<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: B-Mesh Video Preview</title>
	<atom:link href="http://www.blendernation.com/b-mesh-video-preview/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/b-mesh-video-preview/</link>
	<description>Fresh Blender News, Every Day</description>
	<lastBuildDate>Sun, 22 Nov 2009 01:06:38 +0100</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.6</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Grant M</title>
		<link>http://www.blendernation.com/b-mesh-video-preview/comment-page-2/#comment-308254</link>
		<dc:creator>Grant M</dc:creator>
		<pubDate>Mon, 21 Apr 2008 15:52:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/09/b-mesh-video-preview/#comment-308254</guid>
		<description>Sorry for Double-Post!

What do you mean wen you use the term &quot;poles&quot;? I was under the impression pole was another term for a quad, but many here are presenting them as a negative analagous to tris or N-Gons.</description>
		<content:encoded><![CDATA[<p>Sorry for Double-Post!</p>
<p>What do you mean wen you use the term &#034;poles&#034;? I was under the impression pole was another term for a quad, but many here are presenting them as a negative analagous to tris or N-Gons.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Grant M</title>
		<link>http://www.blendernation.com/b-mesh-video-preview/comment-page-2/#comment-308253</link>
		<dc:creator>Grant M</dc:creator>
		<pubDate>Mon, 21 Apr 2008 15:47:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/09/b-mesh-video-preview/#comment-308253</guid>
		<description>Just thought I&#039;d throw my 2 cents in here...

I&#039;m by now means an expert or even decent modeler, but I&#039;ve tinkered around with 3D apps before and I&#039;m currently getting into Blender. Having a Maya background, I&#039;m finding it EXCEEDINGLY difficult to re-learn to model in Blender, even with video tutorials, the main reason being the lack of N-Gons.

Now before I get flamed, hear me out... The methods used to correct triangles in Blender organinc modeling are kind of mind-boggling to me.  It&#039;s very helpful to cut only a specific face in half (temporarily creating an N-Gon) then merging a few verts. Triangle GONE! :D But without this capability, it required a multi-step process to get rid of unwanted topology which for me at least, is difficult to visualize. 

Any word on when this will be integrated into Blender? This looks like its part of the general re-code everything project that is 2.5, so should we expect B-Mesh in 2.5?</description>
		<content:encoded><![CDATA[<p>Just thought I&#039;d throw my 2 cents in here&#8230;</p>
<p>I&#039;m by now means an expert or even decent modeler, but I&#039;ve tinkered around with 3D apps before and I&#039;m currently getting into Blender. Having a Maya background, I&#039;m finding it EXCEEDINGLY difficult to re-learn to model in Blender, even with video tutorials, the main reason being the lack of N-Gons.</p>
<p>Now before I get flamed, hear me out&#8230; The methods used to correct triangles in Blender organinc modeling are kind of mind-boggling to me.  It&#039;s very helpful to cut only a specific face in half (temporarily creating an N-Gon) then merging a few verts. Triangle GONE! :D But without this capability, it required a multi-step process to get rid of unwanted topology which for me at least, is difficult to visualize. </p>
<p>Any word on when this will be integrated into Blender? This looks like its part of the general re-code everything project that is 2.5, so should we expect B-Mesh in 2.5?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Roger</title>
		<link>http://www.blendernation.com/b-mesh-video-preview/comment-page-2/#comment-203671</link>
		<dc:creator>Roger</dc:creator>
		<pubDate>Tue, 20 Nov 2007 01:11:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/09/b-mesh-video-preview/#comment-203671</guid>
		<description>@Alexander: what is new is the ability to have the edges of two faces connecting to one face. Watch when he makes the door - The left wall is one big face, and initially the door section is split into two, like an H formation. In current Blender, that whole side of the house would have to have been split horizontally into six faces, and then corresponding edges would have to be moved to make the right door shape, resulting in a lot of extra edge grabbing (to keep things lined up square). This way is a lot simpler and easier. Thanks Briggs!</description>
		<content:encoded><![CDATA[<p>@Alexander: what is new is the ability to have the edges of two faces connecting to one face. Watch when he makes the door &#8211; The left wall is one big face, and initially the door section is split into two, like an H formation. In current Blender, that whole side of the house would have to have been split horizontally into six faces, and then corresponding edges would have to be moved to make the right door shape, resulting in a lot of extra edge grabbing (to keep things lined up square). This way is a lot simpler and easier. Thanks Briggs!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Eutrot</title>
		<link>http://www.blendernation.com/b-mesh-video-preview/comment-page-2/#comment-196628</link>
		<dc:creator>Eutrot</dc:creator>
		<pubDate>Tue, 13 Nov 2007 00:46:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/09/b-mesh-video-preview/#comment-196628</guid>
		<description>I am looking forward to having Blender teaching profanities to my children. 
Will it be possible to disable the &quot;drink my beer&quot; option ?

I think all this discussion about N-Gons is pointless : these are an interface feature, which happens to be suitable for demonstration... and suit some users&#039; needs. Speculating on the fact that there will/won&#039;t be a way to disable them, that they should be disabled by default for teaching ... are also UI considerations : it is just as irrelevant as complaining about the UI of the &quot;make tree from curve&quot; function currently being implemented by Campbell Barton.

When this feature will be implemented, then it will be easy to say to beginners : &quot;Disable N-Gons with button dah-dah&quot; ; it will even be easier &quot;not to&quot; tell them to draw N-Gons, but to draw squares instead... as usual. By the way, good tutorials on topology are difficult to find... (do gurus prefer to write about the ugliness of still non-official features ?).

What I find important is, if they make development easier, then later, our much respected developers will be able to implement more new tools. It means that &quot;some day&quot;, there can be more reliable booleans, or a more convenient knife tool, or a really fast way to punch holes in a mesh. That day, we will build statues of Briggs in every city (reference images, someone ?).</description>
		<content:encoded><![CDATA[<p>I am looking forward to having Blender teaching profanities to my children.<br />
Will it be possible to disable the &#034;drink my beer&#034; option ?</p>
<p>I think all this discussion about N-Gons is pointless : these are an interface feature, which happens to be suitable for demonstration&#8230; and suit some users&#039; needs. Speculating on the fact that there will/won&#039;t be a way to disable them, that they should be disabled by default for teaching &#8230; are also UI considerations : it is just as irrelevant as complaining about the UI of the &#034;make tree from curve&#034; function currently being implemented by Campbell Barton.</p>
<p>When this feature will be implemented, then it will be easy to say to beginners : &#034;Disable N-Gons with button dah-dah&#034; ; it will even be easier &#034;not to&#034; tell them to draw N-Gons, but to draw squares instead&#8230; as usual. By the way, good tutorials on topology are difficult to find&#8230; (do gurus prefer to write about the ugliness of still non-official features ?).</p>
<p>What I find important is, if they make development easier, then later, our much respected developers will be able to implement more new tools. It means that &#034;some day&#034;, there can be more reliable booleans, or a more convenient knife tool, or a really fast way to punch holes in a mesh. That day, we will build statues of Briggs in every city (reference images, someone ?).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Solhex</title>
		<link>http://www.blendernation.com/b-mesh-video-preview/comment-page-2/#comment-196562</link>
		<dc:creator>Solhex</dc:creator>
		<pubDate>Mon, 12 Nov 2007 22:31:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/09/b-mesh-video-preview/#comment-196562</guid>
		<description>More tools more fun. I personally look forward to trying any new future feature within blender. Blender is the only 3d software I&#039;m familiar with and I&#039;d hate to have learn to use another, so as long as blender stays somewhat recognizable over the coming years I&#039;ll have no complaints.</description>
		<content:encoded><![CDATA[<p>More tools more fun. I personally look forward to trying any new future feature within blender. Blender is the only 3d software I&#039;m familiar with and I&#039;d hate to have learn to use another, so as long as blender stays somewhat recognizable over the coming years I&#039;ll have no complaints.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alexander Ewering</title>
		<link>http://www.blendernation.com/b-mesh-video-preview/comment-page-2/#comment-196443</link>
		<dc:creator>Alexander Ewering</dc:creator>
		<pubDate>Mon, 12 Nov 2007 19:53:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/09/b-mesh-video-preview/#comment-196443</guid>
		<description>OK, after having read all comments, here&#039;s my conclusion:

I don&#039;t think that showing this video does any good. It just demonstrates a totally normal modeling workflow, and apart from the NGons (which everyone seems to complain about), it doesn&#039;t show anything new. As it seems like the &quot;ground-breaking&quot; novelty in B-Mesh is just the *implementation*, it&#039;s pointless to show a video of it, as many others will think &quot;Uhm, what&#039;s so great about it&quot; - just like me at first - because the implementation can&#039;t be seen in a video. Better post a bit of technical text :)</description>
		<content:encoded><![CDATA[<p>OK, after having read all comments, here&#039;s my conclusion:</p>
<p>I don&#039;t think that showing this video does any good. It just demonstrates a totally normal modeling workflow, and apart from the NGons (which everyone seems to complain about), it doesn&#039;t show anything new. As it seems like the &#034;ground-breaking&#034; novelty in B-Mesh is just the *implementation*, it&#039;s pointless to show a video of it, as many others will think &#034;Uhm, what&#039;s so great about it&#034; &#8211; just like me at first &#8211; because the implementation can&#039;t be seen in a video. Better post a bit of technical text :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alexander Ewering</title>
		<link>http://www.blendernation.com/b-mesh-video-preview/comment-page-2/#comment-196440</link>
		<dc:creator>Alexander Ewering</dc:creator>
		<pubDate>Mon, 12 Nov 2007 19:48:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/09/b-mesh-video-preview/#comment-196440</guid>
		<description>Lucas is great with his &quot;Clippy&quot; proposal :)</description>
		<content:encoded><![CDATA[<p>Lucas is great with his &#034;Clippy&#034; proposal :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alexander Ewering</title>
		<link>http://www.blendernation.com/b-mesh-video-preview/comment-page-2/#comment-196405</link>
		<dc:creator>Alexander Ewering</dc:creator>
		<pubDate>Mon, 12 Nov 2007 18:39:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/09/b-mesh-video-preview/#comment-196405</guid>
		<description>(I would have hoped for something a la Google Sketchup: &quot;Cut hole into wall&quot;, or &quot;Make wall thick&quot;...)</description>
		<content:encoded><![CDATA[<p>(I would have hoped for something a la Google Sketchup: &#034;Cut hole into wall&#034;, or &#034;Make wall thick&#034;&#8230;)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alexander Ewering</title>
		<link>http://www.blendernation.com/b-mesh-video-preview/comment-page-2/#comment-196404</link>
		<dc:creator>Alexander Ewering</dc:creator>
		<pubDate>Mon, 12 Nov 2007 18:38:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/09/b-mesh-video-preview/#comment-196404</guid>
		<description>Well, apart from NGons, I see nothing new in this video, it&#039;s all the usual extruding / subdividing / deleting / making faces. Or am I missing something?</description>
		<content:encoded><![CDATA[<p>Well, apart from NGons, I see nothing new in this video, it&#039;s all the usual extruding / subdividing / deleting / making faces. Or am I missing something?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: aws357</title>
		<link>http://www.blendernation.com/b-mesh-video-preview/comment-page-2/#comment-196231</link>
		<dc:creator>aws357</dc:creator>
		<pubDate>Mon, 12 Nov 2007 14:19:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/09/b-mesh-video-preview/#comment-196231</guid>
		<description>So NGons are becoming a reality. Nice.

&quot;The point of the matter is, having the option of NGons is better than not having it at all.&quot;
-Azrael Posted: Fri Dec 08, 2006 3:59 am on Blender.org</description>
		<content:encoded><![CDATA[<p>So NGons are becoming a reality. Nice.</p>
<p>&#034;The point of the matter is, having the option of NGons is better than not having it at all.&#034;<br />
-Azrael Posted: Fri Dec 08, 2006 3:59 am on Blender.org</p>
]]></content:encoded>
	</item>
</channel>
</rss>
