Blender 2.57

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

Re: Blender 2.57

Postby Lontahv » Sat Apr 16, 2011 2:32 pm

Since Blender 2.57 is officially released I think this is the perfect time to release PyPRP2. Expect something soon. 8-)
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
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Re: Blender 2.57

Postby Aloys » Sun Apr 17, 2011 6:23 am

And millions of people throughout the world rejoiced..
Ok maybe not millions, but at least a couple. ;)
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Re: Blender 2.57

Postby J'Kla » Sun Apr 17, 2011 11:39 am

I have a couple of minions :D
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Re: Blender 2.57

Postby bnewton81 » Sun Apr 17, 2011 7:49 pm

All in all, I think the new blender is going to be a big improvement over the previous build for both functionality and PyPRP script implementation. I base this insight on my whole year of experience in age design. :lol: But really, from reading the posts that others have wrote, I am feeling very good about the future of URU. Thanks to all you guys for your endless hours of hard work to keep this dream alive.
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Re: Blender 2.57

Postby Branan » Mon Apr 18, 2011 11:17 am

We're having some issues getting PhysX to play nice on export. It's still OK for basic CC export, though. If we can't get it working properly soon we'll probably just do a release with a big warning about CWE being broken.
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Re: Blender 2.57

Postby bnewton81 » Mon Apr 18, 2011 11:21 am

Physx is cool, but far from crucial to an uru age. In my opinion.
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Re: Blender 2.57

Postby Branan » Mon Apr 18, 2011 11:31 am

It's pretty crucial when you want the avatar to not fall through the floor ;)
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Re: Blender 2.57

Postby bnewton81 » Thu Apr 21, 2011 5:28 am

Oh, well show's what i know. :oops: Thought it was just for kickables.
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Re: Blender 2.57

Postby Aloys » Sat Apr 23, 2011 3:27 am

Branan wrote:We're having some issues getting PhysX to play nice on export. It's still OK for basic CC export, though. If we can't get it working properly soon we'll probably just do a release with a big warning about CWE being broken.

Sound like a good option to me; go ahead and do that. That'll enable us to get a feel of it, and provide early feedback.
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Re: Blender 2.57

Postby J'Kla » Sat Apr 23, 2011 9:16 am

Sounds good to me I would relly like to test it on CC first anyway
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