Revision 6c4ae1e by Kester Maddock April 18, 2005, 11:44 (GMT) |
Patch: [ #2439 ] Makes objects react properly to deformations after a mesh replacement call. from brian hayward (bthayward) Detailed description: Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement. My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete). For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable. With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn. *note 1* for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started) *note 2* The added processing time involved with replacing the object's deform controller is negligible. |
Revision d34acbf by Ton Roosendaal April 17, 2005, 18:00 (GMT) |
Replaced a bunch of malloc() calls with proper MEM_mallocN() (and free() and calloc() of course) Remainder malloc() calls need to be there for realloc(). |
Revision 425f295 by Ton Roosendaal April 17, 2005, 17:43 (GMT) |
Patch submitted by Jorge Bernal (lordloki) and Jonathan Merritt. This will add Minneart diffuse and WardIso specular to our shader menu. Minneart gives nice control over darkness/brightness areas, the wardIso over 'plastic' style sharp or fuzzy specular. Webpage is being made with nice samples. Will be in release log. Jorge: one change is in the do_versions, you inserted it on wrong location. |
Revision 8a02dc1 by Ton Roosendaal April 17, 2005, 15:50 (GMT) |
Patch provided by Andrea Weikert (elubie): With a few tests I have discovered that when quitting Blender the filelist in SpaceFile doesn't get free'd. storage.c: I have replaced strdup for the relname member in BLI_builddir with BLI_strdup. and malloc with MEM_mallocN for the string member in BLI_addstrings(). filesel.c: Of course also had to replace free with MEM_freeN in freefilelist(). In freespacelist (space.c) I added call to freefilelist for the SPACE_FILE space type. |
Revision f919cf7 by Stephen Swaney April 17, 2005, 14:37 (GMT) |
More Curve Module features: access to the attributes flagU and flagV in a CurNurb object. Contributed by Gergely Erdelyi (dyce). |
Revision 127abda by Stephen Swaney April 17, 2005, 13:48 (GMT) |
New methods for Curve module: getBevOb() and setBevOb() Adds ability to set, clear and get bevel object for a Curve. Contributed by Gergely Erdelyi (dyce). Thanks! |
Revision fa5d910 by Willian Padovani Germano April 16, 2005, 18:25 (GMT) |
Updating build systems: folder release/bpydata/ moved to release/scripts/bpydata/ It seemed trivial enough, so I updated all systems (makefiles, xcode, scons, scons win installer), please complain if something went wrong. Mostly it was just removing release/bpydata references, since the release/scripts dir is already worked on recursevely, handling dirs inside it. For the scons nsi file writer script I had to write code for each new dir, but it can be recoded recursively, too (in fact joining all release stuff in a single dir tree with nothing else would be a good idea, making installation code simpler). Since it's just python and I have a little more time now, I can help scons managers if they still need. Thanks Campbell Barton for reporting. |
Revision dfe3ad0 by Alexander Ewering April 16, 2005, 16:56 (GMT) |
copy_softbody() didn't check if object actually was softbody! |
Revision 5ff281e by Ton Roosendaal April 16, 2005, 15:51 (GMT) |
Li'll feat request; When curve objects have no front/back faces, the bevels were only drawn for the outer part. Now it also makes interior bevels, so yo can have a curve become a 'solid' ring easily. Note: only works when you disable filling option "Front" and "Back". |
Revision 56591ad by Johnny Matthews April 16, 2005, 15:33 (GMT) |
The setup functions for SB and PI now initialize the vars to the defaults that are set in the UI when one of the panels are accessed. Current this happens whenever an SB or PI api function is called for the first time. |
Revision 07ef51c by Ton Roosendaal April 16, 2005, 15:06 (GMT) |
More SoftBody stuff: - after grab/duplicate the softbody didn't get a reset signal - added 'copy properties' for softbody settings - duplicate object didn't copy softbody yet |
Revision 7943f79 by Ton Roosendaal April 16, 2005, 14:01 (GMT) |
Softbody: - Added browsing for vertex group for "Goal" in SoftBody buttons. - Means the default name "SOFTGOAL" isn't needed anymore - temporally, on file read, the "SOFTGOAL" vertex group is set, if exists - removing vertex group possible too - changed softbody.c code to use this |
Revision 097726e by Ton Roosendaal April 16, 2005, 12:35 (GMT) |
For the manipulator freaks; rotate widget with 'arcs' now displays the transparant grey (ghosted) rotation where mouse click started. |
Revision e7469ac by Willian Padovani Germano April 16, 2005, 05:42 (GMT) |
Scripts: missed removing this one (was updated by jms and renamed to unweld.py simply) |
Revision d65fc84 by Willian Padovani Germano April 16, 2005, 05:25 (GMT) |
Note: this commit includes new functionality to save and restore scripts configure options. This is ongoing work, scripts still have to be updated to use this feature and more tests are needed, though many have been performed. The new Scripts Config Editor script is the main part of this. If anyone wants to check it, only the AC3D importer and exporter have already been updated to use it: simply open them (you can then cancel with ESC) to have the data created, then try the config editor. Scripts: - Thanks Jean-Michel Soler (jms) for updated versions of dispaint, fixfromarmature and unweld (also renamed to remove version part). - Thanks Bart for the upgraded VRML exporter (great doc webpage!). It is available as VRML 97 and the original VRML 2 is for now still there, to help users testing the new version. For the next release the old one should be removed, of course. - New script: Scripts Config Editor (Scripts win -> Scripts -> System). Scripts with config options (simple data that is to be set according to user needs or preferences) can use this facility instead of providing a gui and writing config files to disk themselves. - Added new menu: System, available in the Scripts win. - Updated sys_info.py, help_browse.py and the AC3D importer and exporter. - Removed use of the Scrollbar and added arrow keys and mouse wheel support instead in Daniel Dunbar's old doc_browser.py. The scrollbar events handling doesn't exist, Ton suggested removing the scrollbar from the API months ago. For now its ref doc is gone and no bundled script uses it, until we get time to implement it properly. - Added module BPyRegistry.py with functions to handle reading / writing config files automatically to the scripts/bpydata/config dir. - Removing dir release/bpydata and its contents (moved earlier to release/scripts/bpydata/) - Bug #2379: made small changes to bevel_center's ui to fix a problem reported by Alexander Ewering (intrr): http://projects.blender.org/tracker/?func=detail&atid=125&aid=2379&group_id=9 BPython: - Thanks Campbell Barton for new functionality: Blender.Get() now can also return all the paths from the user prefs -> file paths win and there is a new function: Blender.sys.expandpath() to transform Blender paths (those starting with '//' and ending with '#') to absolute paths. - Added function Blender.ShowHelp(), to open the Scripts Help Browser with a given help page -- just a time saver for scripts. - Improved function Blender.Run() to also work with gui and file select scripts. - Found a (new?) crash related to NMesh.PutRaw when creating a new object while in edit mode. Leaving / entering edit mode fixes the problem, so a check for obj created, edit mode and leaving / re-entering it were added to the code for now (gdb didn't help much, no backtrace) - doc updates, including splitting intro page in two, with bpython related stuff (registering / documenting / configuring scripts and command line mode (thanks Chris Want for "use system variables to pass parameters to scripts" idea). - Registry: functions have been updated to support writing to / reading from disk, for the config editor -- only simple config data supported, for large amounts coders should write to a file themselves. This is done with a new parameter: Registry.GetKey(keyname, True) will also search for the key on the config dir, if not already loaded; equiv. for Registry.SetKey(keyname, dict, True). Data is only written to / read from disk when needed and only scripts already used (assuming they support this functionality) will have config data saved. |
Revision 8b664b9 by Ton Roosendaal April 15, 2005, 21:39 (GMT) |
In localview the Manipulator didnt center at correct 3d cursor location. |
Revision 0f279e6 by Ton Roosendaal April 15, 2005, 21:33 (GMT) |
Extrude normal correction part #4! It works OK for faces extrude, but with only edges it should work too. :) |
Revision f6977da by Ton Roosendaal April 15, 2005, 20:29 (GMT) |
Another attempt to make extrude deliver correct normals. Rule is flipped when it doesn't extrude a 'volume', in that case normals point outside based on extruding in direction of original normals. |
Revision ca9e54b by Johnny Matthews April 15, 2005, 13:38 (GMT) |
Fixes timecode to run frames 0 to (fps-1) rather than 1 to fps |
Revision baa0b8c by Johnny Matthews April 14, 2005, 20:41 (GMT) |
Similar to last commit, This initializes the pd pointer if it is null for Particle interaction. for all the PI functions |
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