Revision a03cc5c by Brecht Van Lommel January 23, 2013, 13:13 (GMT) |
Fix small issue found in vertex color bake bug that caused the result to be different each time, due to float precision issues. The camera matrix itself should not be modified in render, just its copy. |
Revision 3e6892e by Ton Roosendaal January 23, 2013, 12:08 (GMT) |
File Menu, "Save startup file" no asks for save-over confirm. Being a destructive action (and there are no versions saved as backup) it's an OK convention to prevent accidents. |
Revision 419ce84 by Sergej Reich January 23, 2013, 12:06 (GMT) |
rigidbody: Make rigid bodies kinematic during transformation This allows moving rigid bodies on frame > startframe. Also rigid bodies can now be picked up and trown around while the simulation is running. Note: There is a small glitch with cancelling tansform during simulation but it's tricky to get rid of. TODO: Avoid static-static collision warnings |
Revision be21034 by Thomas Dinges January 23, 2013, 11:40 (GMT) |
UI / Layout scripts: * Code cleanup for new Rigid Body panels. * Removed some unneeded split() calls. * Remove redundant check for "ob.rigid_body_constraint" in the draw() function of the "Rigid Body Constraint" panel. The check is already made in the poll. |
Revision 5412d00 by Joshua Leung January 23, 2013, 11:24 (GMT) |
Code cleanup * Removed unused block of code * matrice -> matrix |
Revision 9ce9f6a by Thomas Dinges January 23, 2013, 11:02 (GMT) |
Cycles: * Small code cleanup of panel registering after Bullet merge. |
Revision d2161ec by Thomas Dinges January 23, 2013, 11:00 (GMT) |
Blender 2.66 Release Cycles: * We enter BCon3 now, ongoing module work, stabilization of new features and fixes. |
Revision 47f23c1 by Campbell Barton January 23, 2013, 10:32 (GMT) |
fix for blender quitting in X11 if you start blender with a tablet, unplug it, then open a new window. |
Revision 45fb9f9 by Campbell Barton January 23, 2013, 08:07 (GMT) |
scene panel for rigid body - remove operator isnt greyed out when rigidbody is disabled |
Revision bb14b39 by Bastien Montagne January 23, 2013, 07:59 (GMT) |
Fix own stupid memory leak in new py i18n code (forgot to free temp keys when searching messages in GHash cache!). Thanks to PerfectionCat for finding this. |
Revision fd35d42 by Campbell Barton January 23, 2013, 07:52 (GMT) |
code cleanup: dont use 'bpy.context' when 'context' is available |
Revision 6b51bb3 by Campbell Barton January 23, 2013, 07:42 (GMT) |
move rigidbody toggle into the header for scene and objects. |
Revision 69ddc5e by Campbell Barton January 23, 2013, 07:26 (GMT) |
make bullet optional again |
Revision 4544c23 by Campbell Barton January 23, 2013, 06:09 (GMT) |
fix [#29950] Linked proxy armature object properties can't be edited |
Revision c48238f by Sergej Reich January 23, 2013, 05:57 (GMT) |
rigidbody: Add generic spring constraint Behaves like the generic constraint but has optional spring on each axis. TODO: Add option to set rest length. Patch by Markus Kasten (markus111), thanks! |
Revision 47c9608 by Sergej Reich January 23, 2013, 05:56 (GMT) |
rigidbody: Add rigid body constraints Constraints connect two rigid bodies. Depending on which constraint is used different degrees of freedom are limited, e.g. a hinge constraint only allows the objects to rotate around a common axis. Constraints are implemented as individual objects and bahave similar to rigid bodies in terms of adding/removing/validating. The position and orientation of the constraint object is the pivot point of the constraint. Constraints have their own group in the rigid body world. To make connecting rigid bodies easier, there is a "Connect" operator that creates an empty objects with a rigid body constraint connecting the selected objects to active. Currently the following constraints are implemented: * Fixed * Point * Hinge * Slider * Piston * Generic Note: constraint limits aren't animatable yet). |
Revision cdc8ed2 by Sergej Reich January 23, 2013, 05:56 (GMT) |
rigidbody: Add "Copy Rigid Body Settings" and "Bake To Keyframes" operators Based on a script by liero, thanks! |
Revision 2d86379 by Sergej Reich January 23, 2013, 05:56 (GMT) |
rigidbody: Add rigid body simulation Add operators to add/remove rigid body world and objects. Add UI scripts. The rigid body simulation works on scene level and overrides the position/orientation of rigid bodies when active. It does not deform meshes or generate data so there is no modifier. Usage: * Add rigid body world in the scene tab * Create a group * Add objects to the group * Assign group to the rigid body world * Play animation For convenience the rigid body tools operators in the tools panel of the 3d view will add a world, group and add objects to the group automatically so you only have to press one button to add/remove rigid bodies to the simulation. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof) |
Revision 089cf12 by Sergej Reich January 23, 2013, 05:56 (GMT) |
rigidbody: Add point cache support Add read/write/interpolate functions. In order to get rigid body point cache id from object it's now required to pass the scene to BKE_ptcache_ids_from_object(). Rigid body cache is drawn in the orange color of the bullet logo. |
Revision fc377c1 by Sergej Reich January 23, 2013, 05:56 (GMT) |
rigidbody: Add force field support Force fields work with rigid bodies just like they do with other simulations. Increase min and max strength of force fields so they can influence heavy rigid bodies. TODO: Adjust force field strength based on the time step taken. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof) |
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