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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.
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).
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.

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.
Revision 0edb598 by Matt Ebb
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.

October 31, 2007, 16:28 (GMT)
Fix typo in "#include" file.

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.
October 29, 2007, 19:41 (GMT)
GE Patch(#7684) by Ovidiu Sabou, Speedup patch for GE in OpenGL Display Lists.
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.
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


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
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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