Revision fc16926 by Ton Roosendaal October 22, 2005, 15:03 (GMT) |
Autokey option crashed on Transform... was still using defines from before the object-action-ipo-nla recode 2 weeks ago. |
Revision 5e81313 by Ton Roosendaal October 22, 2005, 14:05 (GMT) |
New: X-axis mirror weightpainting. - Set the button in Paint Panel, Edit buttons context - It assumes the mesh to be near-perfectly mirrored. Current threshold is set to 0.0001 (maximum difference allowed). In order to evaluate proper mirroring, a new option will be added in Mesh editmode later. - When the flipped group doesn't exist yet, it creates the group - Of course this doesn't work for mirror modifier! New: Select/activate flipped bone or vertex group - Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone. Is especially to see while painting if the mirror copying works OK. New: "Apply Envelope to VertexGroup" uses X-mirror option too. Todo; check on mirror vertex painting, and mirror Mesh editmode.... The implementation is based on a 8x8x8 Octree, where vertex locations are stored. Vertices on the threshold boundary of an Octree node are filled in the neighbour nodes as well, ensuring that the lookup works with threshold. The current size of the Octree gives good speedup, even for 128k vertices it only needs 256 lookup cycles per checked vertex. Same code could be used for the bevel tool for example. src/meshtools.c: int mesh_octree_table(Object *ob, float *co, char mode) - mode 's' or 'e' is "start octree" or "end octree" - mode 'u' is "use", it then returns an index nr of the found vertex. (return -1 if not found) |
Revision ed7fb48 by Jens Ole Wund(bjornmose) October 21, 2005, 22:58 (GMT) |
-bug fixed -symtom: looks like rigged SB mesh follows weird goal settings -cause: arbitary initialisation of 'edge spring rest length' ... must have happend by introducing 'modifyer stacK' |
Revision 3aa9576 by Chris Want October 21, 2005, 20:30 (GMT) |
A tweak for text follow curve -- the old comment in the code says "why not 0.5?", so I am setting it to 0.5 since it looks way better that way (I think somebody should really revisit this code at some point). |
Revision 233ee5a by Ken Hughes October 21, 2005, 17:20 (GMT) |
- documentation updates: -- add Key module to index page -- include cross references for Object.colbits in material descriptions within Object, NMesh and Mesh modules |
Revision a5c32e1 by Johnny Matthews October 21, 2005, 14:51 (GMT) |
1. Moved Edgeloop Delete to Delete Menu out of Edge Specials 2. Edgeloop Delete will pop the undo stack if it fails 3. Small Tweak on CTRL-Subdivide selection |
Revision 9035f0c by Ken Hughes October 21, 2005, 13:52 (GMT) |
- Bugfix #3227: throw exception in NMesh if face data doesn't contain 3 or 4 vertices |
Revision b3053c7 by Brecht Van Lommel October 20, 2005, 23:36 (GMT) |
Bugfix: #3189, #3208, UV Mirror (MKEY) didn't work. |
Revision 70024f7 by Brecht Van Lommel October 20, 2005, 23:07 (GMT) |
Bugfix: #3149, Parent rotation influences DoF / rotation limits The rotation of the parent of the root in an IK chain was included in the segment's basis, leading to the DoF / rotation limits to be computed on the wrong basis. |
Revision 446a007 by Ton Roosendaal October 20, 2005, 21:37 (GMT) |
Crash fix (now discovered myself!). On sampling wpaint color (ctrl+lmb), when no vertex groups exist, it was referencing illegal memory. |
Revision 00496cd by Ton Roosendaal October 20, 2005, 21:02 (GMT) |
Another memory error found, when deleting bones in editmode, it didn't correctly free constraints. To ensure the UI not to show any deleted data, after leaving editmode it now also redraws nla, action and ipo. |
Revision 968b3e7 by Ton Roosendaal October 20, 2005, 20:38 (GMT) |
Memory error 'end corrupt' reports for deform groups... can't find it yet, but this code ensures the strcpy() is using BLI_strncpy now, and it uses more clear names for the mallocs. |
Revision c677ffd by Ton Roosendaal October 20, 2005, 19:27 (GMT) |
Bugfix; using weightpaint changed the default lighting setup (specular). |
Revision 197fdd2 by Ton Roosendaal October 20, 2005, 18:52 (GMT) |
Curve and Lattice deform Modifiers now accept optional Vertex Group name to finetune deform further as well. Note that curve deform requires object buttons 'track' and 'up' axes set properly. Curve deform can twist/flip a lot, making Vertex Group based deform hard to set up. |
Revision acf2fda by JLuc Peuriere October 20, 2005, 18:05 (GMT) |
fix for Game engine bug #1961 furnished by Josh Nimoy. Thanks. Although the fix is not perfect (lacks screen requisition safeguards), it does indeed allow to run game engine fullscreen |
Revision 9409eaf by Ton Roosendaal October 20, 2005, 16:31 (GMT) |
Another option for more Armature deform control; The "Use VGroup" or "Use Envelope" options now are in Modifier Panel for Armature deform. If Modifiers are in use, they override the Armature settings for it. (Cannot get rid of the Armature panel options yet, since Blender still allows parenting to be deforming too, which is displayed as a Virtual modifier now) This now allows to - for example - make a Envelope deform on a Lattice, and have same Armature use vertexgroups on Mesh. Next; vertexgroup option for Lattice & Curve deform |
Revision 1f1eb83 by Ken Hughes October 20, 2005, 15:10 (GMT) |
- fix bug calculating number of edges to create in mesh.edges.extend() (thanks to guitargeek for catching) |
Revision cfab1a9 by Ton Roosendaal October 20, 2005, 14:58 (GMT) |
- Fix for Wkey menu in WeightPaint modus; it didn't work when the armature is a modifier only (Armature not parented to Mesh). Note; if multiple Modifier/Armatures work, it uses only the first still. - Armature option 'draw axes' now scales axes to 0.25 of bone length. |
Revision 7a7dadc by Ton Roosendaal October 20, 2005, 14:41 (GMT) |
New option; "Lock Time to Other Windows" for Ipo, Action, NLA and Time windows. If set (in View pulldown), it synchronizes the horizontal scale of the current window with the other Windows with this option set. That way you always have these windows showing an identical part of the time you work on. Also added because Action Window now displays its content relative to NLA strips. |
October 20, 2005, 10:31 (GMT) |
Adding some simple but very convenient selection functionality for the UV editor: * A "Select->Pinned UVs" command (Shift P) that selects all the visible pinned UVs * A "Select->Border Select Pinned" tool (Shift B) that works just like the normal border select tool, but only acts on pinned UVs This is really useful when using LSCM, I only want to touch the pinned UVs and then recalculate. |
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