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12:00 AM
Think it would be a good idea to see what people think about this
 
I'm a General Spam Artist - SPAMKING27
 
12:18 AM
Well, I put in what I think about it...
 
@GiantCowFilms what kind of answers are you looking for? Because I have read quite a bit about SE moderators, moderator system, and election process.
 
just what the question asks, he wants input of what the community is expecting in their mods.
 
OK who here can find the odd or unusual thing* about the graduation announcement? *odd or unusual can mean seldom used.
first to post the correct answer here gets 10rep :)
 
I know, I know!!!
its that, Even though there is a "long backlog" of sites waiting for designs, we are moving ahead, instead of other Beta communities :-)
 
@GiantCowFilms, @X-27, @Chebhou, @NoviceInDisguise, @RadishoftheOpera, @gandalf3 and everybody else take a look at the micro contest I just posted here.
@X-27 no +10 rep for you.
 
12:30 AM
This is just a heads up to let you know why we're having the election before the graduation and design is ready. (They never tell you why?
Or is it that the "Custom Design" is all the same and there is no reason why there should be a backlog
 
???
 
I know! it is tagged "Election" and that is seldom used
only twice
 
> there has been a long backlog of sites waiting for their custom site design, so rather than waiting for that backlog to clear, we are going to start moving ahead and hold the first community-based election of moderators sooner rather than later

^^ = why?
 
@David …
 
@gandalf3 Don't stomp on my guess, It might have been right if he didn't read the question
 
12:33 AM
:P
 
so far all of you have been wrong.
 
It only has 9 upvotes?
idk.. What is it?
 
to announced
 
Wait, is it the fact that there isn't an election yet?
 
I'll start a contest on my own, Ping @David 10 times and I'll Give you +10 Rep
maybe he will answer then...
 
12:36 AM
@David @David @David @David @David @David @David @David @David @David @David @David @David @David @David @David @David @David @David @David
@X-27 that's a +20 i guess
 
I meant in multiple messages, but that will do...
The ultimate question here is, "Would we trust a new moderator with a ban hammer as powerful as the one beheld by IklsR"?
 
Eeek!
IDDK . . .
 
@David Mostly to remind people to ask these questions to themeselves when they vote, and to remind potential candidates of the requirements they need to meet.
@X-27 I wouldn't even trust him with it.......................
 
I think it is safe to say that IklsR abuses Ban Hammer power....
 
@David is it the edit ?
he had changed to a more friendly form
 
12:48 AM
@Chebhou sorry, I had to re read the chat. was this a guess?
 
yes
 
can you be more specific?
 
They changed it from slated to cleared? as if they advanced this site to get new mods sooner?
 
"been slated"
 
@Chebhou dont know what that means, but I think your first guess is right.
 
12:52 AM
@David so what you were looking for exactly ?
 
@David That Robert Cartaino Has 97 rep instead of 101, despite having no posts?
 
who writes … instead of ...
3
 
I have no Idea, perhaps we should DV his questions so it is an even trade
 
… … is the answer
 
he loses 10 rep, then gives it to the correct guss
 
12:54 AM
0
A: What do you look for in a moderator?

NoviceInDisguiseCommitted I would want all moderators to spend time on the site regularly, and actively participating in site activities, answering, moderating, reviewing and mentoring above and beyond the norm. This would show that the moderator was interested and active in the determining the sites present an...

 
Just kidding, but not even my Easter egg hunt was that crazy
 
@NoviceInDisguise Can I add a note about commited being future as well as present?
 
@NoviceInDisguise nice answer, UVed
 
Thanks, any other points I should add?
 
12:57 AM
I think I'll dive in and be specific
@NoviceInDisguise BTW, I tired to replicate your writing style... not quite right though
 
I think it is OK, I changed it to carefully considered at the end
 
I really want to write a funny answer, but that probably would not go over well.
 
@David just do it, I'll sure UV ( i like to mess with serious matters )
 
lol, I probably will too
 
1:01 AM
I'll I keep my ideas, maybe I'll use them some time later.
 
These lists of attributes are killing my parallel structure.
 
@GiantCowFilms why?
 
@David Its tricky doing it correctly
I keep wanting to mix adjectives and verbs
 
later all
 
1:03 AM
AHH- He is saving his ideas for the election!
@David if you need some dirt on iklsr, I've got plenty I dug up.
good old attack ads :-)
 
Ad hominem attacks eh?
I wonder who will run for moderator? And how many get accepted?
 
I do to
#ReadyForDavid
6
@David :D
#ReadyForGandalf
4
@gandalf3 :D
 
@NoviceInDisguise You could go two, but @David's record of wiki edits and flags puts him at #1
@gandalf3 Has contributed the most post wise...
but they may be many more posts
wonder how many
 
Me? I can think of tons of others more suitable
 
1:14 AM
@NoviceInDisguise True.... but they may be quite a few posts
And it would be good to have social moderators as well as cleanup moderators
(you'd be the go to chat man ;D )
 
lol
I guess I do vote a bit too . . .
I might be able to be persuaded to run I guess, we'll see
 
I want to see who runs
if there are 4 reasonable candidates and one spammy one, we'll need someone to run
although we could ask SE to only elect 4
 
2:13 AM
This is a long one!
0
A: What do you look for in a moderator?

GiantCowFilmsRoll Model - Always Moderators set the tone and expectation for a community. A moderator who is rude, incomprehensible, unruly or unintelligent can lower expectations and confuse new users. This applies to all circumstances, chat, meta, main, comments and even other network sites. The moderator ...

1000 words!
 
2:25 AM
o.O
 
@NoviceInDisguise I'm trying to figure out how I can make the non chatters gain some of the insight into the candidates (positive and negitive) that we chatters have without flinging random examples that appear spiteful/over glorfing.
My chat experiences have greatly influenced my opinions of individuals...
 
Same here, it is a little more transparent
 
Alot more
reminds me I forgot a point
(I'm also deciding whether another point is to direct an attack at a specific possible candidate)
 
You can post it if you feel it is valid
 
2:42 AM
Dunno, I'd rather not fight
I usually don't back down, but here on stackexchange people who play it safe are respected
I'm going to hold my tongue and hope for the best
 
Probably a good idea
 
@GiantCowFilms Seeing that you'll have to write all that again when the actual election goes live.. lol. Keep curating it tho.
 
@iKlsR What?
again?
 
The election hasn't started.
 
This is to be read before and during the election, where would I write this?
I'm not running, BTW
@iKlsR No down vote form @iKlsR I think that is a first for one of my meta opinions!
(or do I speak to soon)
 
2:54 AM
An election takes place in 3 stages
 
I know that
 
errmm
 
The questions I ask the cadidates will be different
 
@iKlsR I followed the last GD.SE election closely and participated in all the phases.
 
2:56 AM
Then you know you'll have to write all that over when the time comes.
 
But differently
this is a voteing reminder.. what to look for and what actually means anything
As well as a reminder to potential candidates of what they will have to live up to. So that they don't think they are what they aren't
 
 
1 hour later…
4:26 AM
does anyone have any idea why no weights show up while weight painting a rigged bird mesh? kinda urgent.
the shoulders are screwy, and i just can't paint them better, nothing shows.
 
4:59 AM
so, if anyone has an answer, just say. i'll be back in the morning.
 
 
5 hours later…
10:26 AM
@RadishoftheOpera Is the vgroup selected?
 
 
4 hours later…
2:44 PM
@gandalf3 yes
 
Is there a way to drive a displacement modifier with a procedurally generated texture like in a material?
 
@NoviceInDisguise yes
there is
 
Oooh! Do you know how?
 
I meant the complex ones you can manually generate using those textures
 
2:56 PM
why won't it work the same way?
 
@NoviceInDisguise use the displacement input of the material output node
 
@NoviceInDisguise I think you need to use texture nodes
 
I want to use that
 
@Chebhou yeah, what he said.
 
@Chebhou Doesn't actually displace it though does it?
 
2:57 PM
@NoviceInDisguise You can do that using the displacement output on the material
 
@GiantCowFilms they don't evaluate in cycles ( useless AFAIK )
@NoviceInDisguise enable Expiremental in the render tab
and select the displace type in the object tab
 
Exactly
 
@Chebhou then hit the big red button that says "launch"
 
So it will run my modifier? Cool!
 
Not your modifier, but it will act like it
you have no need for the modifier then
 
2:59 PM
@GiantCowFilms then you don't answer te question
 
That is exactly what I wanted . . . to run the modifier. I already knew about all the rest.
 
I always mess my messages : (
 
9 mins ago, by NoviceInDisguise
Is there a way to drive a displacement modifier with a procedurally generated texture like in a material?
 
oh D:
I don't think you can :/
 
@Chebhou i always mess my hair. :-(
 
2:59 PM
lol
 
it has to be perfect
 
I have hair. That is good enough for me
I don't have to look at myself
:P
 
@NoviceInDisguise i have way to much hair.
i have to look at it.
 
Easy fix :) Got scissors?
(that word looks weird . . .)
 
@NoviceInDisguise no, broke the last pair on my hair.
 
3:02 PM
oh
 
(that words rhyme)
blech, that words
them words.
those word
 
@NoviceInDisguise still need the modifier ?
 
Yes . . . I already was using Displacement in the material and didn't like it
 
@NoviceInDisguise interesting.
i still need help with a weight painting error if anyone has the time...
 
3:07 PM
It also never changes the actual geometry, so edges all look straight
There should be a Texture output node from the cycles materials
 
@NoviceInDisguise it does change the geometry did you try Both displacement ?
 
( only at render time )
 
MY WEIGHT PAINT!!!!
11 hours ago, by Radish of the Opera
does anyone have any idea why no weights show up while weight painting a rigged bird mesh? kinda urgent.
 
3:11 PM
@Chebhou How do I enable that?
 
in the data tab-->Displacement-->Both
 
@NoviceInDisguise did that work ?
 
Sort of . . .
The scale is different
 
@NoviceInDisguise it seems that it doesn't update ( you'll have to toggle the render view )
 
3:16 PM
Just figured that out, working well now! Pretty cool!
GPU crashes
Darn
 
try hiding mesh parts to minimize the load
 
how do i get rid of eh alpha channel on a texture? i downloaded a masked texture but cant get teh mask off.
 
@Chebhou It is just a test plane right now
 
wow! that must be a very detailed plane : P
 
3:44 PM
lol, sub div. Just testing
 
@NoviceInDisguise Told you about that :P
 
Eh, not quite
 
 
1 hour later…
5:13 PM
How can I just render the secondary scene in my .blend? Stupid thing keeps rendering as transparent . . .
Do I have to use the same camera?
 
@NoviceInDisguise do you have two different scenes? (grr, I could only find it on the 2.4 wiki (still have not figured out the new manual) )
 
Yes
It renders transparent for CPU and GPU
 
nope, you can have different everything, and simply press F12
 
Doesn't work some reason . . . odd
 
how did you make the second scene? because if you have linked objects...
 
5:25 PM
Nope, totally clear. I made sure the camera was the active one too.
I g2g for now, maybe I can figure it out later tonight.
 
@iKlsR look at my recent "not an answer" flag, and read my comment on that guy''s post. (Before marking it as disputed)
 
5:41 PM
@ideasman42 Don't you mark that as disputed either- if it was a question it would have been closed as off topic about an minute after it was posted.
 
@X-27 " I really hope that changing over to Unity helps you with this problem and in the future with other problems"
 
6:13 PM
@David can you help with my weight painting issue? no one else seems to want to.
 
6:29 PM
@RadishoftheOpera what's the problem ?
 
7:19 PM
when i go into weight paint mode, nothing shows. all the mesh is on colour, depending on the bone. one of the bones is all yellow, two are XTTT and the rest are dark blue, no weights other than that.
 
7:39 PM
hrrgshmrrg...
I feel like we should have a "Fix the manual week", where we all try and update a section of the manual over the course of a week.
2
 
@RadishoftheOpera where is the problem, it sounds like it is working right.
 
@7Blue_Beast7 I really am writing the answer, but it is really long and taking a while..
 
7:56 PM
@gandalf3 Not a bad idea I guess.
 
I wonder if anyone else would want to help
 
they should even if they don't ;)
 
@David it's not working right.
no weights displayed
 
Blender is using 1Gb of RAM for my Steampunk scene, without the toaster o.O
@RadishoftheOpera Odd . . .
 
0
Q: Alpha transparency making wall transparent

Radish of the OperaI have a simple textured wall, and it looked really clean so I downloaded a grungy texture from CG. Unfortunately, when I tried making the alpha channel invisible, i couldn't figure it out, so i just turned the alpha under the textures panel to 0 and enabled mask transparency which i turned down ...

my other problem... ^^ they're like roadblocks in development.
 
8:03 PM
What do you want it to do? Mix two materials basically?
 
@RadishoftheOpera what vertex group do you have active? and are there any weights assigned in the active group?
 
@NoviceInDisguise no, i just want to be able to put the alpha masked plane over the wall without major errors.
@David it doesn't matter which group i select.
 
@RadishoftheOpera So two planes then?
 
@RadishoftheOpera then it would seem that you do not have any weights assigned.
 
none of them show anything except for one teat shows the entire mesh as yellow and two more with XTTT.
@David i do though! if i play the animation they move with the armature!
@NoviceInDisguise yes, but i don't know how to get the grunge to be only grunge, and not show the checkery-white/bleck of the mask.
 
8:05 PM
@RadishoftheOpera select the armature in pose mode then select the mesh and switch to vertex paint
then when you select a bone you will see its weights only on the mesh
 
@RadishoftheOpera Ah
 
@Denis thanks, but no change
 
@gandalf3 this is great idea if we collaborate we can do more
 
sigh i'll just make a new armature
 
@RadishoftheOpera do your nodes look like this blender.stackexchange.com/questions/6416/…? just change the transparent node for your base color. blender.stackexchange.com/questions/7627/…
@RadishoftheOpera if you want to post the blend I could take a look at it
before you remake the whole thing
 
8:12 PM
@David it's for a game
 
@RadishoftheOpera O, hold on switching my brain to BI.
 
lol
or BGE
GLSL
welcome to my world universe
 
I can't figure it out . . . I did it once before too :/
I got an answer: Mix the (favorite word) textures in an image editor first :P
 
@David upoloading .blend. the wicked armature is on the second layer, my new start is on the first, you'll have to reparent to see.
 
@RadishoftheOpera ok got your grunge texture worked out. Super easy.
have the base color in the first texture slot. Then the grunge with the alpha in the second. (that is about it.) No transparency in the material, or texture tab.
both only influence the color. super simple (and it took me a few min to remember it)
 
8:27 PM
Ah that is how I did it! Thanks for ferreting that out
 
8:37 PM
@RadishoftheOpera on the layer with the animation go to frame zero, set the armature to rest pose and set a keyframe, then then set automatic weights on the mesh with the armature on the first layer
or just set the second armature to rest position before rigging
 
@RadishoftheOpera there is no problem with the weights showing up. the weight colors do show up when in Weight Paint. However adding the second armature did kind of make a mess of your vertex groups, you now have double what you need. Also the weights are not so great, that is where the odd deformations are coming from.
 
@David the second armature is fine, thats why i made it. the first has my animations though.
 
8:52 PM
@RadishoftheOpera there is no problem with the first.
 
my gosh!! that what i said!!! the one on the first layer is fine, but it's the second armature i made. the one on the 2nd layer, which is the first armature, is absolute $#!? so i can't use it, even htough it's got my animations.!
shucks, i'll just go with the new armature, i'm soooo confused now... :/
 
You have 2 armature modifiers and the first one is distorting your mesh when animated
 
@RadishoftheOpera no no no. I ment your first armature the one on layer 12
I'm doing some quick weights just to show you that it is fine.
@RadishoftheOpera here is you edited blend
 
9:17 PM
0
A: How do i create a realistic space ship click based controls like EVE Online using BGE?

X-27We need to start with a object that tracks to the mouse. Before we can do that, we need something for the object to track along. for this we will use a highly modified cylinder that resembles an inverted cone. We need a shape like this so that the player can not ever move the mouse outside of ...

FINALLY
 
Awesome!
 
yah......... hu-hu-hu (panting for breath) FINALLY !!!!
(took long enough to write it..)
 
It is really cool :D
 
it isn't even correct yet, need to make a edit before I get a DV! BUMMER
just thought of a possible problem I didn't adress
(Linear velocity with overshoot)
Ok, fixed it. BBL
 
9:51 PM
@David but it's not parented though.
and when i parent it it just has problems again
 
10:10 PM
@RadishoftheOpera no problem, I did not realize. Fixed and re-uploaded
@GiantCowFilms: now @RadishoftheOpera has me working on his game.
 
thanks david, but try playing the game,, he has some.... issues now.
 
what issues? only thing I saw was that he is half in the floor. (I did not even know there was a game to play!)
@stacker congrats on this answer Crazy thing is that already has 500 views. Why do some questions (like this one) get so many more views and thus UVs?
 
10:25 PM
@David and he bounces everywhere like a maniac! i've got it mostly working with my new armature
 
I did nothing to your animations, or armature. I dont know what happened there.
New record for longest answer
although most of its length comes from a big image.
 
10:45 PM
@David Wow. all I can think of to say. WOW
 
@David and it keeps growing everyday ... pretty soon is gong to need it's own stackexchange
 
11:29 PM
@gandalf3 Which manual
 
@GiantCowFilms The blender manual
 
@gandalf3 You mean wiki.blender.org?
 
No
 
Oh, one on this site? or where?
 
11:30 PM
Ah, I think that is the 2.7 docs, correct?
 
Well.... It's the manual
 
It's not specific to 2.7
 
Alright
 
And actually a lot of it is out of date for 2.7
 
11:31 PM
Yes
So how do I contribute?
I hope it doesn't involve, get svn and some console prayers?
 
@GiantCowFilms It does, but why do you hope it doesn't?
 
Because I have to clone it, keep it on my hard drive
and git is tricky on windows
 
It's svn
 
similar
also tricky
 
There is very good documentation
 
11:33 PM
Why can't they have a web intereface to edit? that would make the contribution barrier so much lower
 
(that was smart, making good documentation on how to write documentation)
 
@gandalf3 Yes, thanks, I'll be able to do it when I need, but some others wont
@gandalf3 ;D
 
@GiantCowFilms They raised the barrier on purpose
 
@gandalf3 To high
 
Read the about for the reasoning
 
11:34 PM
It makes sense I guess . . .
 
Somehow you have to be good at SVN to write help for blender.... basically they are trying to make it open to contribution while closing it to blender developers
 
But if people are contributing for free, you should make it easy
 
@GiantCowFilms I think it sounds like a potentially good experiment, we'll have to see how it plays out.
The problem with the wiki is that anyone could edit, and this was producing very inconsistent and disorganized docs
No one had to agree to make changes
 
You need to control the contributions, but not make them difficult to add
 
So people just changed things
 
11:36 PM
Yes, but not using command line applications that require development experience
 
@GiantCowFilms They aren't difficult after you've spent a few minutes setting them up
 
anyway, I have to go now, I can talk to you later
@gandalf3 on linux
if your a programmer
 
:P
 
I've know blender artists who couldn't get there speakers to play out of their laptop...
 
If you aren't willing to spend a few minutes to set up svn etc (there are instructions, so the only barrier is time), then chances are you don't have the time to write good docs either
 
11:37 PM
@GiantCowFilms lol, me too
 
Some people find it really difficult
@gandalf3 Its not 5 minutes....
 
Pretty pathetic though :/
 
thats the issue
 
@GiantCowFilms They don't sound like the best candidates for writing docs then..
 
Very true
 
11:37 PM
@GiantCowFilms 30 minutes, an hour, etc.
 
@gandalf3 They are talented and knowledgeable about blender.
They aren't devs, they are artists
I'd be willing to bet I know (face to face) at least 3 blender artists who don't even know were command line is... I didn't know until I got into development
 
So maybe we assign someone the SVN guy, and send changes to them?
 
I still think it is silly to make it difficult to contribute.
cya later, I can discuss this more later, I have to go somewhere again :/
 
@GiantCowFilms I'm sure they are. But they'll need a little general technical knowledge and/or the time to learn in order to write documentation on a team, in line with the ideas of module owners etc.
o/
@NoviceInDisguise We have a tracker for that. The devs are rather good at the version control stuff ;)
Basically, if you just let anyone do anything, you end up with the old wiki. And no one liked the old wiki..
We ought to give this new approach our best shot, and see if it does any better
For anyone looking to get started, this page has all the info you'll likely need.
 
Knife tool is cool . . .
 

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