Revision 034138b by Chris Want November 4, 2007, 02:25 (GMT) |
Bug fix to handle extruding with a mirror modifier, now that axes are specified with a bitmask rather than only operating on a single axis. This is a reworking of the fix done in blender 2.42 that was mentioned in the sixth on item on this page: http://www.blender.org/development/release-logs/blender-242/mesh-tools/ |
Revision 5baf3bd by Joshua Leung November 2, 2007, 03:00 (GMT) |
Typo fix for my previous commit... wrong-sized array was being allocated, but somehow this still managed to work fine last night. |
Revision c3cc13e by Martin Poirier November 1, 2007, 21:44 (GMT) |
== utils == New listbase functions: void BLI_insertlinkafter(struct ListBase *listbase, void *vprevlink, void *vnewlink); - corrolary to insertlinkbefore BLI_sortlist(struct ListBase *listbase, int (*cmp)(void *, void *)); - simple in place sorting method. NOT optimized, so use for small lists only. Uses a variant of insertion sort (I was lazy, people should feel free to rewrite). |
Revision 0ca5c98 by Brecht Van Lommel November 1, 2007, 12:55 (GMT) |
Hinge Bone Transform ==================== This changes the way hinge bones are transformed when their parent bones are also selected. Before it just disabled transform for these, now they are rotated and scaled as well, but without influencing the transform center, which gives behaviour as if they were regular bones. |
Revision c5d2be7 by Brecht Van Lommel November 1, 2007, 12:40 (GMT) |
IK == Solving is now done independent of scale, by scaling the chain to have a size of about 1.0. This solves some issues with small or big chains, and also makes the IK stretch setting independent of scale. The latter breaks backwards compatibility somewhat, but is an improvement over what it did before. |
Revision aa7c13c by Joshua Leung November 1, 2007, 11:40 (GMT) |
Bugfix - Ipo-Editor Scaling: When scaling all the control-points in the IPO Editor with negative scales, the control-points would end up "sticking together", and cancelling/undo would not help. |
Revision 1b4ca6d by Joshua Leung November 1, 2007, 11:08 (GMT) |
Bugfix #7639: Visual Rot keyframing not working properly When using targetless-ik, the offset in rotation of the final transform from the rest-position was being incorrectly calculated. Now, visual-rotation keyframing uses the space-switching code I wrote for constraints, to calculate the value to keyframe. So far, it seems to work quite well. As the constraint space-switcher correctly handles hinged bones too (I think it should!), I've also removed the restriction of only allowing visual-rotation keying on bones that didn't have hinge set. |
October 31, 2007, 21:55 (GMT) |
* Two usability tweaks in adding objects, with user prefs This changes the default behaviour in adding new objects, which has been discussed for a long time, in person, on the funboard, and in the tracker, and was agreed to be implemented during the 2.5 release cycle, so here it is. They have been made default, with preferences to bring back old behaviour since although people like myself still prefer the new default anyway, it will benefit new users the most. The preferences are in the 'Edit Methods' section, changing back to old behaviour is as simple as a click of a button. - Switch to edit mode preference By default, now adding a new object doesn't automatically switch to edit mode. Not only can this be annoying (most of the time when setting up scenes and models I don't want to edit it straight away anyway), but it's a major hurdle in the learning curve that new users have had to deal with at a very early stage. Blender's different modes are an important part of understanding how the software works and should have clear behaviour. The problem is that when a user selects something from the add menu, he's not telling Blender to change modes, he wants to add an object. But Blender then goes ahead and changes modes underneath him anyway, something that was never explicitly asked for, something that's unrelated to the mental task at hand, and fundamentally important to the operation of the software. We observed plenty of people struggling with this during the training sessions that we ran during Project Orange, and there's also no shortage of "why can't I select other objects" questions on the forums. - Aligned to View preference Now by default, adding a new object doesn't rotate it so it's aligned facing the view, but rather, it's remains unrotated in world space. This is something that's more of a convenience issue (allowing people like me to stop the 'Add->Tab->Alt R dance), but also makes things easier for new users, especially when doing things like rigging. For a lot of tools in Blender, like curve deform, path cycling, constraints, it's necessary for your objects' local axes to be aligned. This requirement isn't that obvious, and I've had to debug rigs a few times from the animator in our studio, who has everything set up correctly, but he just happened to be in a different vie at the time he added the object, so they're misaligned and causing problems. Having all objects get created aligned to worldspace, by default, makes a lot of these problems go away. It's much more understandable when rotations are caused by something you've done explicitly, rather than as a side effect of the software. For convenience as well, most of the time, when I'm working in context and I decide I need a new object, particularly working on production scenes that involve more than just one model, an Alt R is almost always required after adding, since I don't want to have to disrupt the current view of the scene by switching to top view, just to add an object. It's a bit arbitrary, the view from which you want to look at your objects isn't usually the way you want them to be looking at you. |
Revision 95300ba by Diego Borghetti October 31, 2007, 16:28 (GMT) |
Fix typo in "#include" file. |
Revision 10680b3 by Ton Roosendaal October 31, 2007, 13:56 (GMT) |
New feature: Weightpaint drawing now allows to define your own range of colors; using a ColorBand, available in the User settings. Log: http://www.blender.org/development/current-projects/changes-since-244/animation-features/ |
Revision 2ae5da3 by Joshua Leung October 31, 2007, 10:04 (GMT) |
== Copy Scale Constraint - Offset == Now the Copy Scale Constraint also has the Offset functionality that Copy Loc/Rot have. == Copy Rotation Constraint == Also, fixed the tooltip for the CopyRot Offset button. Note: when working with pose-bones, and using offset, setting both owner+target spaces to pose-space should cancel any unwanted rotations visible. |
Revision 0fb83a8 by Joshua Leung October 30, 2007, 11:18 (GMT) |
== Copy Rotation Constraint - Peach (Cessen) Request == Copy Rotation constraint now has ability for the owner's rotation to be added on top of the copied rotation (i.e. an 'offset' like for the Copy Location constraint). |
Revision b617c19 by Joshua Leung October 30, 2007, 05:58 (GMT) |
Bugfix #7685: Stamp info displays incorrect label for scene. Copy+Paste error, wrong prefix used. Patch provided by Malcolm Tredinnick (malcolmt) |
Revision 2090535 by Joshua Leung October 30, 2007, 05:22 (GMT) |
Bugfix: "exploding candy" Missed a case where I converted set_constraint_target incorrectly. This resulted in mancandy "exploding" on loading proxy-linked mancandy files. |
Revision ef9ead7 by Hamed Zaghaghi October 29, 2007, 19:41 (GMT) |
GE Patch(#7684) by Ovidiu Sabou, Speedup patch for GE in OpenGL Display Lists. |
Revision d6db819 by Juho Vepsalainen October 29, 2007, 14:37 (GMT) |
Crop Compositing Node: This commit adds a new node, crop, to the compositor. This node can be used to crop input image. It has two modes of operation. It can either crop image size (Crop Image Size option) or crop while retaining original size of the image. This latter mode can be used to preview the crop. Use X1, Y1, X2, Y2 controls to manage the area to be cropped. Note that I added a check for image preview min and max values to node_update. This is because it could give inappropriate values in certain cases when Crop Image Size option was toggled (values such as x1=0, y1=0, x2=60, y2=0 would result in eternal loop due to bad min and max (min bigger than max!)). The check makes sure that min and max values are always valid. |
Revision 8a3f926 by Ton Roosendaal October 29, 2007, 13:11 (GMT) |
Stampinfo: added correct redraw after adding stamp. The issue: while renderprogress is in use, the rr->renlay has to be set |
Revision 6405ed8 by Campbell Barton October 29, 2007, 10:59 (GMT) |
- handle size on last commit was incorrect at times, intended functionality now works - sequencer transform markers now redraws other views |
Revision 13cff52 by Ton Roosendaal October 29, 2007, 10:48 (GMT) |
Small fix: Commit I did in March (10378) tried to fix typedef callback for Group nodes, but it missed a case, causing group node display to be wrong on load (only first drawing was wrong). |
Revision e448f20 by Joshua Leung October 29, 2007, 05:59 (GMT) |
Routine purge of compiler warnings. Yet again, they were mostly uninitialised vars. |
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