Revision 6b1158c by Campbell Barton November 9, 2007, 16:05 (GMT) |
mistake in last commit |
Revision 072cb52 by Ton Roosendaal November 9, 2007, 16:02 (GMT) |
Feature: transform manipulator (align normal option) aligns with bezier handles now. Needed & useful for modeling trees here... |
Revision d1dbf41 by Campbell Barton November 9, 2007, 15:56 (GMT) |
PyTuple_Pack dosnt work with python 2.3 - removed |
Revision 62f8e6f by Ton Roosendaal November 9, 2007, 14:58 (GMT) |
Quick added feature: the "do not get scaling from parent bone" option. It's next to the 'hinge' button, a small 'S'. No more space here... will make it nicer inferface later. :) Let's first see if this works as expected. |
Revision 42a2b66 by Campbell Barton November 9, 2007, 12:19 (GMT) |
saving and loading of settings per tree, also added a way to get unique animation using object locations in drivers |
Revision ddf2336 by Campbell Barton November 9, 2007, 10:29 (GMT) |
curve2tree - animation settings - speed and magnitude Python api - texture.evaluate can now accept tuples of numbers as well as vectors |
Revision 9566108 by Campbell Barton November 9, 2007, 01:35 (GMT) |
tree branch bones can now animate using drivers that reference textures, so animation can be controlled from clouds, noise settings after being created. still need to add user preferences for animation speed and magnitude. |
Revision 8e377cf by Campbell Barton November 9, 2007, 00:05 (GMT) |
Branch's now have weights assigned to the mesh and an armature modifier applied so the bones effect the tree. |
Revision 0da704a by Campbell Barton November 8, 2007, 22:13 (GMT) |
automatic armature generation follows branch's |
Revision eeb9e14 by Martin Poirier November 8, 2007, 22:03 (GMT) |
Still nothing to see here <shifty eyes> This fixes up angle based subdivisions, adds embedding post processing methods (before, only average was there, added smooth and sharpen). More parameters are controllable through the UI. |
Revision 3c3256c by Campbell Barton November 8, 2007, 20:25 (GMT) |
bug fix with trimming intersecting branches, added setting for branch joint smoothing. some speedups |
Revision 7294d19 by Brecht Van Lommel November 8, 2007, 18:02 (GMT) |
Bugfix: Issue with dual quaternion scaling + vertex group influence. |
Revision 4b38620 by Martin Poirier November 8, 2007, 15:57 (GMT) |
Fix for bug [#7741] new colorband for weightpainting overlaps with verse settings |
Revision 4482f3b by Campbell Barton November 8, 2007, 15:41 (GMT) |
user interface added for 'Tree from curves' tool. renamed Filter to Blur to Filter for #define as well |
Revision b2a972b by Juho Vepsalainen November 8, 2007, 13:49 (GMT) |
Fix for bug #7697 Appending screen crashes when appended screen is accessed: This commit fixes the issue by disabling access to screens via the path input field. Note that appending screens might actually be a useful feature to implement at some point. |
Revision 40f871c by Campbell Barton November 8, 2007, 13:02 (GMT) |
* new stamp option to stamp forground sequence strip name. * made stamp filename optional * renamed weightpaint "Filter" to "Blur" * made the defailt weightpaint opacity 1.0 rather then 0.2 so when you select 1.0 weight you can paint it with without multiple clicks. |
Revision 0100ebe by Joshua Leung November 8, 2007, 09:49 (GMT) |
Bugfix #7682: Constraint.InsertKey works odd for PoseBones Constraint.InsertKey was inserting keyframes for the wrong action-channel. It was doing so for the active bone, not the owner of the constraint. |
Revision 45f7203 by Joshua Leung November 8, 2007, 08:27 (GMT) |
Patch #7722: no 'Auto IK' for solitary (unconnected) bone 'Auto IK' is a great feature, however when solitary unconnected bone (without connected child bones) is grabbed it can't be moved because of IK. This can be really annoying. Preventing 'Auto IK' for solitary bones would improve user-experience by making mixing of FK and IK more convenient while using 'Auto IK'. Patch by Teppo Kansala (teppoka). |
Revision 3f6d993 by Joshua Leung November 8, 2007, 08:06 (GMT) |
Patch #7760: X-Axis-Mirror support for 'make bone parent' This patch by Teppo Känsälä (teppoka) makes parenting bones with Ctrl-P support the X-Axis-Mirror option for Armatures. It will cause the mirror-bone of the selected bone to also get parented. i.e. if "bone.R" was selected and being parented, "bone.L" would also get parented. I've made an addition to this patch, which means that if the bone that acts as the parent also has a mirror-bone (i.e. when parenting "lowerArm.L" to "upperArm.L", "lowerArm.R" gets parented to "upperArm.R"). Otherwise, they both get parented to the same parent bone (i.e. a parent bone that doesn't belong on either side such as "upperSpine") |
Revision d4e8817 by Daniel Genrich November 8, 2007, 03:31 (GMT) |
Introduced a selfmade AIMEX (adaptive implicit-explicit condition into force calculation for jacobi matrices -->results in ca. 15% speedup |
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