Blender V2.79 Download

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Cristhian Cinq-Mars

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Aug 5, 2024, 9:28:29 AM8/5/24
to diasiteakid
Fordevelopers, changes should be simple. Effectively you can just use the

new branch names in all git commands. If you had any changes in the

blender2.8 branch, you can cherry-pick them into master.


Thanks. I already had 2.8 building fine off of master. I had to do a pull before my other working directory could find the blender2.7 branch, which is what was failing when I wrote my original post. Sigh. Thanks for the clear message.


And this time, I only needed to build 2.7 from scratch with new git repostiories (I only use this repository to build 2.7 branch),then follow wiki again.

after all I use same action, (3.4.5) it seems work for me. and next time when I need to update, I simply use make update, for each local.


Actually the way is what windows and power shell user do.

Of course I have not planned to use power shell, but about windows 10 , it is default and recommend to use power shell, in spite of use command prompt.


Then without we tweak around windows 10 setting, command prompt is hidden from usuall menu. eg we can easy launch power shell on the directory, from windows flle exploer. with shift + r-clcik sub menu. before there was command prompt. windows 10 change the menu to open power shell.


From my own experimentation, checking the !EXPERIMENTAL! Apply Transform button will work most of the time, however, if you have more then one layer of child objects (one child parented to another child that itself is parented to the root object), the rotation of all the child objects will be horribly maimed.


Apply Transform reverts the Unity rotation fix. (Select all objects, rotate with 90 degree on x axis, apply rotation, rotate back and do not apply rotation). The rotation fix is for me more important than the scaling fix.


If you want blender units to match exactly with your unity units there are a few things you need to do. In blender follow the scale value not the dimensions value. If i have a plane in blender that is 10 x 10 (in the scale value not the dimensions value) then I export it out in FBX changing the exporter scale factor to 0.01. When I bring it into unity in the import options I change unity scale factor to 0.5 this way my units match unity units no problem.


The problem is solved by exporting at scale 100 in Blender. The File Scale is matched and becomes a perfect 1.00 in Unity. The Scale becomes a ridiculously huge number, but it can be adjusted to 1,1,1 so that is not a problem.


I am using a vehicle asset pack from the asset store. It includes the FBX file naturally, but when I import that into Blender(v2.79b) the pivot has moved. I want to make a very low poly mesh to use as a mesh collider, but a mesh collider is positioned by the pivot point/origin of the two meshes.


Hi everyone. I'm new to dimension but am well versed in Photoshop and Illustrator. I'm looking to create some curtain 3d objects for Dimension. I'd like to be able to create my own so I can control/customize the look. is there a video or some other helpful tutorial that will help me get started?


If you want realistic - make them in Blender and use the cloth simulator. There are a few tutorials around. The attached video link is for v2.79 but the cloth simulator is in the current 2.81 version also.


Yes that what I would like to do. Build them in photoshop and then turn them into object files for Dimension. Are there any tutorials that might help with creating drapery/fabric images and then turning them into 3D?


I've actually made curtain rods in Photoshop but don't know of any tutorials... the Photoshp forum would be a better place to ask & include some example images if you want a better chance of getting an answer


I don't really want to upload my models as huge linksets so if anyone knows what I'm doing wrong I would massively appreciate help. I'm still on Blender 2.79b if that changes anything, I'm still learning and didn't want a massive UI change throwing me off until I know what I'm doing.


It is the booleans that you have used that have messed up your geometry. Since the verts aren't matching up, sharps applied and vertex normals are going to clash. In the file I see the cylinder shape is quite mishapen at the ends. There are ways to connect these objects together, if you really really really want to, just look up Blender Secrets or other on YT if you want to clean up the mesh with all the boolean verts


As I said in the post, I tried joining them first. Have been testing and it turns out any cylinder created with only 8 sides will have hard edges when uploaded to SL regardless of any smoothness settings from blender, even without it being joined to another object.


Okay, even weirder. I'm testing how low-poly a cylinder SL will smooth, anything under 12 sides will be all hard edges, but 12 has SOME smooth edges, and a few hard? This is without joining it to another object or anything.


Pretty much whatever happens if you can see it in BLender, it shouldn't change in appearance in the uploader. Perhaps if you are exporting you may be applying a modifier somewhere, or on export to DAE, the auto triangulation is creating artifacts. in any case make sure your base mesh in Blender is clean and sound.


Yeah I've been trying it at 60 degrees, have tried higher too and it doesn't change anything. Just tried the triangulate modifier on an otherwise unmodified 8-side cylinder, smoothing it in blender, and it's still all hard edges in SL.


Okay well... After struggling with Blender 3.1's UI I made a cylinder that would've been all hard edges when imported from Blender 2.79b, and the edges are all correctly smooth. Something about older versions of Blender just doesn't export auto smoothing properly, apparently. So I'm going to have to get used to this new UI.


BTW I spent WEEKS trying to adapt and was about ready to see if I liked "single malt" like in all the TV shows. Then aside from some Sansar poses threw in the towel. Not all of us are as adaptable as you think :D.


I'm still cleaning up old files when I open them from 2.79 and prior.. It is a mess when opening into 2.8+ because of new Collections, so all the old layers are missing their render buttons, etc have to go into it and reset it all. Not to mention old file layouts and settings, I gave up. Basically now if I want to revive something that is older, I just now append the objects into my new file instead and is much faster. Wasn't easy, and took a week to get used to it and back to full productivity again, but it is much nicer than older versions. Very jealous too haha that new Blender user have a nicer UI to learn it - while some of us were crazy enough to dive into it when it looked like an engineers panel "Ooops I hit a button somewhere and I don't know what happened..."


@Frionil Fang Holy cow! Thanks for the tip! Hahaha funny how I can noob out sometimes lol! I've unchecked Load UI in the past for files that weren't mine because people have some weird setups, but I didn't even think of doing this for my own 2.79 files.


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