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	<title>Comments on: Animated Modifiers</title>
	<atom:link href="http://www.blendernation.com/2007/04/22/animated-modifiers/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/2007/04/22/animated-modifiers/</link>
	<description>Fresh Blender News, Every Day</description>
	<pubDate>Wed, 03 Dec 2008 03:21:25 +0000</pubDate>
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		<item>
		<title>By: Bassam</title>
		<link>http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93944</link>
		<dc:creator>Bassam</dc:creator>
		<pubDate>Wed, 25 Apr 2007 01:49:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93944</guid>
		<description>this is great news. already some modifiers that can't be animated would benefit, like turning on and off ( or ramping smoothly) a wave modifier. Ideally, every place you enter a number should be animate-able ;)</description>
		<content:encoded><![CDATA[<p>this is great news. already some modifiers that can&#039;t be animated would benefit, like turning on and off ( or ramping smoothly) a wave modifier. Ideally, every place you enter a number should be animate-able ;)</p>
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	<item>
		<title>By: maru</title>
		<link>http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93695</link>
		<dc:creator>maru</dc:creator>
		<pubDate>Tue, 24 Apr 2007 16:16:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93695</guid>
		<description>very important graphics News!</description>
		<content:encoded><![CDATA[<p>very important graphics News!</p>
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	<item>
		<title>By: mike pan</title>
		<link>http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93319</link>
		<dc:creator>mike pan</dc:creator>
		<pubDate>Mon, 23 Apr 2007 23:01:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93319</guid>
		<description>animated sub-surf and decimator modifier will be useful for large scenes that requires LOD handling.</description>
		<content:encoded><![CDATA[<p>animated sub-surf and decimator modifier will be useful for large scenes that requires LOD handling.</p>
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		<title>By: carlinhos</title>
		<link>http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93190</link>
		<dc:creator>carlinhos</dc:creator>
		<pubDate>Mon, 23 Apr 2007 15:33:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93190</guid>
		<description>@toontje

what you said about an animated decimation modifier is indeed quite interesting. it would help solving a lot of problems!</description>
		<content:encoded><![CDATA[<p>@toontje</p>
<p>what you said about an animated decimation modifier is indeed quite interesting. it would help solving a lot of problems!</p>
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	<item>
		<title>By: toontje</title>
		<link>http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93174</link>
		<dc:creator>toontje</dc:creator>
		<pubDate>Mon, 23 Apr 2007 14:54:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93174</guid>
		<description>Just a stupid question, what if you are rendering a big or large single object, like a superstar destroyer, is it possible to perform a progressive decimation? So the same object is fully detailed near the camera and fully decimated in the far end. I think that a more, a lot more thought should be put in this LOD. It is a very complicated subject.

But all in all, the way it is presented now it will solve a LOT of problems. Thank you Matt!</description>
		<content:encoded><![CDATA[<p>Just a stupid question, what if you are rendering a big or large single object, like a superstar destroyer, is it possible to perform a progressive decimation? So the same object is fully detailed near the camera and fully decimated in the far end. I think that a more, a lot more thought should be put in this LOD. It is a very complicated subject.</p>
<p>But all in all, the way it is presented now it will solve a LOT of problems. Thank you Matt!</p>
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	<item>
		<title>By: carlinhos</title>
		<link>http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93092</link>
		<dc:creator>carlinhos</dc:creator>
		<pubDate>Mon, 23 Apr 2007 10:59:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93092</guid>
		<description>Especially for the modifies array, lattice, curve and boolean it would be very useful in various situations.</description>
		<content:encoded><![CDATA[<p>Especially for the modifies array, lattice, curve and boolean it would be very useful in various situations.</p>
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		<title>By: Joeri</title>
		<link>http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93043</link>
		<dc:creator>Joeri</dc:creator>
		<pubDate>Mon, 23 Apr 2007 08:57:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-93043</guid>
		<description>"Everything animateble" is a must on modern animation packages.
"Is Maya better than Blender?" Yes. Without a doubt. Maya does not need an extra IPO struct entry in its software to get a slider moving over time... 

I think Matt's solution to this is less of a "Hack" then what it looks like. I have no idea why nobody made some "value" ipo's that can be "wipped" AE style to any button in blender, creating an "on frame change" python scripty. (Actualy I do have an idea as to the why, but that's another discussion).</description>
		<content:encoded><![CDATA[<p>&#034;Everything animateble&#034; is a must on modern animation packages.<br />
&#034;Is Maya better than Blender?&#034; Yes. Without a doubt. Maya does not need an extra IPO struct entry in its software to get a slider moving over time&#8230; </p>
<p>I think Matt&#039;s solution to this is less of a &#034;Hack&#034; then what it looks like. I have no idea why nobody made some &#034;value&#034; ipo&#039;s that can be &#034;wipped&#034; AE style to any button in blender, creating an &#034;on frame change&#034; python scripty. (Actualy I do have an idea as to the why, but that&#039;s another discussion).</p>
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	<item>
		<title>By: freakydude</title>
		<link>http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-92993</link>
		<dc:creator>freakydude</dc:creator>
		<pubDate>Mon, 23 Apr 2007 05:58:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-92993</guid>
		<description>I do like the idea of modifiers being able to be animated and such, but I'm kinda uncomfortable with the idea of blender becoming bloated with modifiers, ever seen max? Sure some more could be good, but wouldn't it be a better idea to wait with that untill the gui redesign? Maybe the modifiers could be reordered, and double functions could be merged into single modifiers and such. There was a topic a while back about having a spin modifier for instance. this could be merged with the array modifier if you really really need it (from an enduser point of view that is) and with a new interface the tools could be better reorganised.(this is getting to long and offtopic...........)

Having said that, the edgesplit modifier really saved my neck a couple of times. 

Example about refining modifiers: for instance the edgesplit could be refined by also being able to split based on vertex groups, thus behaving a bit more like smoothing groups the way max has em. Not that I would need em, not now anyway, but it's just an example, maybe we can make more of the modifiers we have, than keep adding new ones?



Wasn't there a taper script around somewhere? for those that need it? can't be animate though.</description>
		<content:encoded><![CDATA[<p>I do like the idea of modifiers being able to be animated and such, but I&#039;m kinda uncomfortable with the idea of blender becoming bloated with modifiers, ever seen max? Sure some more could be good, but wouldn&#039;t it be a better idea to wait with that untill the gui redesign? Maybe the modifiers could be reordered, and double functions could be merged into single modifiers and such. There was a topic a while back about having a spin modifier for instance. this could be merged with the array modifier if you really really need it (from an enduser point of view that is) and with a new interface the tools could be better reorganised.(this is getting to long and offtopic&#8230;&#8230;&#8230;..)</p>
<p>Having said that, the edgesplit modifier really saved my neck a couple of times. </p>
<p>Example about refining modifiers: for instance the edgesplit could be refined by also being able to split based on vertex groups, thus behaving a bit more like smoothing groups the way max has em. Not that I would need em, not now anyway, but it&#039;s just an example, maybe we can make more of the modifiers we have, than keep adding new ones?</p>
<p>Wasn&#039;t there a taper script around somewhere? for those that need it? can&#039;t be animate though.</p>
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	<item>
		<title>By: Tech-Cookies</title>
		<link>http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-92915</link>
		<dc:creator>Tech-Cookies</dc:creator>
		<pubDate>Mon, 23 Apr 2007 01:17:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-92915</guid>
		<description>&lt;strong&gt;Animating modifiers&lt;/strong&gt;

After doing day-long construction job (actually this is something that has been going on for quite a while and I'm looking forward to ending this construction) and since i had to wait to get someone to the airport at 3:15am i decided to have a look at...</description>
		<content:encoded><![CDATA[<p><strong>Animating modifiers</strong></p>
<p>After doing day-long construction job (actually this is something that has been going on for quite a while and I&#039;m looking forward to ending this construction) and since i had to wait to get someone to the airport at 3:15am i decided to have a look at&#8230;</p>
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	<item>
		<title>By: brian</title>
		<link>http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-92876</link>
		<dc:creator>brian</dc:creator>
		<pubDate>Sun, 22 Apr 2007 22:15:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/22/animated-modifiers/#comment-92876</guid>
		<description>hehe. We talked about having a Matt Eb category. Or at least I suggested it.</description>
		<content:encoded><![CDATA[<p>hehe. We talked about having a Matt Eb category. Or at least I suggested it.</p>
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