Revision f8afbb4 by Martin Poirier July 8, 2008, 16:22 (GMT) |
Start multi resolution search on first arc and smarter search (match first two levels only). Now need a way to go back to lower levels at shared nodes. |
Revision d1fd99b by Benoit Bolsee July 8, 2008, 12:18 (GMT) |
BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system. New Add mode for Ipo actuator ============================= A new Add button, mutually exclusive with Force button, is available in the Ipo actuator. When selected, it activates the Add mode that consists in adding the Ipo curve to the current object situation in world coordinates, or parent coordinates if the object has a parent. Scale Ipo curves are multiplied instead of added to the object current scale. If the local flag is selected, the Ipo curve is added (multiplied) in the object's local coordinates. Delta Ipo curves are handled identically to normal Ipo curve and there is no need to work with Delta Ipo curves provided that you make sure that the Ipo curve starts from origin. Origin means location 0 for Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for Scale Ipo curve. The "current object situation" means the object's location, rotation and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo actuators, this means at the start of each loop. This initial state is used as a base during the execution of the Ipo Curve but when the Ipo curve is restarted (later or immediately in case of Loop mode), the object current situation at that time is used as the new base. For reference, here is the exact operation of the Add mode for each type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale and orientation matrix at the start of the curve; iLoc, iRot, iScale, iMat: Ipo curve loc/rot/scale and orientation matrix resulting from the rotation). Location Local=false: newLoc = oLoc+iLoc Local=true : newLoc = oLoc+oScale*(oMat*iLoc) Rotation Local=false: newMat = iMat*oMat Local=true : newMat = oMat*iMat Scale Local=false: newScale = oScale*iScale Local=true : newScale = oScale*iScale Add+Local mode is very useful to have dynamic object executing complex movement relative to their current location/orientation. Of cource, dynamics should be disabled during the execution of the curve. Several corrections in state system =================================== - Object initial state is taken into account when adding object dynamically - Fix bug with link count when adding object dynamically - Fix false on-off detection for Actuator sensor when actuator is trigged on negative event. - Fix Parent actuator false activation on negative event - Loop Ipo curve not restarting at correct frame when start frame is different from one. |
Revision 168ae67 by Ton Roosendaal July 8, 2008, 11:47 (GMT) |
Bugfix #16535 The infamous Fkey 'make face' in editmode still failed in cases, giving an annoying convex error popup. Found two errors in this code: - not all cases were evaluated to make a face of 4 vertices (6 cases) - the function that makes always a face when the 4 edges already exist failed when not in vertex-select mode. I also removed the popup, but added a print... its still not perfect. |
Revision a166def by Campbell Barton July 8, 2008, 10:18 (GMT) |
scenes set pose objects would draw in posemode while weight painting if they were set to posemode in their scene. |
Revision 878a530 by Joshua Leung July 8, 2008, 07:30 (GMT) |
Compiler warning fixes (how some of this stuff compiled without stopping compiling I don't know) ;) |
Revision 22e8779 by Joshua Leung July 8, 2008, 07:06 (GMT) |
== Select Swap for Armatures (Ctrl I) == It is now possible to swap the selection of bones in EditMode and PoseMode using the CTRL IKEY hotkey. As a result, the hotkey for adding IK Constraints has now changed to SHIFT IKEY (so that select swap can have a consistent hotkey) |
Revision 3185253 by Geoffrey Bantle July 8, 2008, 02:22 (GMT) |
-> UV and VCOL support for bevel (editmode) BMesh and the bevel code now support UVs/VCOLS. The offset is fixed at this time, but will be made dynamic later. |
Revision 1d822b1 by Campbell Barton July 7, 2008, 22:11 (GMT) |
patch from res2k to stop the blender window being upscaled on vista. |
Revision e341586 by Campbell Barton July 7, 2008, 21:04 (GMT) |
own mistake with drawing used state bits. Other minor changes and removed some warnings. |
Revision 01e9635 by Daniel Genrich July 7, 2008, 21:04 (GMT) |
Correct IPOs again, have yet to find a resolution how to hide some unsused IPOs |
Revision 52219d5 by Martin Poirier July 7, 2008, 20:31 (GMT) |
First draft: Use multiresolution graph for retargetting (enables bypassing small appendages that don't correspond to anything on the armature). |
Revision 2ad6961 by Daniel Genrich July 7, 2008, 20:28 (GMT) |
Some channel fixes for fc |
Revision f139e1f by Martin Poirier July 7, 2008, 17:27 (GMT) |
Reeb multiresolution filtering, now with more than one level |
Revision e409c24 by Daniel Genrich July 7, 2008, 14:36 (GMT) |
WIP commit to introduce channels |
Revision d3745d7 by Daniel Genrich July 7, 2008, 09:23 (GMT) |
Another addition of time values, yet some things to follow |
Revision 17dc66c by Campbell Barton July 7, 2008, 04:17 (GMT) |
[#17288] Sequencer API: added a method, a geter/setter, the blend modes dict and corrected a malfunction on audio strips blend mode from Luca Bonavita (mindrones) - adds the method "rebuildProxy()" useful to rebuild all the strips at once: the user can do - adds a BlendModes dictionary under the Blender.Scene.Sequence module: the user can see the blending option with - adds the getter/setter "blendMode" - adds a function seq_can_blend in sequence.c as requested by Peter, useful for these purposes but also to solve a bug after - the bug is you can apply blend modes to an audio strip that doesn't make sense: changed the test and now you cannot assign blend mode other than Replace to audio strips Omitted DNA cleanup part since its only whitespace and Id prefer to have a useful "svn blame" output. |
July 7, 2008, 02:02 (GMT) |
* New UV editor selection mode: Island This goes alongside vertex and face selection and selects an entire UV island with a single click. It's a lot less painful to use when rearranging UV layouts, especially with Drag Immediately on - see: http://mke3.net/blender/etc/uv_island.mov |
Revision 32cefbd by Martin Poirier July 7, 2008, 01:56 (GMT) |
Derived Mesh Bugfix EditMesh MEdge vertex index were doubled incremented, so more or less always wrong (even worse, could read outside of array). |
Revision 707301a by Joshua Leung July 7, 2008, 00:54 (GMT) |
Little tweak to timeline_force_draw, so that button windows are updated properly |
Revision dd5148e by Janne Karhu July 6, 2008, 22:52 (GMT) |
Fix for bug: [#14570] particle system: grid distribution + vertex emitting bug - grid distribution didn't check for emission from vertices |
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