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3:21 AM
0
Q: Select { everything except ears } from mesh of head

P i I have a triangulated mesh (100k+ vertices) of a head. I need to select everything apart from the ears, and reduce the vertex density on that selection by 16x or something. Here is what I'm dealing with: I've already asked a question on how to do that and got a very helpful answer: Reducin...

 
3:33 AM
0
Q: Converting triangle mesh to quads

P i I'm throwing a 3D triangulated mesh into an acoustic simulator. The simulator instructions say that ideally it wants quads. If it receives triangles, it will consider them as a degenerate quad (i.e. A B C -> A B C A) Is there some automatic method of converting most (or all) of my triangles in...

 
4:08 AM
@gandalf3 we blew through 10k like it was nothing.. ha
:P
 
lol
:)
 
0
Q: Will vertex indices change?

dimusIf I base a script on vertex indices -- how much risk that the index will change with time? Is it possible to assign some identifier of my own to a vertex? For example, add a uuid for every vertex I am interested in.

0
Q: How do I decimate a selection?

P i I wish to decimate only a selected portion of my mesh. The decimate modifier http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Decimate doesn't work in edit mode. And if I switch to object mode, it works but it decimates the entire mesh! How can I get it to only decimate the...

 
4:52 AM
 
5:52 AM
0
Q: Why does the flluid (water) stick the obstacle?

DeveloperFluid (water) drops on an obstacle and splashes. Fine, but there is noticeable part which remains on top of obstacle?! In reality, there should be no water particle there as you can see the shape of obstacle is very much rounded. Is there a setting that we are missing? settings: Obstacle is no s...

 
 
5 hours later…
10:40 AM
0
Q: Need help with runing animation

NemanjaWhy is my animation shakes so much.Its not smooth.When he is in air in one frame he falls down sudden.His head and upper body shakes. sorry for my bad english i hope you understand what i meen you can see my animation here http://screencast-o-matic.com/watch/cIlo6wnV5D

 
 
5 hours later…
3:23 PM
0
Q: Decimation glitch for ratio < 0.2

P i I'm having trouble with decimation. I have a mesh of a head. I wish to decimate to 10%, whilst keeping the ears at 100%. So I create a Vertex group for each ear, and a third vertex group called foo for the remaining vertices. It is this foo group I wish to decimate: So far this is good, b...

 
 
2 hours later…
5:36 PM
@iKlsR lulz
Wrong room though?
And your hair isn't blue!! :O
 
 
3 hours later…
8:30 PM
0
Q: Removing ridge by smoothing

P i How can I remove the ridge created by the edge of the T-shirt? I'm using the mesh in an acoustic simulator, and a distinct ridge is sure to create some unnecessary echo artefacts. Is there any better alternative than simply decimating the mesh?

 
What a day
over 3 dozen LoL matches back to back. I'm beat
my hands are wrecked.
mmm
 
 
2 hours later…
10:10 PM
@CharlesL Are you familiar with OLS?
 
0
Q: How can OpenGL vertex and fragment shaders converted to OSL?

stackerA blog on understanding oculus rift distortion explains the implementation of a fragment shader to perform the barrel distortion required to render for the oculus-rift. There is a vertex and a fragment shader, both have a main function, how could I combine them in a single OSL shader (for use as...

0
Q: Problems extruding a circle along circular path

user2950747I'm trying to extrude a circle along a circular path (resulting in a torus). First I add a bezier circle centred on 0,0,0 and make it 10x10 in width and height (to form the path), then add another circle, also at 0,0,0 and make it 2x2 in size. When I select the smaller circle as the Bevel Objec...

 
@iKlsR congrats for our two first 10Ks!
 
@stacker OLS?
 
Sorry OSL
 
@stacker not really
 
10:21 PM
SOL, than I must have confused things.
 
@stacker haha
 
@iKlsR I hope the oculus tag is ok for you?
\o
 
10:41 PM
@stacker That question seems borderline at most and since hw is off-topic, I don't think we should allow a tag for any piece of hardware.
 

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