Iniciativa B.L.E.N.D.E.R
Acrónimo en inglés de Blender Linux Environment a New Desktop Experience for Render, y en español Ambiente Linux Blender una nueva experiencia de escritorio para renderizar. Este proyecto tiene como fin cambiar el destino de la creación de contenido audiovisual 3D, grafico y video, para evitar la autodestrucción de los artistas graficos por falta de recursos para equipos y licencias.
martes, 17 de abril de 2012
domingo, 6 de noviembre de 2011
1er Meetup Blender PO'! Poligonos y Asadito
Este viernes se realizo el la primera junta de Blenderheads Santiaguinos, al alero de Opencurso disfrutamos de algunas charlas y un asado en plena obscuridad, una
falla eléctrica nos dejo a obscuras, pero esto no fue motivo para
detener la reunión, bajo las luces de la ciudad siguió la conversación
por largo rato.
Les dejo la presentación de Cristian Brevis en version On-Line:
miércoles, 2 de noviembre de 2011
miércoles, 26 de octubre de 2011
miércoles, 19 de octubre de 2011
Blender 2.6 ya esta aqui #b3d
La nueva version ya esta aqui y estas son algunas de sus nuevas bondades:
3D audio & video
3D audio and speaker objects were added, along with various improvements to the sound system. It's now possible to place speaker objects in the scene, make an animation and mix down to an audio file. Sequence editor proxy support was restored, which can now work in the background, along with support for building timecodes to make scrubbing on all video types possible.
Animation system
Animation system improvements were done, especially relating to usability and to polish the interface. Includes changes to the graph editor, dopesheet editor, NLA editor, curves, drivers, constraints, posing, ... Collada integration was improved, making import and export more complete and fixing various issues, especially related to armatures and animation.
Vertex weight groups
Vertex group modifiers were added. There are three modifiers: one to edit existing vertex groups, one to mix groups together, and another to generate vertex groups based on proximity to other objects. Weight painting toolswere added to lock vertex groups, automatically maintain the ratio between different bones, and for fixing poor deformation of vertices.
UI translation
Internationalization and support for non-western fonts were added, to display the user interface in languages other than English. Efforts to translate in the most common languages is underway, and volunteers are welcome to contribute translations.
Game Engine
Navigation Meshes were added for the game engine, used for path finding, so that actors can find the path to a target or flee away. This functionality was implemented using the Recast & Detour libraries.
Texture Face settings moved to materials, for consistency and easier editing. Existing files may need some updates.
Game engine animation was improved internally, with as main external change the unification of F-Curve and Shape Action Actuators into a single Action Actuator, which now includes layering support.
viernes, 14 de octubre de 2011
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