads, my work making Adelaide Grey in Blender rather than Max, and as a testing bed for 2.5 which is currently in Alpha.&lt;br /&gt;&lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_0"&gt;Hopefully&lt;/span&gt; the first &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_1"&gt;challenge&lt;/span&gt; will unearth a bunch of stuff useful to the development of 2.5 in the same way that &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;Durian&lt;/span&gt; is attempting to.&lt;br /&gt;&lt;br /&gt;~Glenn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7665408957958953756-5030933471848947900?l=adelaideinblender.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://adelaideinblender.blogspot.com/feeds/5030933471848947900/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/welcome.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/5030933471848947900'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7665408957958953756/posts/default/5030933471848947900'/><link rel='alternate' type='text/html' href='http://adelaideinblender.blogspot.com/2010/05/welcome.html' title='Welcome'/><author><name>Glenn Melenhorst</name><uri>http://www.blogger.com/profile/01783245998834421413</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='21' height='32' src='http://1.bp.blogspot.com/_c5NoZ4-2d5w/S_FA2Aah7fI/AAAAAAAAAIA/L7kIW753ayc/S220/glenn.jpg'/></author><thr:total>0</thr:total></entry></feed>
