Blender 2.66 (64-bit Download For Mac

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The Blender Foundation have released Blender 2.59. They write: The Blender Foundation and online developer community is proud to present Blender 2.59. This is the third stable release of the Blender 2.5 series, representing the culmination of many years of redesign, development and stabilizing work. We name this version 'Stable' not only because it's mostly feature complete, but especially thanks to the 1000s of fixes and feature updates we did since the 2.5 beta versions were published. The next 6 weeks we will merge in changes from some of the Google Summer of Code projects and evaluate improvements which are currently developed for 2.60.

  1. Blender 2.66 (64-bit Download For Mac

But I'm missing some basic functionality that was in 2.49. 1) in 2.49 you could lock the scale and then manually enter a new scale or width/height/depth in one of the input areas. It would the keep the ratio of any locked x/y/z (scale them up/down as needed). In the current system the only way to do this is to press S and then do the math to figure out the value to turn a 2bu cube into 17.364bu cube (just a sample). 2) scale a mesh to an images X/Y ratio. Yes i know I can scale the mesh to (lets say) 800x 600y then scale down, but thats sloppy. And I also know the empty now allows images.

3) effect particles with a texture. Not just tertex groups. I don't want to use a separate branch for 1 simple thing that was once included. I own Cinema4d 11.5 and there elements I like. Like bodypaint and a pretty friendly Uv set-up.

And i like some of their rigging tools and workflow. Also their internal renderer is pretty good. But their modeling was slow and tedious.

So I use Silo to knock out the meshes for characters. And since I am away from my workstation for long stretches I've ended up doing the great majority of my meshing, skinning, and now rigging with my laptop using Blender. So by necessity I had to get into Blender to keep workflow going. This transition started with 2.49.

The problem is that I found that Blender's modelling and sculpting tools far outstripped c4d in ease of use and depth of tool bag. C4d modelling was more like engineering a mesh.

Blender 2.66 (64-bit Download For Mac

Couldn't orbit. Awkward positioning of the 3d directional widget. And the skeleton building and binding was not as simple as Blender (although armature work was more reliable) Then quite quickly Blender takes off with Rigify and particle development and B-surfaces, and a host of changes and improvements to include an overhauled render engine Blender is suddenly much quicker and snappier than before. It boasts awesome fluid dynamcs and pretty good cloth. So cinema 4d starts fading in my plans as Blender gains in functionality. And latest I saw C4d is making drastic improvements to its modelling tools (late in coming).

And now they're offering pre-rigged skeletons for rigging with a promise of an auto-rigger. So they certainly aren't blind nor deaf to what's happening in the Blender world. They've suddenly become very reactive and agressive in developements that frankly will only partly bring them up with where Blender is in those areas. So that's I say Cinema4d is scrambling. Take a look at their 'new changes' for c4d 13. Congrats to the Devs and community.Blender is rocking the CG world and will definitely shake it up bigtime when 2.6 hits:) Be very afraid Autoborg.oh that's right they are. @Fxr: C4D has been my main 3d app for about 7 years now, even though Blender was the app that got me hooked initially(along with the Titanic of 3d apps.Animation Master).

Blender has hooked back in over the last 3 years filling the gaps that C4D was ignoring (UVing, particles, nodes, fluids, smoke, basic sculpting, python and comping integration) I work mainly in Broadcast and some Visualisation so I need my Vray, which is why the nice Blender Vray integration and stunning Cycles work will push me to Blender eventually. Just need to get the outliner and cloning tools (ala mograph) up to C4D levels. Everything else is moving along in the right direction. Would like a Y- up option though:) IMHO, both C4D and Blender need work to get their poly modelling up to Modo levels.especially the bevel and macro functions. But the current sculpt/paint work along with bsurfaces, impending Bmesh and nurbana integration, the future looks extremely bright. Wish I could say the same for C4D who have long let their modelling and paint tools languish while they play catchup with the renderer, character and xref tools.

They used to innovate but now? Still really enjoy using the app though in combo with other tools, as it currently has the fastest workflow for me. Blender will win out in the end, whether it is 1 or 3 years is irrelevant, as a commercially driven marketing schedule can never compete with the love that a community and commited devs can bring to the table. And no one else has Ton:) And always remember Blend In AND Stand Out!

Here with YO, i feel so lucky to have blender, to know that I own all the work made with it and to see how it's improving everyday. I'm proud to call it my 3d tool. To be a blender head to me, i'ts something way ahead of what people call 'fanboysm', but the unique feel that it was made for you among hundreds to do what you need with it. The epic 'free blender' campaign, the story behind it, feels like a new declaration of independence. Blender in the early days puts a considerably powerfull and well done 3d app in the hands of people with a less than average machine and no money to buy a professional and expensive app, to let them free their creativity and to explore the posibilities of 3d.

Today we are used to blender, and take it for granted sometimes, but it's healty to remember from time to time, when a new release comes out, that this app is a great and generous gift. I'm rambling. Huge thanks to ton and all the amazing development team. Sadly we're not getting 2.59 to run on our Macs (OSX 10.6).

Buyvantin.us microsoft office 2016 for mac. 32 and full 64 bit versions crash with: - Exception Type: EXCBREAKPOINT (SIGTRAP) Exception Codes: 0x000002, 0x000000 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Dyld Error Message: Symbol not found: SetConnexionClientButtonMask Referenced from: /Users/./Downloads/blender-2.59-OSX10.5x8664/blender.app/Contents/MacOS/blender Expected in: /Library/Frameworks/3DconnexionClient.framework/Versions/A/3DconnexionClient -:-( We have the latest version of 3DXMacWare installed. Any ideas or fixes would be appreciated (so close, yet so farrrrrrrrr). Mark - situation is as follows: Atm Blender works with or without the beta 10 drivers installed. There is a fallback that enables old ( official ) driver with button restrictions, but that was faulty. I just sent silent updated builds with 'older driver fix'.

( stay tuned ) TBH i donĀ“t know much about 3DConexion capabilities, i only fixed this dynamic link at runtime, so the builds serve both NDOF users + users without devices installed. I recommend to visit 3DConexion site to lookup what is supported on which device for OSX. While its cool that they added those cool new features to Blender, as someone who follows many open source projects. Its kinda strange to not have a 'feature freeze' prior to a major release. Reading back it looks like they had the feature freeze at the beginning, but only kinda/sorta since they still where playing with new features. Most projects have a feature freeze for 2 or 3 release versions prior to a major new release so that the major release is pretty solid.

Not all do this though I guess. Spacenavigator support - just looking for confirmation from others about how the device behaves on MAC OS.

Here is the process I used to get the device to work: (a) device not recognized and crashes Blender until you install beta 10 drivers from 3Dconnexion (thanks Jens!) (b) axis motion is not mapped properly (odd behaviour) until you add a default application-specific profile under apple preferences/3dconnexion/configure After about 30 minutes of tweaking I'm stuck with the following: (a) No right/left panning (b) no up/down motion (c) However, Blender supports forwards, backwards, orbit/rotate, tilt and buttons If this is an error on my part sorry for confusing things! - If someone has flawless control please post your process - Thanks! No need to be sorry, obkcaptain. I just wanted to point you to better ways to get help, but as I see, you already got it from pamtango.:) The answer didn't occur to me, but I checked and when I'm in edit mode for example, I get the same non-selectable tools like you. Which makes sense, because you can't add those in edit mode.

(64-bit

Btw, while this isn't a bug, it's not unusual to find new bugs in new releases. New features or even just bugfixes always have the possibility to introduce new bugs, or even break things that worked before. That's just normal for such a highly complex software. And that's also because it's so important to download release candidates and test them and report any bugs to the bugtracker, so they can be fixed before the release.