Revision f3c9dce by Toni Alatalo November 17, 2005, 18:26 (GMT) |
this one bothered Basse here at Orange: NLA snap strip to frame missed snapping the end part, was just a line missing. |
Revision 502fc2d by Ton Roosendaal November 17, 2005, 18:01 (GMT) |
One visit to studio orange, and voila a todo list! - bug: posemode, bones were drawing names and axes even when hidden - bug: using softbody guides actually worked on themselves, causing an infinite loop - feature: when a pose/bone is completely locked for transform, a grab will change into rotate by default. |
Revision b44ba19 by Chris Want November 17, 2005, 14:48 (GMT) |
Fix for bug #3414 provided by Lewis Saunders. It appears that removing the 'int level' field from the MemHead struct caused alignment issues for gcc builds of blender on Irix (zr, who removed this field, commented that this problem might occur, and sure enough it did happen). I've renamed the field from 'level' to 'pad' to reflect that it has no meaning beyond addressing alignment issues. |
Revision f0593ea by Ton Roosendaal November 17, 2005, 12:24 (GMT) |
Bug in SoftBody for Curve/Surface: in some cases the edge spring array was not initialized, like when adding a SoftBody to Object in EditMode. |
Revision ec477f7 by Ton Roosendaal November 17, 2005, 11:40 (GMT) |
Another Orange sneak-in feature: SoftBody support for Curves & Surfaces. Well, it already worked a bit, but without weight options or edge stiffness. You now can set the weights using the "Properties" Panel in the 3D Window (allows multiple selections too) or with Wkey in Edit Mode. Bezier curves have this too. NOTE: Lattice SoftBody Goal created yesterday won't work anymore! I've had to recode weight support for Nurbs Points, using a new weight variable... this because the existing W variable was in use for Nurbs already. Also Lattices have this new Weight variable, so the code is nice uniform. Sorry for the artists who already created complex Lattices... :) NOTE2: Surface Objects don't support edge stiffness yet NOTE3: I've removed ancient screen coordinates from the Bezier struct, which makes - even with added weight and padding - the struct smaller! Demo file: http://download.blender.org/demo/test/2.40/softbody_curve_lattice.blend |
Revision 96221a5 by Ken Hughes November 17, 2005, 02:25 (GMT) |
-- fix documentation error (replace removeCurve() with delCurve()) |
Revision 6719d32 by Brecht Van Lommel November 17, 2005, 01:46 (GMT) |
Bug reported by Bassam: Influence for "Rot" option in IK constraint didn't work correct in some cases. |
Revision 40237b6 by Jens Ole Wund(bjornmose) November 16, 2005, 23:39 (GMT) |
some more msvc6 magic |
Revision d776d38 by Jens Ole Wund(bjornmose) November 16, 2005, 23:38 (GMT) |
adding some msvc6 magic to bullet part 2 |
Revision 66a0ebc by Jens Ole Wund(bjornmose) November 16, 2005, 23:37 (GMT) |
adding some msvc6 magic to bullet part 1 |
Revision befd6f3 by Ton Roosendaal November 16, 2005, 21:58 (GMT) |
Special Orange request; support for SoftBody Goal weights for Lattices. Animating detailed clothes with softbody becomes messy, so now we'll try it this way. :) It simply uses the W (weight) value, as already available in each Lattice Point. Only had to make it editable; - NKey panel - or press W in editmode Further there's a minimalistic W button in the softbody Panel! |
Revision 7a60679 by Ton Roosendaal November 16, 2005, 21:03 (GMT) |
Added stepsize option for Pose ghosting draw. Patch provided by Roland Hess. In a comment on maillist I already mentioned a weird 0.5 in the code, which I added to ensure correct rounding to integer frame numbers. With a variable step size however, this won't work properly. You could see it in the patch, because the ghost steps were animating.... they should remain frozen, looks much nicer then. So I've added some fmod voodoo here. |
Revision 6b407d4 by Ken Hughes November 16, 2005, 19:00 (GMT) |
-- fix bug in constant_repr() which printed the final key twice |
Revision b0995a2 by Ton Roosendaal November 16, 2005, 18:40 (GMT) |
Mirror modifier with "do clipping" set crashed in transform when no td->loc was set (like for crease). |
Revision 49b3e09 by Ton Roosendaal November 16, 2005, 18:26 (GMT) |
Fix for #3409 Vertex-parenting a forcefield to a softbody caused eternal loop :) It is partially because of the timing system (=weak) but actually also because derivedmesh calls could also not build meshes all the time! |
Revision b508895 by Ton Roosendaal November 16, 2005, 17:10 (GMT) |
Error in local constraint option; the rotation correction for it was accumulating, so constraint worked on top of previous position, giving jumping around in cases. |
November 16, 2005, 16:03 (GMT) |
Added a slider to control camera passepartout darkness in camera edit buttons. |
Revision 8c2c8bb by Ton Roosendaal November 16, 2005, 14:32 (GMT) |
New Constraint option for Pose: "Local" Copy Location/Rotation. The locality is restricted to action or user-transform only. Or as it goes in the code now: by setting a constraint local, it executes the constraint before it calculates the influence of Action or user transforms. ALso note that this works in Evil Eulerians. Meaning that when you only want to copy the X,Y or Z compenent of a euler, it can give unpredictable results when the other euler values are set, this because euler axis rotations work on top of each other. |
Revision b474f95 by Ton Roosendaal November 15, 2005, 22:39 (GMT) |
Revision of NLA stride option. Previously, using the "Stride Bone" tried to get that Bone motionless on the path by correcting the internal time of the Action. This however caused too many problems, especially with irregular walks. The new system also tries to keep the Stride Bone motionless, but this by moving the entire armature, and not changing the timing of the Action. Give much nicer results. :) To make editing Strides easier, I've added a new option in the NLA panel to disable the path. This way you can quickly switch to editing the action itself (keying the stride bone) and viewing the result. |
Revision a8df218 by Joseph Gilbert November 15, 2005, 21:45 (GMT) |
- point constructor * added a constructor for the point class to mathutils |
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