Revision b6b387b by Brecht Van Lommel October 31, 2005, 15:01 (GMT) |
Yet another IK offset fix, pointed out by Ton. Offset should be passed in local bone space. |
Revision 7040e6c by Ken Hughes October 31, 2005, 14:05 (GMT) |
-- patch submitted by Johnny Matthews which lets a user get an Ipo curve by its adrcode in addition to its string name (shape keys don't have fixed or unique string names, and they are stored in the key, not the Ipo). This will make it easier to later use constants from dictionaries to access a curve. |
October 31, 2005, 13:39 (GMT) |
* Gave the Obdata to Center / Center New / Center Cursor tools a nice little home in the 3D View header/toolbox transform menu. Death to button-only actions! |
Revision 42e05d0 by Ton Roosendaal October 31, 2005, 10:53 (GMT) |
Fix: Scaling in Action Window didn't correct for NLA mapped time |
Revision 6455388 by Ton Roosendaal October 31, 2005, 10:10 (GMT) |
Fix: Using Hinge Bones in a chain with "Target-less IK" didn't apply the correct rotations. |
Revision 53052c9 by Ton Roosendaal October 31, 2005, 09:41 (GMT) |
iNew: TimeSlide in Action Window Usage: press Tkey, and you can proportionally squeeze or stretch the selected keys, with current mouse position as reference. Only works with more than 3 keys selected horizontally. I've remapped the old Tkey (ipo type) to SHIFT+T... might be temporal, I have an idea for a cool 2D manipulator system that makes it much friendlier to grab/scale/slide keys all in once. Also: fix for HOME key in action editor (didn't do Pin), and removed gcc warnings from jiri's commit in editmesh_add.c |
Revision 3150b5a by Ken Hughes October 31, 2005, 04:17 (GMT) |
-- one step closer to fixing booleans: one-line change to use new object instead of original object when building new mesh and mesh material list |
Revision 4181b6e by Johnny Matthews October 31, 2005, 02:52 (GMT) |
Removed key.getChannelIpo() doc. |
Revision 43ec1ee by Johnny Matthews October 31, 2005, 02:52 (GMT) |
Removed key.getChannelIpo() since it is not proper implementation anymore. |
Revision e964954 by Ton Roosendaal October 30, 2005, 21:48 (GMT) |
Fix for HOME key in Action Window. Didn't check for mapped NLA time yet. |
Revision 41c5328 by Ton Roosendaal October 30, 2005, 20:56 (GMT) |
Two half working commits! - Python Drivers In Ipo Window "transform properties" Panel, added the buttons, and the initial handling (now only printing text). Willian makes it work! - Better Matrix to Eul, code submitted by Brecht. No time yet to do it really nice (like a Mat3ToEulCompat(mat, eul, eulc)) |
Revision 99753a4 by Ken Hughes October 30, 2005, 20:10 (GMT) |
-- fix (I think) for "normal booleans interface (for Wkey 123 entries)"; second selected object's mesh was being overwritten by new object's mesh, so new object had no empty mesh |
Revision 0d73479 by Simon Clitherow October 30, 2005, 19:19 (GMT) |
A few leftover py2.3 -> py2.4 changes: - updated python24.zip to include all required module dependancies. - updated zlib.pyd to py24 zlib.pyd - now it opens the zip file (thanks ianwill!) - removed whrandom module from basic_modules (deprecated in py24) |
Revision 0fda360 by Jiri Hnidek October 30, 2005, 18:42 (GMT) |
- bug fix: normal of new added face is calculated without mistakes now - direction of face normal doesn't depend on user's view to scene anymore, it is influenced only by direction of face normals in nieghborhood |
Revision 9cce371 by Brecht Van Lommel October 30, 2005, 18:38 (GMT) |
Support for adding elements in random positions in an opennl matrix. Also some code formatting. |
Revision 1f51932 by Ton Roosendaal October 30, 2005, 18:29 (GMT) |
Previous change to enable Shape Actions, didn't support Drivers yet. |
Revision 227e6b0 by Ken Hughes October 30, 2005, 18:27 (GMT) |
-- testing a patch which lets Python initialize the site path for Blender (old code is just "#ifdef"-ed out for now.) Please give this a try on all platforms and give us feedback on what you see for your sys.path setting in Blender (run these two lines in text window) import sys print sys.path |
Revision b483454 by Ton Roosendaal October 30, 2005, 17:32 (GMT) |
Mirror clipping bug; Martin used abs() which is for int! should be fabs(). |
Revision 4d2de02 by Ken Hughes October 30, 2005, 14:34 (GMT) |
-- fix compiler warning about return "from incompatible pointer type" when returning Python exceptions. EXPP_ReturnPyObjError() always returns a NULL because Python expects error conditions to return a NULL pointer instead of an object. Since the pointer is cast to a PyObject *, it's ugly to use for propagating the errors back in this case, so this fix just uses PyErr_SetString() to set the error and return NULL (see the body of EXPP_ReturnPyObjError() ). |
Revision ea8b08c by Ton Roosendaal October 30, 2005, 13:50 (GMT) |
Two new IK features. 1) Target-less IK If you add an IK constraint without a target set (no object or bone target), it now can be grabbed and moved with IK, using its own Bone tip or root as target itself. This way you can use IK for posing, without having the IK executed while it animates or while a Pose is being solved for real IK. After grabbing "Target-less IK", it applies the resulted motion in the pose-channels, which then can be used to insert keypositions. The Target-less IK bone can still be rotated without IK, also its chain can be edited as usual. UI: The CTRL+I menu gives this as an option too. In the 3D window it is drawn with orangish color. Note that IK is not resistant to non-uniform scaling yet. 2) Auto-IK When the option "Automatic IK" is set, in Edit Buttons Armature Panel, it creates automatic temporal Target-less IK for the Bone you grab or translate. The rules are: - it only works when a single Bone is selected - if the Bone is a root bone (no parent), it adds IK to the end of the chain(s) - otherwise it adds the IK to the active Bone - the temporal IK chain only consists of connected Bones. This method is still a bit experimental. Maybe it should become a special grabbing option (like SHIFT+G in Pose Mode). It also only works OK for rigs that fit for it well... when a rig already is fully setup with IK it can't do much good. :) |
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