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 Post subject: Re: 2.5
PostPosted: Sun Sep 06, 2009 1:08 am 
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I was playing with the latest SVN, and couldn't find bullet physics anywhere... I know they aren't finished but...IT WILL BE THERE WON'T IT?!

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 Post subject: Re: 2.5
PostPosted: Sun Sep 06, 2009 5:43 am 
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hum ?

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 Post subject: Re: 2.5
PostPosted: Sun Sep 06, 2009 5:56 am 
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The physics for the game engine, I couldn't get it working.

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 Post subject: Re: 2.5
PostPosted: Mon Sep 07, 2009 12:13 am 
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penix1 wrote:
"bleeding edge"
ROFL that is legendary


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 Post subject: Re: 2.5
PostPosted: Mon Sep 07, 2009 3:08 am 
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jotoonkid wrote:
I think if you were a complete starter, never used blender, 2.5 would be easier to learn.


From a programmatic point of view, you are right. From an open source point of view you are wrong. Here's the problem...


Documentation ALWAYS lags in the open source world because of the development model of "release early, release often". This goes for the main docs included with the software as well as the inevitable tutorials to follow. So while it is true once the new version has been out for a while that learning the new interface would be better for noobies, finding documentation the first few months after release will be near impossible. Meanwhile, documentation abounds for the current version (2.49) so if they learn those first, it won't hurt them when 2.5 goes "mainstream".

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 Post subject: Re: 2.5
PostPosted: Sun Sep 20, 2009 5:25 pm 
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Things just got interesting in SVN land. 2.5 is now the main trunk meaning if you browse SVN you will only get 2.5 in the bf/blender trunk. What does this mean for the Blenderhead? It means developers are getting close to 2.5 release.

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 Post subject: Re: 2.5
PostPosted: Mon Sep 21, 2009 3:50 am 
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More importantly, 2.5 will probably get a more users (those that track svn, but not 2.5) and thus more testing :)

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 Post subject: Re: 2.5
PostPosted: Sat Sep 26, 2009 4:03 am 
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I've just found this page where they talk about a new addition to 2.5 (or maybe 2.5x) called BMesh.

It's a rewrite of the mesh editing tools and includes N-gons (that's faces with more than 4 sides, some other 3D wares have it), pinning of verts in the modelling window (I'm not sure what use it will be, haven't needed it yet - but I'll wait and see . . . . . ) and no doubt some other improvements. It may not be quite ready by the 2.5 release date though.

Here's some info . . . . .
http://www.blendernation.com/blender-2-5-preview-pinning-vertices/

Personally, I haven't "needed" any N-gons yet either, but they might make modelling a bit faster since things like the ends of cylinders will just be one face. Not sure what it will do for problems with character meshes though . . . . . . .
It would be a real advantage to have an "auto facemaker" tool, so if that comes with it, I'm laughing.
I think I can smell old tutes burning . . . . . . . 8)


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 Post subject: Re: 2.5
PostPosted: Sat Sep 26, 2009 7:27 pm 
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This seems like duplicate functionality...

You can already snap transformations to axis, and if you don't want to edit vertices, you can hide them.

How is this useful? besides being a tad more accessible. Which is good, I guess.

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 Post subject: Re: 2.5
PostPosted: Sat Sep 26, 2009 8:46 pm 
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My thoughts exactly, Pyro.
I'm guessing that the rewrite will make the pin verts thing useful somehow - it seems that we will be getting an editable modelling history (once again, like other wares) so maybe the new feature is needed for that . . . . :?:


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 Post subject: Re: 2.5
PostPosted: Sun Sep 27, 2009 6:15 am 
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Quote:
it seems that we will be getting an editable modelling history


:shock: :shock: :shock: :shock:

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 Post subject: Re: 2.5
PostPosted: Sun Sep 27, 2009 9:07 am 
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Now THAT seems useful.

Seriously useful.

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 Post subject: Re: 2.5
PostPosted: Mon Sep 28, 2009 11:24 am 
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Coming from Maya, the lack of this feature was a sort of a small hump I had to get over, This feature is the awesome. good to see Blender if finally getting this along with face of more then 4 verts.

However, the news of bullet physics not being found in the SVN concerns me. Granted these are only rumors, but the BGE was said to also be getting some more love in 2.5 and that it would be getting improvements to help bring it forward.

Honestly I would like to see the Horde3D rendering engine and Blender combining forces to make a Ultra Cool NextGen BGE (would that be NGBGE?)

I guess a clever programer could do with or at least make a plug-in of sorts.

One of the main issues is that blender Changes the API so dang often. It about to be changed again according to some sources. Meaning many of the script and plug-ins are about to not work again. oh well...

I'm looking forward to trying my hand at the 2.5 but I hope that the version in October will have some decent BGE coverage/improvements. For the sake of the project Goliath and I are working on.

Other then that, I really looking forward to the new look and operation of blender...

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 Post subject: Re: 2.5
PostPosted: Mon Sep 28, 2009 5:40 pm 
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luckily for you Ninja Krow (And all of us... but specially you :P ),
there are strong rumors around here that blender 2.5's logic system
will get a quite interesting boost.

You'll just have to start learning from there :wink:

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 Post subject: Re: 2.5
PostPosted: Mon Sep 28, 2009 6:05 pm 
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Goliath wrote:
luckily for you Ninja Krow (And all of us... but specially you :P ),
there are strong rumors around here that blender 2.5's logic system
will get a quite interesting boost.

You'll just have to start learning from there :wink:

I would love it if they used a node approach to it... that would be cool.


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