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1:26 AM
I have an idea for a feature request for the site. Should I just put it on meta?
 
2:19 AM
We are gradually picking up on questions per day :)
 
 
7 hours later…
9:37 AM
0
Q: Stitching Meshes Together

CygonFor a game project I'm working on, I want to "stitch" together several grid-like meshes: Each mesh is sculpted starting from a regular grid to give more depth and detail to its texture. But the individual meshes have to seamlessly connect to their neighboring mesh. Currently I'm achieving thi...

 
 
7 hours later…
4:47 PM
0
Q: How to copy/paste X, Y, Z coordinates in one step

dimusIs there a way to copy and paste all 3 coordinates from the Properties (N) menu in 3d view? I can do it one at a time, but not all 3 at the same time.

 
> despite all the whining from the child population to make Blender into something a monkey could use, with horizontal ribbons and huge icons and wasted space. Link
ugh...
Someone has to explain to me why making blender easier to use is a bad thing
 
 
1 hour later…
5:58 PM
@Borgleader it's really hard to explain.
It's not that making it easier to use is bad, everyone is in favour of that, but as I said, dumbing down stuff that works to accomodate new users is not a good model. Blender went for a decade without a quit to prompt window.
Users can now select with LMB instead of RMB
Half of what people are complaining about is easy to change
The current design proposal is just not going to happen
 
@iKlsR The fact that Blender hasn't had it for a decade isn't actually a good reason not to get it. Honestly, I've been bitten more than once because it wasn't there.
 
@Borgleader you're missing the point, I never said it wasn't a good reason not to get it. I said stuff works and people got used to it, all these new changes are to benefit new users yet they still ask for more not knowing that it takes people and money to do these things
Half of the devs work for free.
It's very easy to mockup buttons but 20 times as hard to translate it into code especially a custom engine such as Blender that is still using decade old rendering code etc.
 
It's a spinning wheel though, if it becomes easier to use -> more users -> more exposure/donations/... --> more money --> more dev --> new features --> more reasons to use blender --> and were back to more users
 
actually no
 
anyway, bbiab
 
6:05 PM
ok
I'd rather have devs spend their budget on more power under the hood than an app that holds my hand during 3D production. #b3d
@PLyczkowski We don't need more users, we need better users. :)
On the one hand: thousands of people demand new #b3d UI. On the other hand: DevFund grew just a few Euros last month. http://www.blender.org/blenderorg/blender-foundation/development-fund/
 
 
2 hours later…
8:24 PM
0
Q: How to disable the face overlay in the UV editor?

gandalf3Is it possible to disable the transparent face overlay in the UV editor? Since the opacity of each face is added to the collective opacity of all the face under it, sometimes with many faces in the same location the overlay becomes completely opaque, making it difficult to see what is going on. ...

 
The comment is long as hell but brings good points
 
8:54 PM
@Borgleader Interesting.
 
I agree, some good points, didn't think much about it but yeah.
So a user just lost his 150 day visit streak.. :'( sad
 
@iKlsR ??
 
visit streak
 
who?
 
you know, when you visit the site everyday, it adds up (you can get badges etc)
ideasman42
 
8:57 PM
:(
It's nice having some of the devs here
 
i dont think you get anything past 100 days
at least not on SO, IIRC
 
@Borgleader you don't
it's just fun to be consistent
I knew a guy who had a 900 day streak
 
rofl
 
and lost it cuz the mobile version didn't register his login
:/
 
I lost my streak at the end of my last semester T_T (we went on a trip)
 
8:58 PM
heh
 
im back to 168 days
 
odd.. I guess non-mods can't see other user's streaks?
 
It's pretty simple tho, just login and visit a few pages, review, new questions etc
@gandalf3 nope
 
I have SO as a pinned tab in FF
 
I'm at 151 days here
@Borgleader same here, chat and blender pinned
 
8:59 PM
@Borgleader I have blender (though in aurora) :)
 
opera next
their new webkit engine is lovely
Man, I broke the 8k mark hard! Almost at 8.3k :3
 
@iKlsR only 130 :/
@iKlsR :)
 
@gandalf3 :( should have joined sooner :P
 
I didn't know about it until blendernation did an article, and only checked it out after I came up with a problem
 
now it's your home away from home ;)
 
9:04 PM
:)
 
When I hit 10k, I'm going to give away about 1k of rep. About 5 200rep bounties. :D
Will announce it on meta, the most creative interesting answers/questions.
18
Q: How would I go about creating a spiralled dome?

David A. LewisIs there some elegant way I could go about creating the "twisted spiral" surfaced dome as you see in the iconic "St. Basil's Cathedral" in Red-Square in Moscow?

 
That was a good one
 
Top questions over 15 votes ^
@gandalf3 I didn't really want to answer at the time, but the horrible answer below mine was getting upvoted. :(
Just offered a nicer way
ah, the elite league
>> 20
 
@iKlsR I didn't even see your answer before.. (I guess I bored of scrolling :P)
+1 ;)
 
eek. shiny. :)
 
9:11 PM
@iKlsR what's shiny?
 
dat +1
:D
 
:)
 
@gandalf3 accepted answer is awesome but wicked overkill
 
And the monster:
31
Q: How can I pause a render in progress and then resume it at a later time?

InkBlendI would like to pause a render that I have started, with the intention of resuming it at a later time (but during the same Blender session). How can I do this?

 
@gandalf3 the equivalent monster. :D
31
A: How can I make sharp geometric 3d models look more realistic?

iKlsRFor one, you can use bevelling. Forgetting to bevel or chamfer edges is one of the most common errors committed by beginning 3D artists. There are almost no razor sharp edges in nature, and even most man-made objects have a slight roundness where two opposing surfaces meet. Beveling hel...

 
9:12 PM
Oh yes, that too
 
both are our top question and top answer. :D
All of these have over 2000 unique views!
 
RolandiXor's subserf levels still scare me..
9
A: How can I make sharp geometric 3d models look more realistic?

RolandiXorThe Bevel method iKlsR mentioned is the fastest way, but possibly the most realistic method is to use two subdivision modifiers. Using Subdivisions: You need to have two subdivision modifiers, one as "Simple" (the first one in the stack) and the other as "Catmull-Clark". NB: Subdivision modi...

 
@gandalf3 yeah. >:
Those are some unhealthy view levels.. ;) — iKlsR May 24 at 15:05
 
+1 again :) (for your comment)
 
XD
 
9:15 PM
;)
 
I rarely vote in the day, I usually go over stuff in the night and edit, +1 here and there.
Too easy to miss stuff when skimming.
 
@iKlsR Now why does it say "How can I make sharp geometric 3d models look more realistic?" only got 22 votes in the search results?
 
And I wouldn't want my vote locked into a bad post. I often use about a dozen in a day.
@gandalf3 Q: is for questions, A: answers ;)
 
I have no idea how many I use..
 
@gandalf3 Just press the little arrow next to your name
 
9:18 PM
@iKlsR they all say Q !?
 
@gandalf3 yes, those are questions
since answers are a part of questions only those show in the search and that search was for views only
 
oh, I get it
I thought the question got 31 too
@iKlsR where?
 
@gandalf3 to the left of your name in the top header on the main site
 
ah
14
 
o.o I'm just at 2, need to work on that later!
:D
@gandalf3 pretty nice, 1k votes
and over 300 edits
 
9:24 PM
Haunt house is doing a lot too :)
 
Voting is extremely essential to a beta site, it helps push the best answer(s) to the top and get rid of fluff
 
whoops :P
 
XD
~
 
Could you add some of the information in the link to your answer? link only answers are discouraged, see blender.stackexchange.com/users?tab=Voters&filter=weekgandalf3 26 secs ago
 
haha
dirty clipboard
 
9:27 PM
ack, twice XD
 
If no edits within the hour, will convert to comment.
 
not the votes :P
0
Q: Image Description Tooltips

gandalf3Could the image description text be made into a tooltip? Currently the description you put before specifying the image url (![description][image_url]) only appears while the image is loading. It would be nice if that text also appeared as a tooltip when hovering over the image, this would give ...

 
o.o some work for @Proog
 
strange I missed that since I usually browse back
hmm
@gandalf3 why not use a title
 
9:31 PM
@iKlsR what's this?
 
<a href="http://www.blender.stackexchange.com" title="Blender.SE is awesome">Blender.SE</a>
Remember SE supports a subset of html
 
Cool :)
 
Let me see if I can ruffle up an answer and post that other meta
 
though I still think it would be nice if the image descriptions were automatically made tooltips..
 
@gandalf3 perhaps search to see if it has already been brought up on meta.so
brb
 
9:35 PM
not SO, but
6
Q: Display image description as tooltip

draks ...Could a tooltip with the image description ![enter image description here][1] be displayed when hovering over an image? This would make additional use, next to the one for visually impaired...

 
ah, nice, never knew markdown had that
@gandalf3 will you answer
 
hang on ;)
 
@gandalf3 you can just link to other answer and post an extract
 
0
Q: Image Description Tooltips

gandalf3Could the image description text be made into a tooltip? Currently the description you put before specifying the image url (![description][image_url]) only appears while the image is loading. It would be nice if that text also appeared as a tooltip when hovering over the image, this would give ...

 
@Proog you are fired.
 
9:39 PM
XD LOL
 
@gandalf3 wait, cancel that.
 
@iKlsR cancel what?
 
Seems we only get 3 custom close reasons for now and 2 are already active. We just need another for hardware and that should be enough.
@gandalf3 the meta on close reasons.
 
oh
 
9:56 PM
@gandalf3 That's a nice picture.
afk for a bit, restarting
 
I'm still not sure I want to give up the idea of having the alt text and the tooltip separate, (maybe have an option to make them separate by adding one of these things to specify the tooltip exactly) since in most cases you would want them to say more or less the same thing (as far as I can think of)
 
10:09 PM
@gandalf3 regarding last comment, unselected faces should be transparent.
 
@iKlsR They are white...
 
o.O
@gandalf3 what exactly did you change?
 
@iKlsR That's about 50,000 thousand faces, btw
Oh wait, I got the answer..
 
@gandalf3 did you by any chance make the color white and or increase the alpha
 
the default transparency of un-selected faces .32
so it was all adding up
Maybe add that to your answer?
 
10:22 PM
Just about to
@gandalf3 what exactly did you change
just the alpha?
 
@iKlsR the Face color in Themes > UV editor
@iKlsR yes
just set the alpha to 0
 
@gandalf3 was talking about the first one but nvm got it
 
BTW, any tips on transforming 50,000 uvs at once? (with minimal lag?)
 
@gandalf3 nope, probably full screen the window
borrowing your image
 
@iKlsR well, set the Face and the Face Selected color to transparent and everything stays that way,
selected or unselected.
 
10:28 PM
hmm
 
I'm getting about 3 seconds per frame here.. :P
 
@gandalf3 what the heck are you unwrapping?
- removed comments -
 
@iKlsR sapling tree leaves (luckily they come pre unwrapped, I tried unwrapping once but gave up after waiting for a few hours.)
 
@gandalf3 why not unwrap one and copy to other positions or something
 
I just need to move a few edges so they line up with my leaf texture, but...
 
10:32 PM
there has got to be a more efficient way
 
@iKlsR ohh, smart... lemme try this ;)
hmm, might not work because they are all in one object
 
run a select similar, pop them out, then separate by loose parts
 
separating probably won't work, not enough memory
 
or select the tree and invert to select leaves then run separate by loose
ah..
brb
 
linking object data will make them all face the same direction, as they have no rotation (as if they were rotated, then rotation was applied)
I'm not the first one:
7
Q: How to keep the vertex normals after deleting an edge/face?

mataliWhen replacing sparse quads with a custom mesh, I create a "base vertex" on each quad, in order to cause a Particle Instance modifier to spawn the custom mesh at the right place (like for spawning leaves on a tree created by the Sapling addon). However, when I delete the rest of the quad, just k...

@iKlsR actually I'm getting more frames the smaller I make it (though it's getting hard to see :( )
I wish sapling outputted linked objects instead of one big thing
 
10:42 PM
hrrm
4
Q: How can I properly orient custom leaves with a Particle System modifier?

mataliIn trying to replace Sapling 2D leaves with custom ones, I struggle to orient them properly. Setting the Tangent value to 1 in the particle system doesn't have any effect (bug ?). The new leaves in this blend are in the right plane and their bases touch the branches. It must remain like that, ...

 
I got the UVs in a usable layout now, but it would be good to see if there is a better way
Tried it 3 times with different trees and blender Versions, every time it just freezes. The last one I let compute for 12 Hours before killing the process, no success. It works on test trees with less than 1000 leaves. — matali Aug 27 at 12:41
 
afk for a bit, gonna eat
@gandalf3 yeah, saw that, scary
bbl
 
11:19 PM
1
Q: Is it possible to move parts of a model along the selected normals?

MarcClintDionFor instance, if you have a object that lies flat on the ground plane, then you can select the edges, push G then Z and move those selected edges straight down, in this case it would be as if the selected components were moving along the normals like how the extrude tool behaves. However, if th...

 

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