Blender Git Commits

Blender Git "master" branch commits.

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August 29, 2007, 19:53 (GMT)
sync with stable
August 29, 2007, 09:50 (GMT)
Objects can now be animated (camera paths, lamps etc)
However meshes that use an armature cant use object animation.

faster exporting for non modifier applied, armature meshes (transform all verts using wrapped C func)

August 29, 2007, 05:42 (GMT)
* added a bindpose (3ds max was complaining)
* export materials emit value

Revision 1b22a62 by Matt Ebb
August 29, 2007, 05:01 (GMT)
*Added 'Zoom within border (Shift B)' to the 3d view menus.
Can people *please* not commit tools with only hotkeys to access them?
August 29, 2007, 03:56 (GMT)
* added some missing tooltips
* made name string cleaning function allow chars ,.()[]{} in fbx model names
* clamped export lamp intensity to 200
* each mesh only links to the image-textures it uses. (before it linked to ALL textures)
* added support for AllSame mapping, this means when a material or texture only uses one, a single mapping index can be given rather then a big list with the same value in it.
* improved material and texture mapping method

August 29, 2007, 03:09 (GMT)
hash update from stable
August 29, 2007, 00:10 (GMT)
scaling the model by 10 by default didnt work for some people, scaling 1.0 by default for now.
Revision 19f15f6 by Joshua Leung
August 28, 2007, 11:29 (GMT)
Patch #7081:
Submitted by: David Bryant

This patch adds 2 new drawtypes for empties (circle draws a 2d-circle on the x-z plane, and cube draws a regular cube), and allows empties to be used as custom bone shapes.

I've modified the patch a bit to fix up weird formatting, optimising the circle-drawing method, but the cube-drawing function has been maintained. In the process, I also moved the mesh-specific code in draw_object_instance to draw_object_mesh_instance so that empties can be used by whatever else might use draw_object_instance too.
Revision caa804e by Kent Mein
August 28, 2007, 11:11 (GMT)
This is patch #7056
Submitted by Davide Vercelli (unclezeiv)

removes the restriction of using the screw tool only in front view.

Kent

Revision 4e2143f by Kent Mein
August 28, 2007, 10:07 (GMT)
This commit fixes up a bunch of svn properties to hopefully make things a little nicer for everyone.
Patch provied by gsrb3d

bug tracker #7061

Kent

August 28, 2007, 09:30 (GMT)

Another fix for the editmode textured draw commit, subsurf vertex color
drawing didn't work.

August 28, 2007, 08:59 (GMT)

Fix for editmode textured draw commit.

August 28, 2007, 08:54 (GMT)
left in test, should not be working when tired.
August 28, 2007, 08:53 (GMT)

Textured drawing in Edit Mode
=============================

- In textured drawmode it now draws the texture, with solid mode lighting.
- UVs and vertex colors for subsurf are not computed incremental yet, so
editing in textured drawmode then may not be as fast as the other modes.

Implementation Notes:
- Added textured drawing functions to the editmesh and subsurf derivedmeshes.
- Removed some unused, legacy subsurf code that directly used Mesh.
- Restructured texture drawing a bit to make it more clear and allow for
editmode drawing.

(Peach feature request)

Revision 2252b63 by Joshua Leung
August 28, 2007, 08:43 (GMT)
Bugfix: Constraint Geometry Targets didn't work yet when the Target Mesh was in EditMode

It turns out that a DerivedMesh needs to be generated explicitly if one needs to be used when the Mesh is in EditMode.
August 28, 2007, 08:30 (GMT)
thaught Id run the colbits test but that part wasnt running, tested and error fixed now.
August 28, 2007, 05:32 (GMT)
* texture indicies were exported incorrectly
* copy textures didnt work
* Export blenders ClampX/Y settings
* removed unneeded imports
August 28, 2007, 02:11 (GMT)
Fixes
* material indicies were incorrectly exported
* export object materials using colbits
* scaled armatures would scale bones twice
* scenes with no world would raise an error

Additions
* added options for global scaling and rotating, defaults will load correctly in MotionBuilder
* modifiers can be applied to skinned meshes, the armatures are set to their rest positions for python to get the un-deformed mesh. This makes exporting a mesh with subsurf and armature applied work as expected.
* meshes with parent bones are exported as weighted meshes.
* use lamp modes for cast light and cast shadow FBX settings.
* batch exporter, scenes or groups can be exporter to a file each.
* help button to load the wiki exporter page.

August 27, 2007, 20:05 (GMT)
getting the mesh for all curves/surfs/text raised an error every time because it was checking the wrong object was converted to a mesh. might be own fault.
August 27, 2007, 16:09 (GMT)
armature weakref evilness again, using editmode in python is not the best.
replacing PyWeakref_NewProxy with PyWeakref_NewRef fixes this problem.

list(bpy.data.armatures) # would mess up weakrefs
[arm for arm in bpy.data.armatures] # didnt.

By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021