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	<title>Comments on: Blender GSoC &#8211; Multires Screencasts</title>
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	<lastBuildDate>Sat, 21 Nov 2009 23:57:49 +0100</lastBuildDate>
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		<title>By: Thomas</title>
		<link>http://www.blendernation.com/blender-gsoc-multires-screencasts/comment-page-1/#comment-355254</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Sat, 19 Jul 2008 20:10:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4320#comment-355254</guid>
		<description>Sweet. BTW it&#039;s n to show the sculpt properties window,  f to resize your brush, and shift+f to change the strength, d for draw, s for smooth, p for pinch, i for inflate, g for grab, l for layer, t for flatten, a for airbrush, v to switch between add and subtract, and x, y, and z to change the symmetry.</description>
		<content:encoded><![CDATA[<p>Sweet. BTW it&#039;s n to show the sculpt properties window,  f to resize your brush, and shift+f to change the strength, d for draw, s for smooth, p for pinch, i for inflate, g for grab, l for layer, t for flatten, a for airbrush, v to switch between add and subtract, and x, y, and z to change the symmetry.</p>
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		<title>By: Ben</title>
		<link>http://www.blendernation.com/blender-gsoc-multires-screencasts/comment-page-1/#comment-354771</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Fri, 18 Jul 2008 15:42:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4320#comment-354771</guid>
		<description>The build on graphicall crashes on my computers when I click &quot;apply&quot;... Hence it&#039;s unusable :(</description>
		<content:encoded><![CDATA[<p>The build on graphicall crashes on my computers when I click &#034;apply&#034;&#8230; Hence it&#039;s unusable :(</p>
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	<item>
		<title>By: Ben</title>
		<link>http://www.blendernation.com/blender-gsoc-multires-screencasts/comment-page-1/#comment-354770</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Fri, 18 Jul 2008 15:41:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4320#comment-354770</guid>
		<description>The build on graphicall crashes on my computers... Hence it&#039;s unusable :(</description>
		<content:encoded><![CDATA[<p>The build on graphicall crashes on my computers&#8230; Hence it&#039;s unusable :(</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Zeirus</title>
		<link>http://www.blendernation.com/blender-gsoc-multires-screencasts/comment-page-1/#comment-354640</link>
		<dc:creator>Zeirus</dc:creator>
		<pubDate>Fri, 18 Jul 2008 08:26:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4320#comment-354640</guid>
		<description>Fantastic! Multires &quot;transform&quot; Blender like Z-Brush... but in the first program it&#039;s all free! ;)</description>
		<content:encoded><![CDATA[<p>Fantastic! Multires &#034;transform&#034; Blender like Z-Brush&#8230; but in the first program it&#039;s all free! ;)</p>
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	<item>
		<title>By: Benjamin</title>
		<link>http://www.blendernation.com/blender-gsoc-multires-screencasts/comment-page-1/#comment-354022</link>
		<dc:creator>Benjamin</dc:creator>
		<pubDate>Wed, 16 Jul 2008 20:09:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4320#comment-354022</guid>
		<description>@Freakydude I 100 hundered percent agree that max overuses modifiers, heck i bet the next on will be a &quot;use modifier&quot; modifier, without it.....
Back on topic, This is by far a historic event as far as blender modifiers are concerned-finally the power of multiress packed into modifier punch. Brilliant fantastic awesome amaizing....  one question wheres the build baby?
@Sea and we dont call it collapse, whats the sense? in blender we call it apply. mmmm..... blender sensibility baby! But your on to something beacuase the way your talking about it you seem to imply that blender would have dual modifier states.nice. But I really want to emphasise that blender should keep its workflow powertoys like editmode, sculpt mode etc. Having to go through hell just to start editing a mesh may be abit well.... unblender like. there has to be a middleground somewhere....</description>
		<content:encoded><![CDATA[<p>@Freakydude I 100 hundered percent agree that max overuses modifiers, heck i bet the next on will be a &#034;use modifier&#034; modifier, without it&#8230;..<br />
Back on topic, This is by far a historic event as far as blender modifiers are concerned-finally the power of multiress packed into modifier punch. Brilliant fantastic awesome amaizing&#8230;.  one question wheres the build baby?<br />
@Sea and we dont call it collapse, whats the sense? in blender we call it apply. mmmm&#8230;.. blender sensibility baby! But your on to something beacuase the way your talking about it you seem to imply that blender would have dual modifier states.nice. But I really want to emphasise that blender should keep its workflow powertoys like editmode, sculpt mode etc. Having to go through hell just to start editing a mesh may be abit well&#8230;. unblender like. there has to be a middleground somewhere&#8230;.</p>
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	<item>
		<title>By: jpbouza</title>
		<link>http://www.blendernation.com/blender-gsoc-multires-screencasts/comment-page-1/#comment-353934</link>
		<dc:creator>jpbouza</dc:creator>
		<pubDate>Wed, 16 Jul 2008 16:11:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4320#comment-353934</guid>
		<description>Wow!!!! this is what I´ve been waiting for for the last two years!!!!!! Thank you so much Nicholas!!</description>
		<content:encoded><![CDATA[<p>Wow!!!! this is what I´ve been waiting for for the last two years!!!!!! Thank you so much Nicholas!!</p>
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	<item>
		<title>By: SeanJM</title>
		<link>http://www.blendernation.com/blender-gsoc-multires-screencasts/comment-page-1/#comment-353890</link>
		<dc:creator>SeanJM</dc:creator>
		<pubDate>Wed, 16 Jul 2008 11:49:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4320#comment-353890</guid>
		<description>Modifying the underlying mesh is *huge*.</description>
		<content:encoded><![CDATA[<p>Modifying the underlying mesh is *huge*.</p>
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	<item>
		<title>By: MABB</title>
		<link>http://www.blendernation.com/blender-gsoc-multires-screencasts/comment-page-1/#comment-353880</link>
		<dc:creator>MABB</dc:creator>
		<pubDate>Wed, 16 Jul 2008 11:04:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4320#comment-353880</guid>
		<description>Neither do I</description>
		<content:encoded><![CDATA[<p>Neither do I</p>
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	<item>
		<title>By: sea</title>
		<link>http://www.blendernation.com/blender-gsoc-multires-screencasts/comment-page-1/#comment-353839</link>
		<dc:creator>sea</dc:creator>
		<pubDate>Wed, 16 Jul 2008 10:33:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4320#comment-353839</guid>
		<description>@Freakydude

Blender could implement a construction history enable/disable button ala maya. When enabled any operation you do gets added to the history/modifer stack, when disabled operations get pushed immediately onto the base mesh. I assume blender currently has a &#039;collapse modifers&#039; button to do this at any given point.</description>
		<content:encoded><![CDATA[<p>@Freakydude</p>
<p>Blender could implement a construction history enable/disable button ala maya. When enabled any operation you do gets added to the history/modifer stack, when disabled operations get pushed immediately onto the base mesh. I assume blender currently has a &#039;collapse modifers&#039; button to do this at any given point.</p>
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	<item>
		<title>By: Blendro</title>
		<link>http://www.blendernation.com/blender-gsoc-multires-screencasts/comment-page-1/#comment-353780</link>
		<dc:creator>Blendro</dc:creator>
		<pubDate>Wed, 16 Jul 2008 09:26:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4320#comment-353780</guid>
		<description>Very cool technics, thank you.</description>
		<content:encoded><![CDATA[<p>Very cool technics, thank you.</p>
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