Revision 93b5553 by Diego Borghetti August 27, 2007, 03:20 (GMT) |
BugFix #7115 The "Strands" settings is a BlockBut and never return B_MATPRV like the others buttons, because of this, never call BIF_preview_changed. It's posible two fix for this: 1) make all the buttons into the "Strands" panel return B_MATPRV (this modify the "work mode" of the panel) 2) Add a call to BIF_preview_changed to the end of strands_menu function (as do_matbuts). The problem with the first options, is that the panel "close" when you press/release some of the buttons, so to preserve the current "work mode" of the panel, i choose the second option. |
Revision ba6f02f by Campbell Barton August 26, 2007, 01:35 (GMT) |
cleanup and fixed more problems with namespace collisions (should be all solved by name) |
Revision e7a2a17 by Campbell Barton August 25, 2007, 19:05 (GMT) |
getting the armature twice would cause a weakref error and crash after 2-4 runs.. data = arm_ob.data bones = arm_ob.data.bones.values() Fixed by returning existing armatures if they exist in the weakref list. tested with FBX and BVH support. |
Revision 0cfe552 by Campbell Barton August 24, 2007, 21:52 (GMT) |
fix from stable - if modules cant be imported- popup an error rather then nasty python message |
Revision 4526298 by Stephen Swaney August 24, 2007, 18:12 (GMT) |
correct tooltip: startingspeed => starting speed Noticed by mjordan. |
Revision a28bd3a by Campbell Barton August 24, 2007, 12:13 (GMT) |
armature animation is not messed up when the mesh and armature objects have transformation. python 2.4+ without any modules should work. python 2.3 should work now also (need to import the sets module). |
Revision bba7506 by Campbell Barton August 24, 2007, 11:57 (GMT) |
own dumb mistake missing a return |
Revision 45cbafe by Campbell Barton August 24, 2007, 07:07 (GMT) |
fbx export update * normalize bone weights (deep exploration 5 assumed they were normalized and does crazy stuff otherwise) * fixed some mistakes in last commit. |
Revision f51acfb by Campbell Barton August 23, 2007, 16:34 (GMT) |
FBX export update * added a user interface * added support for exporting multiple actions as FBX's 'Takes' * added support for one armature effecting multiple meshes * added support for multiple armatures (bone names wont have namespace collisions) |
Revision 6ab498d by Joshua Leung August 23, 2007, 09:42 (GMT) |
Several Minor Fixes: * Grouped Up/Down buttons in constraint panel headers, and fixed their tooltips * Removed unused variable from action editor code * Minor formatting in constraint.c |
Revision 866218e by Joshua Leung August 23, 2007, 09:37 (GMT) |
Fix for a compiler warning caused by one of my commits yesterday. |
Revision 6cd036e by Joshua Leung August 23, 2007, 06:25 (GMT) |
Bugfix #7091: "blender crashes when i put a constraint between two armatures" This crash only occurred when the RigidBody constraint was used, and the toObject field was set to an armature, as the RigidBody constraint doesn't use subtargets. |
August 22, 2007, 18:34 (GMT) |
Added a couple of missing stubs to clean up some warnings... Kent |
Revision f237a46 by Joshua Leung August 22, 2007, 10:07 (GMT) |
Minor Code Cleanup (ShapeKeys): Added a new API method for ShapeKeys, which is useful for finding a certain KeyBlock from a Key. |
Revision 59016f9 by Joshua Leung August 22, 2007, 08:52 (GMT) |
Bugfix #7083: The menu entries for changing Interpolation and Extrapolation modes in the Action Editor weren't working properly (at all). |
Revision 941ee41 by Juho Vepsalainen August 22, 2007, 06:26 (GMT) |
Autocompletion to Geometry input node: This commit adds autocompletion and "red alert" feature to text input fields (UV and VCol) of the Geometry material input node. The functionality is similar to one found in UV part of the "Map Input" panel found in Material buttons context of the Buttons Window. |
Revision 567e634 by Campbell Barton August 21, 2007, 19:37 (GMT) |
obj export had the overwrite confirmation commented out from testing, UIBlock needed to clear the events so tooltips show. |
August 21, 2007, 01:57 (GMT) |
* Curve tilt interpolation types Just a quickie feature I needed here at work- the previous linear interpolation of tilt in curves can give nasty pinching problems when trying to do flowing curves like a ribbon. This commit lets you choose the interpolation type, between Linear, Cardinal, and BSpline. The code was already set up for it pretty easily, mainly needed to make the choice visible to the user. Example: http://mke3.net/blender/devel/etc/tilt_interp_types.png Works on selected curve 'lines', menu in 'curve tools' panel in edit mode. |
Revision 7980015 by Campbell Barton August 20, 2007, 23:38 (GMT) |
FBX armature + mesh + weights works now. So it can be used to export walk cycles etc. Animated armatures also work (import BVH and export as FBX for instance) Pose data is transformation is key'd on every frame at the moment, so IK's and constraints are applied but blenders keyframes are not used. at the moment one armature applied multiple meshes wont work properly and armatures cant have transformation. |
Revision 8a46c00 by Brecht Van Lommel August 20, 2007, 17:50 (GMT) |
Add "View Selected" in the IPO editor - Numpad dot is shortcut key, same as in other windows. (Peach feature request) |
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