The BMesh branch is developing as fast as ever, and as mentioned in last weeks Developer Meeting notes, there is now a bug tracker devoted to BMesh. So if you want to help see it integrated into trunk sooner you can download a build from graphicall and start testing and submitting bugs!
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24 Comments
Target in sight. Weapons locked. Doe Joe's in hot.
Happy days.
World class. I can see the light. After all these years!
@Doe Joe
Agreed.
what functions are special in this bmesh?
Can someone quickly sum up the advantages of Bmesh for me?
For me it makes maintaining a good topology far easier. Extruding no longer results in multiple triangle faces which ruins my meshes. But there are other advantages.
http://vimeo.com/6430167
Also I think it might solve non-manifold mesh surprises. I hate those. But for the most part as you get better you learn to avoid it. But with Blender generating tri's I don't think it help when you have very complex meshes.
@Hawk @endi usually it making modeling easier/quicker, not sure about blender integration, I didn't tried it yet.
basically you can instantly see your high res model and edit your topology without to think on every click about the mathematical correctness.
of cause you will clean up after your shape is defined, but the process it self is more fluid and intuitive.
and! every freaking 3d app can handle this for decades.
http://www.youtube.com/watch?v=2Lk9JaJGOog
@endi @Hawk
Bmesh is a new mesh system for Blender. One thing you will notice straight away is that you can create N-Gons, but that's not the main thing. Thing is, it is very hard and messy to write new tools on the current mesh system, bmesh provides an API for new tools. There are already some new tools coded inside the bmesh branch, such as "bevel" (Still in WIP) and "Super knife" (A modern knife tool). And there will be loads of new tools comming once bmesh is done.
The other advantage is, that bmesh makes it fast for blender to find neighbor vertexes in meshes. For example, The Unlimited Clay project is on hold, because it's way to slow on current mesh system, and bmesh would make it fast.
Bmesh was developed for years by one developer. And even though it's the most important project for blender there currently is (Cause it's like the foundation of everything else), only recently it got the attention from BF it deserves.
In short:
Bmesh will make Blender a respected modeling tool.
Currently blender is laughed at by Autodesk users, because of the lack of N-gons and bevel, Inset, etc...
The first release of bmesh in the trunk may be a little downgrade though, but it's for a good cause.
My wild guess is that we shall see bmesh done for 2.62
Hi,
Bmesh will make Blender complete. I wouldn't start a new project using Blender while i have 3D Studio, and it's only because of the premature modeling tools in Blender. Don't take me wrong, brilliant things can be achieved with Blender, but i can keep my deadlines with much much more confidence with the advanced tools i get with 3D Studio. . Even if 3DStudio interface sucks... even if it's a resource hungry monster.
Go Blender!
Are you sure that it's currently slower to model with blender then it is with 3D studio? I seriously doubt that.
If you ask this way, i'm sure, you work faster in Blender than in 3DStudio. It depends on the nature of the task too. I'm way too used to ngons, the very well polished modifier stack, some tools i cant live without: chamfer, bevel, precise knife tools etc. So yes i work way faster in 3DStudio since i rely on these. I wish they would exist in Blender, and i hope they will soon.
Thanks Blender,
I hope the triangular poly problem almost solved in blender modelling. Here after Blender will reach one mile stone.
"I hope the triangular poly problem almost solved in blender modelling. "
What do you mean by "Triangular poly problem"?
@shammu Before rendering all geometry in every application is converted to "triangular poly".. lol
He most likely means triangle problems like when using tools like the knife tool, bevel, subdivide.. The triangles they create when being used are horrible. A n-gon is much better in those cases.
Thanks for the information, srge, FreeMind and Doe Joe.
"He most likely means triangle problems like when using tools like the knife tool, bevel, subdivide.."
I don't know what bevel has to do with this, but having triangles is not that much of a problem as it is a weird thing.
However why would one say "I hope the triangular poly problem almost solved in blender modelling".
Hope? It's been fixed since bmesh started using N-gons, and that's years ago.
"I don’t know what bevel has to do with this"
I mentioned it because it creates triangles in 2.49...
Triangles are not the biggest problem in the world but it's inconvenient having to think about them. And it's not nice that you get a messed up mesh with triangles just because you used a tool like I mentioned, you actually have to remove them to fix the topology which is both destructive and add more work then if there just were n-gons. With a n-gon you could just fix the topology of that n-gon with the knife-tool or the connect tool.
I for one really look forward to bmesh.
"I don’t know what bevel has to do with this"
I mentioned it because it creates triangles in 2.49..
Triangles are not the biggest problem in the world but it's inconvenient having to think about them. And it's not nice that you get a messed up mesh with triangles just because you used a tool like I mentioned, you actually have to remove them to fix the topology which is both destructive and add more work then if there just were n-gons. With a n-gon you could just fix the topology of that n-gon with the knife-tool or the connect tool.
I for one really look forward to bmesh.