Revision 45265b3 by Nicholas Bishop May 22, 2012, 15:29 (GMT) |
Add operator to extract armature and vertex groups from skin. * The operator creates bones for each input edge (does not subdivide them like the skin operator does), adds a fake root bone for skin roots with multiple children. * The operator adds vertex weight groups to the original mesh. * Make copy_object_transform() public, used to match the armature object to the mesh object. Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier |
Revision 11309a1 by Nicholas Bishop May 22, 2012, 15:29 (GMT) |
Add skin vertex operators. * Add operator to mark selected vertices as skin roots. * Add operator to mark/clear selected vertices as loose. * Add operator to equalize skin radii. Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier |
Revision 0cdd589 by Nicholas Bishop May 22, 2012, 15:29 (GMT) |
Ensure skin nodes get created when adding modifier. Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier |
Revision 417ac69 by Nicholas Bishop May 22, 2012, 15:29 (GMT) |
Draw skin vertex roots in edit mode. Roots are drawn with a view-oriented dashed red circle around the vertex location. The circle's radius is the average if the skin vertex's X and Y radii. Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier |
Revision 6485b32 by Nicholas Bishop May 22, 2012, 15:29 (GMT) |
Add new theme-able color, TH_SKIN_ROOT. Bumped file version from 263.5 to 263.6 to ensure the default TH_SKIN_ROOT color gets set. Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier |
Revision 8801330 by Nicholas Bishop May 22, 2012, 15:29 (GMT) |
Add skin modifier: DNA, RNA, UI, and MOD_skin.c implementation. Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier Implementation based in part off the paper "B-Mesh: A Fast Modeling System for Base Meshes of 3D Articulated Shapes" (Zhongping Ji, Ligang Liu, Yigang Wang) Note that to avoid confusion with Blender's BMesh data structure, this tool is renamed as the Skin modifier. The B-Mesh paper is current available here: http://www.math.zju.edu.cn/ligangliu/CAGD/Projects/BMesh/ The main missing features in this code compared to the paper are: * No mesh evolution. The paper suggests iteratively subsurfing the skin output and adapting the output to better conform with the spheres of influence surrounding each vertex. * No mesh fairing. The paper suggests re-aligning output edges to follow principal mesh curvatures. * No auxiliary balls. These would serve to influence mesh evolution, which as noted above is not implemented. The code also adds some features not present in the paper: * Loops in the input edge graph. * Concave surfaces around branch nodes. The paper does not discuss how to handle non-convex regions; this code adds a number of cleanup operations to handle many (though not all) of these cases. |
Revision f7b116e by Nicholas Bishop May 22, 2012, 15:28 (GMT) |
Add Mesh equivalent to BM_edge_other_vert(). /* Return the index of the edge vert that is not equal to 'v'. If * neither edge vertex is equal to 'v', returns -1. */ int BKE_mesh_edge_other_vert(const struct MEdge *e, int v); |
Revision 5e22802 by Nicholas Bishop May 22, 2012, 15:19 (GMT) |
Add new BMesh length query functions. BMEdge *BM_face_find_shortest_edge(BMFace *f); BMEdge *BM_face_find_longest_edge(BMFace *f); Reviewed by Campbell Barton. |
Revision 39f2f99 by Dalai Felinto May 22, 2012, 15:19 (GMT) |
fix for bmesh api example worth noticing is that the example in bpy.types.Mesh is wrong too (Mesh type does not have an uv element) but I would prefer someone more familiar with bmesh to take a look at those |
Revision d9ce311 by Nicholas Bishop May 22, 2012, 15:19 (GMT) |
Add skin modifier icon created by Julio Iglesias. Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier |
Revision 396a3d3 by Nicholas Bishop May 22, 2012, 15:18 (GMT) |
Add MVertSkin DNA/RNA and customdata (CD_MVERT_SKIN). The MVertSkin currently just stores local skin radii and skin flags (MVertSkinFlag). Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier Reviewed by Campbell Barton. |
Revision 53b01d9 by Lukas Toenne May 22, 2012, 14:13 (GMT) |
A number of new features for the node editor in general and the Frame node in particular. For an detailed user-level description of new features see the following blogpost: http://code.blender.org/index.php/2012/05/node-editing-tweaks/ TL;DR: * Frame node gets more usable bounding-box behavior * Node resizing has helpful mouse cursor indicators and works on all borders * Node selection/active colors are themeable independently * Customizable background colors for nodes (useful for frames visual distinction). |
Revision 85923af by Campbell Barton May 22, 2012, 13:59 (GMT) |
code cleanup: key/interpolation |
Revision 4a788a2 by Campbell Barton May 22, 2012, 13:43 (GMT) |
expose absolute shape keyblock interpolation in the ui |
Revision eb02332 by Campbell Barton May 22, 2012, 13:20 (GMT) |
style cleanup: mmap_win32 |
Revision 1937f3b by Antonis Ryakiotakis May 22, 2012, 12:30 (GMT) |
Disable building of CUDA 1.3 kernels for cycles for win32 cmake and mingw32 scons. They were already disabled for scons MSVC 32bit. |
Revision c636022 by Andrew Hale May 22, 2012, 12:03 (GMT) |
Fix for customdata layer copying. Issue was caused by mixing up of destination and source in copy function. Also fixed an error in Py API, check to see if layers were different should be check to see if they're the same. |
Revision 857444d by Campbell Barton May 22, 2012, 10:48 (GMT) |
move select operations into their own file |
Revision 8b2ffc1 by Campbell Barton May 22, 2012, 10:10 (GMT) |
fix for error in last commit and minor speedup to looping over edges. |
Revision dbd70c0 by Jeroen Bakker May 22, 2012, 09:54 (GMT) |
* Composite result is updated when editing (preview were already calculated, now the final result is also updated in the image space * default texture size when not connected to any resolution depended operation defaults to render size |
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