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  • Mac OS X Server Configure DHCP Options 66 and 67

    - by Paul Adams
    I need to configure Mountain Lion (10.8.2) OS X Server BOOTP to provide DHCP options 66 and 67 to provide PXE booting for PCs on my network. I have tried following the bootpd MAN pages, but they are not specific enough. I have also read conflicting information on the net, but nothing definitive for Mountain Lion DHCP. From bootpd man page: bootpd has a built-in type conversion table for many more options, mostly those specified in RFC 2132, and will try to convert from whatever type the option appears in the property list to the binary, packet format. For example, if bootpd knows that the type of the option is an IP address or list of IP addresses, it converts from the string form of the IP address to the binary, network byte order numeric value. If the type of the option is a numeric value, it converts from string, integer, or boolean, to the proper sized, network byte-order numeric value. Regardless of whether bootpd knows the type of the option or not, you can always specify the DHCP option using the data property list type <key>dhcp_option_128</key> <data> AAqV1Tzo </data> My TFTP server is 172.16.152.20 and the bootfile is pxelinux.0 I have edited /etc/bootpd.plist and added the following to the subnet dict: <key>dhcp_option_66</key> <data> LW4gLWUgrBCYFAo= </data> <key>dhcp_option_67</key> <data> LW4gLWUgcHhlbGludXguMAo= </data> According to the man page, the data elements are supposed to be Base64 encoded, but no matter what I try, I cannot get PXE clients to boot. I have tried encoding 172.16.152.20 using various methods: echo "172.16.152.20" | openssl enc -base64 returns MTcyLjE2LjE1Mi4yMAo= DHCP Option Code Utility (http://mac.softpedia.com/get/Internet-Utilities/DHCP-Option-Code-Utility.shtml) generating a string from 172.16.152.20 yields: LW4gLWUgMTcyLjE2LjE1Mi4yMAo= (used in the above example) DHCP Option Code Utility generating an IP Addresss from 172.16.152.20 yields: LW4gLWUgrBCYFAo= Encoding pxelinux.0 with the above methods likewise yields different encodings. I have tried using all three methods of encoding the data elements, but nothing seems to work i.e. my PXE boot clients do not get directed to my TFTP server. Can anyone help? Regards, Paul Adams.

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  • exporting bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    I'm having a hard time trying to understand how exactly Blender's concept of bone transforms maps to the usual math of skinning (which I'm implementing in an OpenGL-based engine of sorts). Or I'm missing out something in the math.. It's gonna be long, but here's as much background as I can think of. First, a few notes and assumptions: I'm using column-major order and multiply from right to left. So for instance, vertex v transformed by matrix A and then further transformed by matrix B would be: v' = BAv. This also means whenever I export a matrix from blender through python, I export it (in text format) in 4 lines, each representing a column. This is so I can then I can read them back into my engine like this: if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[0], &skeleton.joints[currentJointIndex].inverseBindTransform.m[1], &skeleton.joints[currentJointIndex].inverseBindTransform.m[2], &skeleton.joints[currentJointIndex].inverseBindTransform.m[3])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[4], &skeleton.joints[currentJointIndex].inverseBindTransform.m[5], &skeleton.joints[currentJointIndex].inverseBindTransform.m[6], &skeleton.joints[currentJointIndex].inverseBindTransform.m[7])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[8], &skeleton.joints[currentJointIndex].inverseBindTransform.m[9], &skeleton.joints[currentJointIndex].inverseBindTransform.m[10], &skeleton.joints[currentJointIndex].inverseBindTransform.m[11])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[12], &skeleton.joints[currentJointIndex].inverseBindTransform.m[13], &skeleton.joints[currentJointIndex].inverseBindTransform.m[14], &skeleton.joints[currentJointIndex].inverseBindTransform.m[15])) { I'm simplifying the code I show because otherwise it would make things unnecessarily harder (in the context of my question) to explain / follow. Please refrain from making remarks related to optimizations. This is not final code. Having said that, if I understand correctly, the basic idea of skinning/animation is: I have a a mesh made up of vertices I have the mesh model-world transform W I have my joints, which are really just transforms from each joint's space to its parent's space. I'll call these transforms Bj meaning matrix which takes from joint j's bind pose to joint j-1's bind pose. For each of these, I actually import their inverse to the engine, Bj^-1. I have keyframes each containing a set of current poses Cj for each joint J. These are initially imported to my engine in TQS format but after (S)LERPING them I compose them into Cj matrices which are equivalent to the Bjs (not the Bj^-1 ones) only that for the current spacial configurations of each joint at that frame. Given the above, the "skeletal animation algorithm is" On each frame: check how much time has elpased and compute the resulting current time in the animation, from 0 meaning frame 0 to 1, meaning the end of the animation. (Oh and I'm looping forever so the time is mod(total duration)) for each joint: 1 -calculate its world inverse bind pose, that is Bj_w^-1 = Bj^-1 Bj-1^-1 ... B0^-1 2 -use the current animation time to LERP the componets of the TQS and come up with an interpolated current pose matrix Cj which should transform from the joints current configuration space to world space. Similar to what I did to get the world version of the inverse bind poses, I come up with the joint's world current pose, Cj_w = C0 C1 ... Cj 3 -now that I have world versions of Bj and Cj, I store this joint's world- skinning matrix K_wj = Cj_w Bj_w^-1. The above is roughly implemented like so: - (void)update:(NSTimeInterval)elapsedTime { static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.jointPoses[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.jointPoses[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeTranslation(LERPTranslation.x, LERPTranslation.y, LERPTranslation.z)); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeScale(LERPScaling.x, LERPScaling.y, LERPScaling.z)); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = aSkeleton.joints[i].inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(aSkeleton.joints[i].inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } } At this point, I should have my skinning palette. So on each frame in my vertex shader, I do: uniform mat4 modelMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform mat4 skinningPalette[6]; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } gl_Position = projectionMatrix * modelMatrix * skinnedVertexPosition; } The result: The mesh parts that are supposed to animate do animate and follow the expected motion, however, the rotations are messed up in terms of orientations. That is, the mesh is not translated somewhere else or scaled in any way, but the orientations of rotations seem to be off. So a few observations: In the above shader notice I actually did not multiply the vertices by the mesh modelMatrix (the one which would take them to model or world or global space, whichever you prefer, since there is no parent to the mesh itself other than "the world") until after skinning. This is contrary to what I implied in the theory: if my skinning matrix takes vertices from model to joint and back to model space, I'd think the vertices should already be premultiplied by the mesh transform. But if I do so, I just get a black screen. As far as exporting the joints from Blender, my python script exports for each armature bone in bind pose, it's matrix in this way: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: poseJoint = skeleton.pose.bones[joint.name] jointTransform = poseJoint.matrix.inverted() file.write('Joint ' + joint.name + ' Transform {\n') for col in jointTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') And for current / keyframe poses (assuming I'm in the right keyframe): def exportAnimations(filepath): # Only one skeleton per scene objList = [object for object in bpy.context.scene.objects if object.type == 'ARMATURE'] if len(objList) == 0: return elif len(objList) > 1: return #raise exception? dialog box? skeleton = objList[0] jointNames = [bone.name for bone in skeleton.data.bones] for action in bpy.data.actions: # One animation clip per action in Blender, named as the action animationClipFilePath = filepath[0 : filepath.rindex('/') + 1] + action.name + ".aClip" file = open(animationClipFilePath, 'w') file.write('target skeleton: ' + skeleton.name + '\n') file.write('joints count: {:d}'.format(len(jointNames)) + '\n') skeleton.animation_data.action = action keyframeNum = max([len(fcurve.keyframe_points) for fcurve in action.fcurves]) keyframes = [] for fcurve in action.fcurves: for keyframe in fcurve.keyframe_points: keyframes.append(keyframe.co[0]) keyframes = set(keyframes) keyframes = [kf for kf in keyframes] keyframes.sort() file.write('keyframes count: {:d}'.format(len(keyframes)) + '\n') for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) joint = skeleton.pose.bones[i] jointCurrentPoseTransform = joint.matrix translationV = jointCurrentPoseTransform.to_translation() rotationQ = jointCurrentPoseTransform.to_3x3().to_quaternion() scaleV = jointCurrentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') file.close() Which I believe follow the theory explained at the beginning of my question. But then I checked out Blender's directX .x exporter for reference.. and what threw me off was that in the .x script they are exporting bind poses like so (transcribed using the same variable names I used so you can compare): if joint.parent: jointTransform = poseJoint.parent.matrix.inverted() else: jointTransform = Matrix() jointTransform *= poseJoint.matrix and exporting current keyframe poses like this: if joint.parent: jointCurrentPoseTransform = joint.parent.matrix.inverted() else: jointCurrentPoseTransform = Matrix() jointCurrentPoseTransform *= joint.matrix why are they using the parent's transform instead of the joint in question's? isn't the join transform assumed to exist in the context of a parent transform since after all it transforms from this joint's space to its parent's? Why are they concatenating in the same order for both bind poses and keyframe poses? If these two are then supposed to be concatenated with each other to cancel out the change of basis? Anyway, any ideas are appreciated.

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  • Blender DirectX exporter to Panda3D

    - by jakebird451
    I have been experimenting with Panda3D lately. I have a character made in Blender with various bones and currently with one animation that I wish to export to a *.x format for Panda3D. My current attempt was to export the model was to first export with bones [Armatures] by checking the "Export Armatures" button in the export menu (file name: char.x). Thanks to the *.x file format, I read the file and it seems to have the same bone structure format as the model (with parenting and matrix positional data). The second export was selecting Animations - Full Animation to provide just the animation (file name: char_idle.x). The models exported just fine. I am not sure about the animation yet, but the file seems to be just fine. This is my code for loading the model into python & Panda3D: self.model = Actor("char.x",{"char_idle.x"}) When I run the program the command line provides a couple of errors, the main errors of interest are: :Actor(warning): char.x is not a character! and ... File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 284, in __init__ if (type(anims[anims.keys()[0]])==type({})): AttributeError: 'set' object has no attribute 'keys' The first error is the most interesting to me. The model works if I leave the animation dictionary blank. With no animations loaded the character appears in its un-animated T position, however the actor warning still shows up. The character should include the various bones when I exported the model right? I am not that experienced with blender, I'm just a programmer. So if the problem lies in blender please try to keep that in mind when posting a reply. I'll try my best to keep up. I also tried to print out the bone structure without any animations loaded and it provides a similar error with the line print self.model.listJoints(): File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 410, in listJoints Actor.notify.error("no part named: %s" % (partName)) File "C:\Panda3D-1.8.0\direct\directnotify\Notifier.py", line 132, in error raise exception(errorString) StandardError: no part named: modelRoot I really hope it is a simple exporting fix.

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  • Trouble with UV Mapping Blender => Unity 3

    - by Lea Hayes
    For some reason I am getting nasty grey edges around the edges of rendered 3D models that are not present in Blender. I seem to be able to solve the problem by reducing the size of the UV coordinates within the part of the texture that is to be mapped. But this means that: I am wasting valuable texture space Loss of accuracy in drawn UV maps Could I be doing something wrong, perhaps a setting in Unity that needs changing? I have watched countless tutorials which demonstrate Blender default generated UV coordinates with "Texture Paint" which are perfectly aligned in Unity. Here is an illustration of the problem: Left: approximately 15 pixels of margin on each side of UV coordinates Right: Approximately 3 pixels of margin on each side of UV coordinates Note: Texture image resolution is 1024x1024

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  • Issue with Mapping Textures to Models in Blender

    - by Passage
    I've been trying to texture a model using Blender, but when I draw on the UV Editor it doesn't show up on the model, and I can't draw on the model itself. I've tried saving the image and the 3D View is set to Texture. Everything seems to be in order and I've followed several tutorials, but none of them seem to work with the version I'm using (2.64-- update was necessary for import plugin) and I'm absolutely stumped. How can I draw textures to the model? If not within Blender itself, how do I export/import the textures? EDIT: Vertex Paint works, though it is insufficient for my purposes. In addition, moving to the rendered view produces a solid-color model with none of the applied textures.

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  • JMonkey Engine (JME) load Blender scene with textures?

    - by leigero
    I am having the hardest time trying to accomplish the simplest task. I have created a floor and 4 walls (not that complicated) in Blender. I added a basic material and cloud texture so they have something to look at other than gray. When I import them into JMonkey they show up as solid white objects with no shading or depth. White silhouettes. I thought this may be a lighting issue, but I have ambient light added to the scene. I can remove that light or adjust its intensity and it has no affect on the scene. I exported all Blender files into OgreXML format, then converted them to .j3o format in JMonkey. I renamed the textures to match their corresponding mesh and this didn't do anything. Does anybody know how to create a flat object and put it into JMonkey with a texture? This sounds simple and there is absolutely no information on this. This should be step 1!

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  • outgoing DNS flood targeted to non-ISP hosts

    - by radudani
    Below is the specific traffic monitored at the network perimeter and originating from a user PC on Vista platform; my question is not about the effects of the flood, but about the nature of the source of it; is this a kind of known infection, or just an application went out of control? a standard NOD32 scan didn't find anything, as the user told me; Thank you for any hint, Danny 14:40:10.115876 IP 192.168.7.42.4122 67.228.0.181.53: S 2742536765:2742536765(0) win 16384 14:40:10.115943 IP 192.168.7.42.4124 67.228.181.207.53: S 3071079888:3071079888(0) win 16384 14:40:10.116015 IP 192.168.7.42.4126 67.228.0.181.53: S 3445199428:3445199428(0) win 16384 14:40:10.116086 IP 192.168.7.42.4128 67.228.181.207.53: S 2053198691:2053198691(0) win 16384 14:40:10.116154 IP 192.168.7.42.4130 67.228.0.181.53: S 2841660872:2841660872(0) win 16384 14:40:10.116222 IP 192.168.7.42.4132 67.228.181.207.53: S 3150822465:3150822465(0) win 16384 14:40:10.116290 IP 192.168.7.42.4134 67.228.0.181.53: S 1692515021:1692515021(0) win 16384 14:40:10.116358 IP 192.168.7.42.4136 67.228.181.207.53: S 3358275919:3358275919(0) win 16384 14:40:10.116430 IP 192.168.7.42.4138 67.228.0.181.53: S 930184999:930184999(0) win 16384 14:40:10.116498 IP 192.168.7.42.4140 67.228.181.207.53: S 1504984630:1504984630(0) win 16384 14:40:10.116566 IP 192.168.7.42.4142 67.228.0.181.53: S 546074424:546074424(0) win 16384 14:40:10.116634 IP 192.168.7.42.4144 67.228.181.207.53: S 4241828590:4241828590(0) win 16384 14:40:10.116702 IP 192.168.7.42.4146 67.228.0.181.53: S 668634627:668634627(0) win 16384 14:40:10.116769 IP 192.168.7.42.4148 67.228.181.207.53: S 3768119461:3768119461(0) win 16384 14:40:10.117360 IP 192.168.7.42.4111 67.228.0.181.53: 12676 op8 Resp12*- [2128q][|domain] 14:40:10.117932 IP 192.168.7.42.4112 67.228.181.207.53: 44190 op7 NotAuth*|$ [29103q],[|domain] 14:40:10.118726 IP 192.168.7.42.4113 67.228.0.181.53: 49196 inv_q [b2&3=0xeea] [64081q] [28317a] [43054n] [23433au] Type63482 (Class 5889)? M-_^OSM-JM-m^_M-i.[|domain] 14:40:10.119934 IP 192.168.7.42.4114 67.228.181.207.53: 48131 updateMA Resp12$ [43850q],[|domain] 14:40:10.121164 IP 192.168.7.42.4115 67.228.0.181.53: 46330 updateM% [b2&3=0x665b] [23691a] [998q] [32406n] [11452au][|domain] 14:40:10.121866 IP 192.168.7.42.4116 67.228.181.207.53: 34425 op7 YXRRSet* [39927q][|domain] 14:40:10.123107 IP 192.168.7.42.4117 67.228.0.181.53: 56536 notify+ [b2&3=0x27e6] [59761a] [23005q] [33341n] [29705au][|domain] 14:40:10.123961 IP 192.168.7.42.4118 67.228.181.207.53: 19323 stat% [b2&3=0x14bb] [32491a] [41925q] [2038n] [5857au][|domain] 14:40:10.132499 IP 192.168.7.42.4119 67.228.0.181.53: 50432 updateMA+ [b2&3=0x6bc2] [10733a] [9775q] [46984n] [15261au][|domain] 14:40:10.133394 IP 192.168.7.42.4120 67.228.181.207.53: 2171 notify Refused$ [26027q][|domain] 14:40:10.134421 IP 192.168.7.42.4121 67.228.0.181.53: 25802 updateM NXDomain*-$ [28641q][|domain] 14:40:10.135392 IP 192.168.7.42.4122 67.228.181.207.53: 2073 updateMA+ [b2&3=0x6d0b] [43177a] [54332q] [17736n] [43636au][|domain] 14:40:10.136638 IP 192.168.7.42.4123 67.228.0.181.53: 15346 updateD+% [b2&3=0x577a] [61686a] [19106q] [15824n] [37833au] Type28590 (Class 64856)? [|domain] 14:40:10.137265 IP 192.168.7.42.4124 67.228.181.207.53: 60761 update+ [b2&3=0x2b66] [43293a] [53922q] [23115n] [11349au][|domain] 14:40:10.148122 IP 192.168.7.42.4125 67.228.0.181.53: 3418 op3% [b2&3=0x1a92] [51107a] [60368q] [47777n] [56081au][|domain]

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  • outgoing DNS flood targeted to non-ISP hosts

    - by radudani
    Below is the specific traffic monitored at the network perimeter and originating from a user PC on Vista platform. My question is not about the effects of the flood, but about the nature of the source of it. Is this some known infection, or just an application went out of control? a standard NOD32 scan didn't find anything, as the user told me. Thank you for any hint. 14:40:10.115876 IP 192.168.7.42.4122 > 67.228.0.181.53: S 2742536765:2742536765(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.115943 IP 192.168.7.42.4124 > 67.228.181.207.53: S 3071079888:3071079888(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.116015 IP 192.168.7.42.4126 > 67.228.0.181.53: S 3445199428:3445199428(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.116086 IP 192.168.7.42.4128 > 67.228.181.207.53: S 2053198691:2053198691(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.116154 IP 192.168.7.42.4130 > 67.228.0.181.53: S 2841660872:2841660872(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.116222 IP 192.168.7.42.4132 > 67.228.181.207.53: S 3150822465:3150822465(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.116290 IP 192.168.7.42.4134 > 67.228.0.181.53: S 1692515021:1692515021(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.116358 IP 192.168.7.42.4136 > 67.228.181.207.53: S 3358275919:3358275919(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.116430 IP 192.168.7.42.4138 > 67.228.0.181.53: S 930184999:930184999(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.116498 IP 192.168.7.42.4140 > 67.228.181.207.53: S 1504984630:1504984630(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.116566 IP 192.168.7.42.4142 > 67.228.0.181.53: S 546074424:546074424(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.116634 IP 192.168.7.42.4144 > 67.228.181.207.53: S 4241828590:4241828590(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.116702 IP 192.168.7.42.4146 > 67.228.0.181.53: S 668634627:668634627(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.116769 IP 192.168.7.42.4148 > 67.228.181.207.53: S 3768119461:3768119461(0) win 16384 <mss 1460,nop,nop,sackOK> 14:40:10.117360 IP 192.168.7.42.4111 > 67.228.0.181.53: 12676 op8 Resp12*- [2128q][|domain] 14:40:10.117932 IP 192.168.7.42.4112 > 67.228.181.207.53: 44190 op7 NotAuth*|$ [29103q],[|domain] 14:40:10.118726 IP 192.168.7.42.4113 > 67.228.0.181.53: 49196 inv_q [b2&3=0xeea] [64081q] [28317a] [43054n] [23433au] Type63482 (Class 5889)? M-_^OS>M-JM-m^_M-i.[|domain] 14:40:10.119934 IP 192.168.7.42.4114 > 67.228.181.207.53: 48131 updateMA Resp12$ [43850q],[|domain] 14:40:10.121164 IP 192.168.7.42.4115 > 67.228.0.181.53: 46330 updateM% [b2&3=0x665b] [23691a] [998q] [32406n] [11452au][|domain] 14:40:10.121866 IP 192.168.7.42.4116 > 67.228.181.207.53: 34425 op7 YXRRSet* [39927q][|domain] 14:40:10.123107 IP 192.168.7.42.4117 > 67.228.0.181.53: 56536 notify+ [b2&3=0x27e6] [59761a] [23005q] [33341n] [29705au][|domain] 14:40:10.123961 IP 192.168.7.42.4118 > 67.228.181.207.53: 19323 stat% [b2&3=0x14bb] [32491a] [41925q] [2038n] [5857au][|domain] 14:40:10.132499 IP 192.168.7.42.4119 > 67.228.0.181.53: 50432 updateMA+ [b2&3=0x6bc2] [10733a] [9775q] [46984n] [15261au][|domain] 14:40:10.133394 IP 192.168.7.42.4120 > 67.228.181.207.53: 2171 notify Refused$ [26027q][|domain] 14:40:10.134421 IP 192.168.7.42.4121 > 67.228.0.181.53: 25802 updateM NXDomain*-$ [28641q][|domain] 14:40:10.135392 IP 192.168.7.42.4122 > 67.228.181.207.53: 2073 updateMA+ [b2&3=0x6d0b] [43177a] [54332q] [17736n] [43636au][|domain] 14:40:10.136638 IP 192.168.7.42.4123 > 67.228.0.181.53: 15346 updateD+% [b2&3=0x577a] [61686a] [19106q] [15824n] [37833au] Type28590 (Class 64856)? [|domain] 14:40:10.137265 IP 192.168.7.42.4124 > 67.228.181.207.53: 60761 update+ [b2&3=0x2b66] [43293a] [53922q] [23115n] [11349au][|domain] 14:40:10.148122 IP 192.168.7.42.4125 > 67.228.0.181.53: 3418 op3% [b2&3=0x1a92] [51107a] [60368q] [47777n] [56081au][|domain]

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  • XNA Skinning Sample - exporting from Blender recognize only first animation clip

    - by Taylor
    (and sorry for my English) I'm using animation components from XNA Skinning Sample. It works great but when I export a model from Blender, it does not recognize any other animation clips than the first one. So I have three animation clips, but XNA recognize only one. Also, when I looked up on Xml file of the model in Debug\Content\obj directory, there is only one animation clip, but when I check code directly from .fbx file, it seems to be alright. Link to my model files: https://skydrive.live.com/redir?resid=8480AF53198F0CF3!139 BIG Thanks in forward!

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  • Blender Object Appearing Gray when all Lights are Off

    - by celestialorb
    I have an issue with Blender where, when I turn my only light off (a sun lamp) and render the image my object appears gray rather than black (and thus, not appear to the camera). I can't figure out why this is happening. Here's what I just did in my scene: Added a new UV Sphere mesh (to make a total of two spheres), made it visible to the camera, turned off the sun lamp (by setting energy to 0), and rendered. The result I obtained is below. I discovered this when attempting to render the first sphere with a material/texture on it and it was too bright. The material on the spheres (which are different) are very basic, there's no emit, diffuse and specular are at default values. Could there be an issue with the way my camera is setup? Thanks in advance!

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  • Compile latest blender on ubuntu 12.0464bit?

    - by gabriel
    What i want is to compile latest blender from SVN. I am using this guide My issues are: How can i install it with the final .deb created file and how can i give this package to a ppa! So, when i execute sudo apt-get update; sudo apt-get install subversion build-essential gettext \ libxi-dev libsndfile1-dev \ libpng12-dev libfftw3-dev \ libopenexr-dev libopenjpeg-dev \ libopenal-dev libalut-dev libvorbis-dev \ libglu1-mesa-dev libsdl1.2-dev libfreetype6-dev \ libtiff4-dev libavdevice-dev \ libavformat-dev libavutil-dev libavcodec-dev libjack-dev \ libswscale-dev libx264-dev libmp3lame-dev python3.2-dev \ libspnav-dev it gives me this The following packages have unmet dependencies: libjack-dev : Depends: libjack0 (= 1:0.121.0+svn4538-3ubuntu1) but it is not going to be installed E: Unable to correct problems, you have held broken packages. I know that skype does not allow the installation of those libraries. Thanks

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  • Blender: How to "meshify" an object I made from Bezier curves

    - by capcom
    I made a star shape using Bezier curves, and extruded it (see pic below): What I want to do is give it a rounder look - not just around the edges by using beveling. I want it to kind of look like this (well, that shape anyway): How would I go about doing this? Please keep in mind that I am extremely new to Blender. I thought that I could somehow turn this star into those default shapes that have tonnes of squares which I could pull out, and apply a mirror to it so that the same thing happens on both sides. I really don't know how to do it, and would appreciate your help.

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  • Exporting UV coords from Blender

    - by Soapy
    So I have searched on google and various other websites but I've not found an answer. The only ones I did find did not work. So my question is how do I get UV coords from blender (2.63)? Currently I'm writing my own custom file exporter, and so far have managed to export vertices and their normals. Is there a way to export the UV coords? N.B. I'm currently try to figure it out using a simple cube that is unwrapped and has a texture applied to it.

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  • Can't export Blender model for use in jMonkeyEngine SDK

    - by Nathan Sabruka
    I have a scene rendered in blender called "civ1.blend" which contains multiple materials (for example, I have one called "white"). I want to use this model in jMonkeyEngine, so I used the OGRE exporter to create .scene and .material files. This gives me, for example, a civ1.scene file and a white.material file.However, when I then try to import civ1.scene into the jMonkeyEngine SDK, I get an error along the lines of "Cannot find material file 'civ1.material'". Like I said, I have a white.material file, but I do not have a civ1.material file. Did anyone encounter this problem? How do I fix this?

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  • Blender 2.64, what are the actual hot-keys for certain actions

    - by Shivan Dragon
    I know this sounds mega lame but I've looked for hotkeys for certain actions, first in the appliation's User Settings (where I didn't find them) then in the official documentation (where I did find some of them but they're not the right ones): http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Transform_Control/Manipulators (Ctrl - Alt - S is recommended for Scale, but instead it opens the Save As... window - I think these changed in the latest versions, but they forgot to update the docs) So then, what are the hot keys for: selecting translate manipulator selecting rotate manipulator selecting scale manipulator In Edit mode: select vertex (editing) select edges (editing) select faces (editing) thanks.

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  • Microsoft XNA code sample wont work with blender model

    - by FreakinaBox
    I downloaded this code sample and integrated it into my game http://xbox.create.msdn.com/en-US/education/catalog/sample/mesh_instancing It works with the model that they supplied, but throws and exception whenever I use one of my models. The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I tried pluging my model into their original source code and same thing. My model is an fbx from blender and has a texture. This is the function that throws the error GraphicsDevice.DrawInstancedPrimitives( PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, instances.Length );

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  • Blender: Having trouble moving vertices

    - by capcom
    I've been using Blender for two days now, and ran into an issue while following a tutorial. Before anything else, I'd like to show you all what my problem precisely is. Here is a short video I uploaded: click here. I thought it may be easier for you all to help me identify and solve my problem more accurately with a visual aid. I would like to emphasize that this issue began to occur after I extruded that trapezoidal region (misstated as a parallelogram in the video). I decided that I did not want the extruded region, and just hit undo. Ever since then, I began to experience the problem you viewed. Thanks.

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  • UBJsonReader (Libgdx) unable to to read UBJson from Python(Blender)

    - by daniel
    I am working on an export tool from Blender to Libgdx, exports like custom attributes and other information (Almost completed), this is a very cool tool that will speed up a lot your works, after I completed I will send to public to contribute forum, Export format is uses python's Standard Json module and readable text, it of course works fine, but I wanna also have a Binary Json export for faster load, so users can Export Straight to Libgdx, but after I search I found that UBJson with draft9.py (simpleubjson 0.6.1) encode is seems matches with one FBXConverter's UBJsonWriter( Xoppa wrote), but when I export, I am not able to read the file, and send this errors (Java heap space) seems this is a different between byte sizes in UBJson(python) and UBJsonReader. how can I write a correct one in python that matches with Libgdx's UBJsonReader, and would be cross-platform? Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.OutOfMemoryError: Java heap space at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:120) Caused by: java.lang.OutOfMemoryError: Java heap space at com.badlogic.gdx.utils.UBJsonReader.readString(UBJsonReader.java:162) at com.badlogic.gdx.utils.UBJsonReader.parseString(UBJsonReader.java:150) at com.badlogic.gdx.utils.UBJsonReader.parseObject(UBJsonReader.java:112) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:59) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:52) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:36) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:45) at com.me.gdximportexport.GdxImportExport.create(GdxImportExport.java:43) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:136) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Tested on UbuntuStudio 13.10 with OpenJdk 7, and Windows 7 with jdk 7 Thanks for any guides.

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  • Dichroic Glass in Blender

    - by KalAurum
    I am trying to use blender to simulate the Lycurgus Cup. The cup is an example of dichroic (two-color) glass, and appears green when a light source is on the outside of the cup, and appears red when a light source is inside the cup. Here is an image of when light is outside and it appears green: Here is an image of when light is inside and it appears red: I have created a glass cup in blender. I have made the glass a red color, and then used the colorbands under the Object-Material/Shading-Ramps tab to add green specular and diffuse color. However, this makes the glass appear the same mix of red and green whether I put the light source on the inside or outside the cup. An example can be seen here: According to the second post here, someone was able to to fake the effect of a dichroic glass in blender rather easily through the use of a magic procedural texture but they provide no clues on how to do this (in blender). Does anyone know how to achieve this effect in blender?

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  • How can I import models from Blender into jMonkeyEngine?

    - by Nathan Sabruka
    I have some blender model files (Blender version 2.6) which I would like to use with the jMonkeyEngine SDK. However, when I use Blender's native .obj exporter, I can't import it in jMonkeyEngine (the model simply fails to import or looks messed up). I've tried importing .obj files or .blend files directly into the jMonkeyEngine SDK to no avail. I've also tried to use various OGRE exporters to export .scene and .material files, but only the .scene file is created. Is there a simple way to simply export files from Blender into the jMonkeyEngine SDK? EDIT: I seem to have found something in Blender. When I go under addons, there's a warning in the OGRE exporter; "'.mesh' output requires OgreCommandLineTools". However, I have already installed those tools under the C drive. Has anyone else encountered this issue?

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  • Blender 2.6: How to Merge the Pros of Meshes and Surfaces

    - by fridojet
    there are two interesting kinds of objects: Meshes and Surfaces. Each of them offers very cool features. Object Type Specific Features Nice Features of Surfaces: (for example) They're as scalable as vector graphics (really nice!) You can build winding things real simply. Nice Features of Meshes: (for example) You can build organic things really good using the Sculpt Mode and a graphic tablet. You can use some special things like Physics. My Question There are things for which Surfaces are better and things for which Meshes are better. But how can I use both the best features of Surfaces and the best features of Meshes on one object at once? For example: How can I use Physics (like on Meshes) on lossless scalable objects (like Surfaces)? Thanks.

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  • Unable to logon to vpn

    - by nitin pande
    My openvpn client log file- The interesting bit: Tue Oct 26 12:32:49 2010 TLS Error: cannot locate HMAC in incoming packet from 67.228.223.12:3389 Tue Oct 26 12:32:49 2010 Fatal TLS error (check_tls_errors_co), restarting Tue Oct 26 12:32:49 2010 TCP/UDP: Closing socket The rest of the log just in case: Tue Oct 26 12:32:35 2010 OpenVPN 2.0.9 Win32-MinGW [SSL] [LZO] built on Oct 1 2006 Tue Oct 26 12:32:48 2010 IMPORTANT: OpenVPN's default port number is now 1194, based on an official port number assignment by IANA. OpenVPN 2.0-beta16 and earlier used 5000 as the default port. Tue Oct 26 12:32:48 2010 Control Channel Authentication: using 'ta.key' as a OpenVPN static key file Tue Oct 26 12:32:48 2010 Outgoing Control Channel Authentication: Using 160 bit message hash 'SHA1' for HMAC authentication Tue Oct 26 12:32:48 2010 Incoming Control Channel Authentication: Using 160 bit message hash 'SHA1' for HMAC authentication Tue Oct 26 12:32:48 2010 LZO compression initialized Tue Oct 26 12:32:48 2010 Control Channel MTU parms [ L:1544 D:168 EF:68 EB:0 ET:0 EL:0 ] Tue Oct 26 12:32:48 2010 Data Channel MTU parms [ L:1544 D:1450 EF:44 EB:135 ET:0 EL:0 AF:3/1 ] Tue Oct 26 12:32:48 2010 Local Options hash (VER=V4): 'ee93268d' Tue Oct 26 12:32:48 2010 Expected Remote Options hash (VER=V4): 'bd577cd1' Tue Oct 26 12:32:48 2010 Attempting to establish TCP connection with 67.228.223.12:3389 Tue Oct 26 12:32:48 2010 TCP connection established with 67.228.223.12:3389 Tue Oct 26 12:32:48 2010 TCPv4_CLIENT link local: [undef] Tue Oct 26 12:32:48 2010 TCPv4_CLIENT link remote: 67.228.223.12:3389 Tue Oct 26 12:32:49 2010 TLS: Initial packet from 67.228.223.12:3389, sid=bd5f79fe 8475497f Tue Oct 26 12:32:49 2010 TLS Error: cannot locate HMAC in incoming packet from 67.228.223.12:3389 Tue Oct 26 12:32:49 2010 Fatal TLS error (check_tls_errors_co), restarting Tue Oct 26 12:32:49 2010 TCP/UDP: Closing socket Tue Oct 26 12:32:49 2010 SIGUSR1[soft,tls-error] received, process restarting Tue Oct 26 12:32:49 2010 Restart pause, 5 second(s) Tue Oct 26 12:32:54 2010 IMPORTANT: OpenVPN's default port number is now 1194, based on an official port number assignment by IANA. OpenVPN 2.0-beta16 and earlier used 5000 as the default port. Tue Oct 26 12:32:54 2010 Re-using SSL/TLS context Tue Oct 26 12:32:54 2010 LZO compression initialized Tue Oct 26 12:32:54 2010 Control Channel MTU parms [ L:1544 D:168 EF:68 EB:0 ET:0 EL:0 ] Tue Oct 26 12:32:54 2010 Data Channel MTU parms [ L:1544 D:1450 EF:44 EB:135 ET:0 EL:0 AF:3/1 ] Tue Oct 26 12:32:54 2010 Local Options hash (VER=V4): 'ee93268d' Tue Oct 26 12:32:54 2010 Expected Remote Options hash (VER=V4): 'bd577cd1' Tue Oct 26 12:32:54 2010 Attempting to establish TCP connection with 67.228.223.12:3389 Tue Oct 26 12:32:54 2010 TCP connection established with 67.228.223.12:3389 Tue Oct 26 12:32:54 2010 TCPv4_CLIENT link local: [undef] Tue Oct 26 12:32:54 2010 TCPv4_CLIENT link remote: 67.228.223.12:3389 Tue Oct 26 12:32:54 2010 TLS: Initial packet from 67.228.223.12:3389, sid=1643b931 ce240d5f Tue Oct 26 12:32:54 2010 TLS Error: cannot locate HMAC in incoming packet from 67.228.223.12:3389 Tue Oct 26 12:32:54 2010 Fatal TLS error (check_tls_errors_co), restarting Tue Oct 26 12:32:54 2010 TCP/UDP: Closing socket Tue Oct 26 12:32:54 2010 SIGUSR1[soft,tls-error] received, process restarting Tue Oct 26 12:32:54 2010 Restart pause, 5 second(s) Tue Oct 26 12:32:59 2010 IMPORTANT: OpenVPN's default port number is now 1194, based on an official port number assignment by IANA. OpenVPN 2.0-beta16 and earlier used 5000 as the default port. Tue Oct 26 12:32:59 2010 Re-using SSL/TLS context Tue Oct 26 12:32:59 2010 LZO compression initialized Tue Oct 26 12:32:59 2010 Control Channel MTU parms [ L:1544 D:168 EF:68 EB:0 ET:0 EL:0 ] Tue Oct 26 12:32:59 2010 Data Channel MTU parms [ L:1544 D:1450 EF:44 EB:135 ET:0 EL:0 AF:3/1 ] Tue Oct 26 12:32:59 2010 Local Options hash (VER=V4): 'ee93268d' Tue Oct 26 12:32:59 2010 Expected Remote Options hash (VER=V4): 'bd577cd1' Tue Oct 26 12:32:59 2010 Attempting to establish TCP connection with 67.228.223.12:3389 Tue Oct 26 12:33:00 2010 TCP connection established with 67.228.223.12:3389 Tue Oct 26 12:33:00 2010 TCPv4_CLIENT link local: [undef] Tue Oct 26 12:33:00 2010 TCPv4_CLIENT link remote: 67.228.223.12:3389 Tue Oct 26 12:33:00 2010 TLS: Initial packet from 67.228.223.12:3389, sid=cd439fb2 d625ca0d Tue Oct 26 12:33:00 2010 TLS Error: cannot locate HMAC in incoming packet from 67.228.223.12:3389 Tue Oct 26 12:33:00 2010 Fatal TLS error (check_tls_errors_co), restarting Tue Oct 26 12:33:00 2010 TCP/UDP: Closing socket Tue Oct 26 12:33:00 2010 SIGUSR1[soft,tls-error] received, process restarting Tue Oct 26 12:33:00 2010 Restart pause, 5 second(s) Tue Oct 26 12:33:05 2010 IMPORTANT: OpenVPN's default port number is now 1194, based on an official port number assignment by IANA. OpenVPN 2.0-beta16 and earlier used 5000 as the default port. Tue Oct 26 12:33:05 2010 Re-using SSL/TLS context Tue Oct 26 12:33:05 2010 LZO compression initialized Tue Oct 26 12:33:05 2010 Control Channel MTU parms [ L:1544 D:168 EF:68 EB:0 ET:0 EL:0 ] Tue Oct 26 12:33:05 2010 Data Channel MTU parms [ L:1544 D:1450 EF:44 EB:135 ET:0 EL:0 AF:3/1 ] Tue Oct 26 12:33:05 2010 Local Options hash (VER=V4): 'ee93268d' Tue Oct 26 12:33:05 2010 Expected Remote Options hash (VER=V4): 'bd577cd1' Tue Oct 26 12:33:05 2010 Attempting to establish TCP connection with 67.228.223.12:3389 Tue Oct 26 12:33:06 2010 TCP connection established with 67.228.223.12:3389 Tue Oct 26 12:33:06 2010 TCPv4_CLIENT link local: [undef] Tue Oct 26 12:33:06 2010 TCPv4_CLIENT link remote: 67.228.223.12:3389 Tue Oct 26 12:33:06 2010 TLS: Initial packet from 67.228.223.12:3389, sid=28f0cb87 69c90cde Tue Oct 26 12:33:06 2010 TLS Error: cannot locate HMAC in incoming packet from 67.228.223.12:3389 Tue Oct 26 12:33:06 2010 Fatal TLS error (check_tls_errors_co), restarting Tue Oct 26 12:33:06 2010 TCP/UDP: Closing socket Tue Oct 26 12:33:06 2010 SIGUSR1[soft,tls-error] received, process restarting Tue Oct 26 12:33:06 2010 Restart pause, 5 second(s) Tue Oct 26 12:33:11 2010 IMPORTANT: OpenVPN's default port number is now 1194, based on an official port number assignment by IANA. OpenVPN 2.0-beta16 and earlier used 5000 as the default port. Tue Oct 26 12:33:11 2010 Re-using SSL/TLS context Tue Oct 26 12:33:11 2010 LZO compression initialized Tue Oct 26 12:33:11 2010 Control Channel MTU parms [ L:1544 D:168 EF:68 EB:0 ET:0 EL:0 ] Tue Oct 26 12:33:11 2010 Data Channel MTU parms [ L:1544 D:1450 EF:44 EB:135 ET:0 EL:0 AF:3/1 ] Tue Oct 26 12:33:11 2010 Local Options hash (VER=V4): 'ee93268d' Tue Oct 26 12:33:11 2010 Expected Remote Options hash (VER=V4): 'bd577cd1' Tue Oct 26 12:33:11 2010 Attempting to establish TCP connection with 67.228.223.12:3389 Tue Oct 26 12:33:11 2010 TCP connection established with 67.228.223.12:3389 Tue Oct 26 12:33:11 2010 TCPv4_CLIENT link local: [undef] Tue Oct 26 12:33:11 2010 TCPv4_CLIENT link remote: 67.228.223.12:3389 Tue Oct 26 12:33:12 2010 TLS: Initial packet from 67.228.223.12:3389, sid=128becf9 f62adf0c Tue Oct 26 12:33:12 2010 TLS Error: cannot locate HMAC in incoming packet from 67.228.223.12:3389 Tue Oct 26 12:33:12 2010 Fatal TLS error (check_tls_errors_co), restarting Tue Oct 26 12:33:12 2010 TCP/UDP: Closing socket Tue Oct 26 12:33:12 2010 SIGUSR1[soft,tls-error] received, process restarting Tue Oct 26 12:33:12 2010 Restart pause, 5 second(s) Tue Oct 26 12:33:17 2010 IMPORTANT: OpenVPN's default port number is now 1194, based on an official port number assignment by IANA. OpenVPN 2.0-beta16 and earlier used 5000 as the default port. Tue Oct 26 12:33:17 2010 Re-using SSL/TLS context Tue Oct 26 12:33:17 2010 LZO compression initialized Tue Oct 26 12:33:17 2010 Control Channel MTU parms [ L:1544 D:168 EF:68 EB:0 ET:0 EL:0 ] Tue Oct 26 12:33:17 2010 Data Channel MTU parms [ L:1544 D:1450 EF:44 EB:135 ET:0 EL:0 AF:3/1 ] Tue Oct 26 12:33:17 2010 Local Options hash (VER=V4): 'ee93268d' Tue Oct 26 12:33:17 2010 Expected Remote Options hash (VER=V4): 'bd577cd1' Tue Oct 26 12:33:17 2010 Attempting to establish TCP connection with 67.228.223.12:3389 Tue Oct 26 12:33:20 2010 TCP/UDP: Closing socket Tue Oct 26 12:33:20 2010 SIGTERM[hard,init_instance] received, process exiting Guys I am extremely sorry for not presenting my error Log properly, please forgive me and give me your valuable advice. I am using windows 7 and I am using openvpn mainly to bypass censorship at UAE. I am using only client config file. Ca.crt file is in config folder Thanks and regards Nitin My error Log with Config1 file Tue Oct 26 21:24:34 2010 OpenVPN 2.0.9 Win32-MinGW [SSL] [LZO] built on Oct 1 2006 Tue Oct 26 21:24:46 2010 IMPORTANT: OpenVPN's default port number is now 1194, based on an official port number assignment by IANA. OpenVPN 2.0-beta16 and earlier used 5000 as the default port. Tue Oct 26 21:24:46 2010 Control Channel Authentication: using 'ta.key' as a OpenVPN static key file Tue Oct 26 21:24:46 2010 Outgoing Control Channel Authentication: Using 160 bit message hash 'SHA1' for HMAC authentication Tue Oct 26 21:24:46 2010 Incoming Control Channel Authentication: Using 160 bit message hash 'SHA1' for HMAC authentication Tue Oct 26 21:24:46 2010 LZO compression initialized Tue Oct 26 21:24:46 2010 Control Channel MTU parms [ L:1544 D:168 EF:68 EB:0 ET:0 EL:0 ] Tue Oct 26 21:24:46 2010 Data Channel MTU parms [ L:1544 D:1450 EF:44 EB:135 ET:0 EL:0 AF:3/1 ] Tue Oct 26 21:24:46 2010 Local Options hash (VER=V4): 'ee93268d' Tue Oct 26 21:24:46 2010 Expected Remote Options hash (VER=V4): 'bd577cd1' Tue Oct 26 21:24:46 2010 Attempting to establish TCP connection with 67.228.223.12:3389 Tue Oct 26 21:24:47 2010 TCP connection established with 67.228.223.12:3389 Tue Oct 26 21:24:47 2010 TCPv4_CLIENT link local: [undef] Tue Oct 26 21:24:47 2010 TCPv4_CLIENT link remote: 67.228.223.12:3389 Tue Oct 26 21:24:47 2010 TLS: Initial packet from 67.228.223.12:3389, sid=4244e662 e5a0572a Tue Oct 26 21:24:47 2010 TLS Error: cannot locate HMAC in incoming packet from 67.228.223.12:3389 Tue Oct 26 21:24:47 2010 Fatal TLS error (check_tls_errors_co), restarting Tue Oct 26 21:24:47 2010 TCP/UDP: Closing socket Tue Oct 26 21:24:47 2010 SIGUSR1[soft,tls-error] received, process restarting client config file: client dev tun proto tcp remote openvpn1.flashvpn.com 3389 float resolv-retry infinite nobind persist-key persist-tun ca ca.crt ns-cert-type server tls-auth ta.key 1 comp-lzo verb 3 mute 20 auth-user-pass route-method exe route-delay 2

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  • How to get the Three.js import/export scripts into Blender on Ubuntu?

    - by Bane
    I have been working with 3D primitives in Three.js, but now I want to import some models. I plan on using Blender, which I have just downloaded with: sudo apt-get install blender However, I was instructed to put the import/export scripts in the .blender/2.62/scripts/addons folder, but it does not exist! .blender/2.62 does exist, but it only has a config folder. The next thing I did is manually changed the script search path in Blender's preferences from // to my homefolder/scripts, which contained the required io_mesh_threejs folder (which, in turn had the .py scripts inside). I saved the changes, restarted Blender, but still nothing: in the menu there is no mention of Three.js at all! What do I do? It would be great if I knew the installation path for Blender, because maybe I could put those scripts there manually. Where should it be installed? EDIT: these are the scripts I'm talking about, along with the instructions: https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender.

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  • Filtres d'écran en 2D avec OpenGL dans le Blender Game Engine, une traduction de Guillaume Belz

    Bonjour à tous Blender est à l'origine un logiciel libre de dessin 3D, mais propose de plus en plus de fonctionnalités avancées d'animation. En particulier, Blender intègre un moteur de jeux appelé Blender Game Engine (BGE), qui permet aux utilisateurs d'écrire leurs propres shaders en utilisant les langages Python et OpenGL Shading Language (GLSL). Dans cet article, l'auteur présente les bases pour écrire ses propres shaders et les paramétrer dans Blender à partir d'un exemple simple : un filtre de flou. Filtres d'écran en 2D avec OpenGL dans le Blender Game Engine A...

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  • Create Levels using blender

    - by notrodash
    I am creating a game and I have a custom level format for levels in my game. I wanted to know if it is possible to create levels for that kinda format in Blender. My format is XML based and just declares the positions of certain objects. Online I have seen many people use Blender to create levels in their own custom format that blender can understand. How do i get blender to understand my format and use blender to create levels for my game?

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