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[00:30:38] <ze> jaggz: doggy houser md?
[00:30:55] <ze> no but she makes a decent student :)
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[00:34:41] <Shaba1> ze you are showing your age is you rememeber doogy houser MD
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[00:36:21] <Shaba1> That was on in the early to mid 90s
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[00:37:55] <Aritodo> doggy bowser md?
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[00:42:27] <ze> Aritodo: is that what the spoof dog one was? i thought someone did one but i couldn't remember on what or any details :P
[00:42:29] <Shaba1> It was a TV show from the early 90s Aritodo
[00:42:46] <Aritodo> spoof dog one? i don know, ive never seen either one
[00:42:49] <ze> oh
[00:42:51] <ze> hehe
[00:42:55] <Aritodo> i know, ive heard of it, was before my time really
[00:43:05] <Shaba1> Yeah I figured.
[00:43:08] <Aritodo> i mean, i was alive, but certainly wasnt interested in watching a show like that
[00:43:17] <Shaba1> Thing is that to me it seems not that long ago.
[00:43:24] <Shaba1> but really it was ages ago.
[00:43:26] <ze> seems forever ago to me
[00:43:36] <ze> i watched it to some extent
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[00:45:57] <Shaba1> I did for like the first half season
[00:46:10] <Shaba1> then I just lost interest
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[01:29:40] <frabbit> hey I want to import the NifTool addon to windows version of blender but after install the plugin does not show up in the lists
[01:32:30] <frabbit> I've done it like this: https://www.youtube.com/watch?v=2RvLZvX_rsI
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[01:40:57] <sst66> frabbit, did you try it with an old Blender version or has the plugin been updated for newer Blender versions?
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[01:42:49] <sst66> In the video, he's using Blender 2.72
[01:42:58] <frabbit> sst66: i have here: blender-2.82-windows64.msi
[01:43:23] <frabbit> yes buts its nearly the same isnt it?
[01:43:40] <frabbit> the same way to do it i mean
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[01:46:16] <Aritodo> it may appear the same, but the python api that addons use can often change significantly from version to version, and even a small change can completely break it
[01:46:38] <sst66> Installing an addon is the same now as it was then but I doubt that particular addon is working in latest Blender versions
[01:46:52] <frabbit> ah ok!
[01:47:50] <frabbit> but weird they link just to blender hp, nothing about specific version of blender...: https://github.com/niftools/blender_nif_plugin/blob/develop/README.rst
[01:48:12] <sst66> Old Blender versions are available and might be used to do some model conversion to newer Blender versions
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[01:50:47] <frabbit> sst66: where to find tehse versions? theres sadly no dir tree on the website just this: https://www.blender.org/download/
[01:50:51] <frabbit> *these
[01:51:09] <sst66> https://download.blender.org/release/
[01:51:16] <frabbit> oh sorry got it
[01:51:21] <frabbit> oh..
[01:51:36] <frabbit> sst66: thank u! =)
[01:52:00] <sst66> No problem, good luck with it
[01:52:07] <frabbit> man 2.72 is old.. o0
[01:52:30] <sst66> An eternity in Blender years
[01:52:47] <frabbit> =D
[01:53:26] <sst66> Are you working with Skyrim models?
[01:53:43] <frabbit> i just need it for mw nifs on my windows gaming pc, undeer gnu/linux i would always use the stablest version my distribution offers
[01:53:53] <frabbit> sst66: Morrowind
[01:53:56] <sst66> Ahh
[01:54:10] <frabbit> but not really working ive never done this before
[01:54:35] <frabbit> first i want to see ow the purely meshes looks
[01:54:41] <frabbit> *how
[01:55:22] <frabbit> but i already got the clue that creating a videogame is alot of work...
[01:55:27] <sst66> Cool, sounds like fun
[01:55:40] <frabbit> sst66: hopefullly =)
[01:56:28] <sst66> Teams of dozens if not hundreds of coders and artists hundreds of hours, so yeah. But little games we can do on our own just fine :)
[01:56:58] <frabbit> yeah really depneds on the game and the tools
[01:57:25] <frabbit> openmw comes with its own construction set wich is not that hard to learn
[01:57:54] <frabbit> u can easily manage all content.. but yeah creating the content THAT is still a thing ^^
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[01:58:20] <frabbit> meshes, textures, sounds....
[01:58:29] <sst66> So much assets
[01:58:39] <frabbit> yes =D
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[01:59:27] <frabbit> but of course there are already sources under free licenses so maybe u could spare some time if u use some of them
[01:59:33] <sst66> I did a few games with Blender Game Engine over the years, super fun
[01:59:37] <frabbit> sound fro freesounds.org 4 example
[01:59:43] <frabbit> *sounds from
[02:00:07] <frabbit> enviroment sounds like birds, wind etc.
[02:01:29] <frabbit> ive once used a birds sound from there and implemented it in a minetest mod, so it was like that, taht when u enter a forest (defined by a big group of trees) the sound was playing in a loop till u left the forest
[02:02:44] <frabbit> i do not have the equiptment to record such hq sound by myself, even for rent its still expensive...
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[02:03:40] <frabbit> but thats all ot sorry it gets me there... ^.^
[02:07:22] <frabbit> sst66: what game did u create?
[02:07:27] <frabbit> *games
[02:07:30] <Aritodo> well, i guess it depends on what you deem as expensive, but used zoom h2 or similar can be had for about $60, not bad really for a still very impressive audio recorder
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[02:08:29] <frabbit> Aritodo: thx 4 the tip, bt yeah thats still expensive
[02:08:41] <Aritodo> nod
[02:09:03] <Aritodo> might be cheaper zoom recorders out there, they have a lot of different models, i just happen to really love my old h2 so i looked it up
[02:09:45] <frabbit> =)
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[02:13:04] <sst66> Classic remake kinda games, like this one, my version of Asteroids: http://pasteall.org/pic/show.php?id=6d4d3ac43b4939d0fbf4b39914585f13
[02:15:56] <sst66> And this one: http://pasteall.org/pic/show.php?id=00ee9f223f3df9aa332c34eab5388c68
[02:17:16] <frabbit> i cant see the pic
[02:17:43] <sst66> Why not?
[02:17:53] <frabbit> non ssl site and if i allow css and image with umatrix it stays blank
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[02:18:00] <sst66> Ahh
[02:18:19] <frabbit> sst66: try this: https://www.directupload.net/
[02:18:28] <frabbit> working without js
[02:18:36] <sst66> https://imgur.com/yt1dm1v
[02:18:38] <sst66> Try that one
[02:19:32] <frabbit> really,use a non broken by design hoster please ^^
[02:19:51] <sst66> These are the sites we use
[02:19:52] <ze> frabbit: now you understand why most indie games are retro / low-poly / hand drawn kinda stuff :p
[02:20:15] <frabbit> ze: yeah probably...
[02:20:27] <frabbit> but thats nothing negative
[02:21:16] <frabbit> https://paintbucket.de/en/ttdot
[02:23:42] <davros> speaking of blender game engine
[02:23:54] <davros> what does that do these days
[02:24:20] <sst66> Nothing
[02:24:30] <davros> deprecated?
[02:24:50] <sst66> Yeah, no longer offered in 2.8+
[02:24:53] <ze> it bitrots, possibly waiting in hope for something new based on eevee
[02:24:57] <ze> but meanwhile godot is nice :)
[02:26:07] <davros> i am making a "pet engine" (i mean an engine that i'm writing for myself, not an engine for simulating pets ), i was thinking how much blender integration might be possible beyond just importing models exported by it
[02:26:23] <davros> like synced viewport or whatever
[02:26:44] <davros> i mean even being able to track the engine view with blender camera manipulation
[02:27:07] <davros> or putting an engine in as a custom blender viewport
[02:27:11] <ze> doesn't stuff like collada facilitate that sorta integration? i think there's something newer than collada too?
[02:27:26] <davros> i'd call that export rather than integration
[02:27:42] <davros> GLTF is a nicer recent format that blender exports directly
[02:27:59] <ze> i thought it offered a lot more functionality than export capabilities
[02:28:05] <davros> i'm wondering what my options are for say writing shaders in my engine and having them mirrored in blender or vica versa
[02:28:29] <ze> well blender supports osl if it's something your engine could support
[02:28:30] <ze> hehe
[02:28:48] <frabbit> oh man.. it isn't working with 2.72 too... same behaviour.. =(
[02:28:56] <Shaba1> Dammit
[02:29:03] <Shaba1> I made a file on my HD
[02:29:08] <davros> ok that could be useful
[02:29:08] <Shaba1> and I KNOW I saved it
[02:29:38] <Shaba1> but I cannot remember WHERE i save it our under what title.
[02:29:47] <davros> i'm need a sweetspot on the scale of complexity/versatiilty
[02:30:08] <frabbit> does anyone here use that NifTools plugin too?
[02:30:31] <Shaba1> Never heard of it frabbit
[02:30:50] <Shaba1> But then again if it is a 2.8x addon it is unlikely that I would .
[02:30:55] <ze> frabbit: what version are of the plugin are you trying?
[02:31:14] <Shaba1> I am collecting 2.8 tools for future use for when I get a better machine
[02:31:23] <ze> Shaba1: nope, it's older
[02:32:24] <frabbit> ze: https://github.com/niftools/blender_nif_plugin
[02:32:26] <ze> frabbit: https://github.com/niftools/blender_nif_plugin/releases/tag/2.6.0.dev4.8fd5d0a is the latest (pre-)release and says it's for 2.79
[02:32:46] <Shaba1> Of if is has anything to do with cycles
[02:32:53] * Shaba1 does not do cycles
[02:33:09] <Shaba1> though I should break down and learn how to use nodes
[02:33:11] <ze> Shaba1: it's a game model importer :p
[02:33:53] <frabbit> lol
[02:34:14] <frabbit> ze: thx i didn't noticed that (was focused on blender...)
[02:34:38] <frabbit> so here we go: downloading the third blender version for today X)
[02:34:52] <sst66> At least they're small and portable
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[02:44:32] <Shaba1> take care folks
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[02:47:59] <frabbit_> works neither with 2.79...
[02:48:09] <frabbit_> same beahviour...
[02:48:24] <frabbit_> man this sh*t is broken (NifTools)
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[02:50:01] <ze> so you load that particular zip in 2.79's addons interface and it does nothing?
[02:50:57] <frabbit> yes
[02:51:13] <frabbit> exactly like before with the two other versions of blender
[02:51:36] <ze> :/
[02:51:39] <frabbit> *sigh* seems like I must use something other then =(
[02:57:37] <Moult> in python, how would i show a piece of non-3d text that is scale independent in the viewport? kind of like a label (like if you enabled developer vertex indices)
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[03:09:55] <jaggz> Moult, maybe something here https://docs.blender.org/manual/en/latest/editors/3dview/controls/overlays.html
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[03:40:29] <hmw[at]> I have an obj file with the Utah Teapot, but for my needs, it has too many polys. Is there a simple way to reduce poly count with blender? (total Blender noob here)
[03:41:59] <hmw[at]> I am actually asking, if it is worth my time to reseach this.
[03:42:29] <ze> there's decimate modifier specifically, you may be able to do it with some kind of remeshing too i think
[03:42:40] <frabbit> bye
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[03:42:53] <hmw[at]> ze: thanks for the pointer
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[04:26:18] <jaggz> Aritodo, https://blenderartists.org/t/all-add-ons-ever-made-for-the-video-sequence-editor/1188770
[04:26:22] <jaggz> *shrug*
[04:26:40] <jaggz> (oh.. scroll up). just saw that posted in blender.chat coding
[04:28:29] <stiv> all the addons ever? now and in the future? cool!
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[04:36:36] <jaggz> "All the addons that will ever be made for ..." has a couple interesting possible connotations
[04:38:32] <Aritodo> haha
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[04:40:19] <Aritodo> hey, it doesnt have my slideshow generator, or switchtoscene
[04:40:25] <jaggz> smh
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[04:40:39] <smh> :(
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[04:40:58] <Aritodo> tho, i guess my slideshow generator isnt totally a vse addon... only partially
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[04:43:25] <Aritodo> and vseswitchtoscene is pretty small
[04:46:45] <jaggzsmh> still they said "all".
[04:47:54] <stiv> there is "all" and there is "mostly all"
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[04:52:51] <Keshl> Okay, huge longshot here, but if anyone's gunna be able to find a reference, it's you guys.
[04:54:10] <Keshl> There's this regular-beans 2D artist who's trying to draw a commission for someone. https://cdn.discordapp.com/attachments/681249182618877953/682330573930496057/unknown.png Boop. The cyan fins on the dragon are very thin, and there's going to be a strong neon tube behind them to try and show off sub-surface scattering.
[04:54:50] <Keshl> The fins are obviously not flat planes, and some parts will be closer and some parts will be further, from this neon tube. Obviously this means that the "amount" of "blurriness" will change depending on the air gap.
[04:55:09] <Keshl> Problem: Artist and I do not speak the same language, and communicating this idea is proving to be dang-near impossible.
[04:55:23] <Keshl> Does anyone have a picture or video that might help explain this whole concept?
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[06:39:53] <jaggzsmh> Keshl, that's not how light works.. maybe it's not about language but understanding the physics
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[06:42:32] <jaggzsmh> why not just do it instead of talking about it anyway
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[06:52:44] <jaggzsmh> Keshl, oh.. just look for photos of lights behind frosted glass?
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[08:12:58] <ze> Keshl: what about the ray length example on https://www.blenderguru.com/articles/cycles-input-encyclopedia
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[08:18:23] <ze> Keshl: the one that says "This can be used to add more translucency to the thinner parts of a model"
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[11:54:06] <ajeremias> hi :) im trying to export and obj from blender.. and load it with pyrender.. and im getting this error: AttributeError: 'Trimesh' object has no attribute 'geometry' ... i guess im exporting the wrong thing in blender? https://bpaste.net/BRUA thanks
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[12:23:57] <wrobinso1> is there a quick way to refresh linked objects?
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[12:25:36] <wrobinso1> nvm
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[12:33:37] <wrobinso1> is it possible to parent one object to another but only have the child follow (say) the x and y axis of parent?
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[12:35:10] <wrobinso1> or should I use something like a driver instead?
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top

   February 27, 2020
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