Revision e01e5a4 by Ken Hughes November 2, 2005, 23:28 (GMT) |
-- Bugfix 3333: BPy method ob.getEuler() was returning PyObject which wrapped stack-allocated data (thanks, pontus). |
November 2, 2005, 15:59 (GMT) |
changed: msgfmt source -o blah to msgfmt -o blah source (didn't work on my machine with the other order) Kent |
Revision 3c5b54b by Andrea Weikert November 2, 2005, 07:16 (GMT) |
disabled my previous fix, because of a reported crash when constant strings are passed so testbuilds can go on. Will provide propper fix later |
Revision 48dbe3a by Ton Roosendaal November 1, 2005, 22:48 (GMT) |
#3308 Autokey didn't work for Object actions yet. |
Revision 893cf26 by Ton Roosendaal November 1, 2005, 22:15 (GMT) |
#3315 CTRL+click in weightpaint on subsurf crashed. Subsurf weightpaint is not finished yet... commit now only code to prevent crashing. |
Revision 3fd4f74 by Ton Roosendaal November 1, 2005, 21:37 (GMT) |
Fix #3266 Needed better DAG flush for 'do center', when linked duplis involved. |
November 1, 2005, 21:28 (GMT) |
* made 'innervert' the default subdivide type, for ui backwards compatibility (knife tool functioning the same way etc.) |
Revision 4cf3c94 by Simon Clitherow November 1, 2005, 21:11 (GMT) |
updated scons win32 installer script - uninstalling gives option to keep or remove .blender/scripts folder. |
Revision 0883f12 by Ton Roosendaal November 1, 2005, 20:58 (GMT) |
The "Pose unlock" flag accidentally could get saved in file, causing grabbing bones not to work. Only happened sofar in 1 file... but still annoying! |
November 1, 2005, 20:55 (GMT) |
* Alpha 2 splash, by basse and andy! |
Revision 6eb47e9 by Andrea Weikert November 1, 2005, 20:25 (GMT) |
Fix for item #3316 : make sure that BLI_make_file_string converts all slashes in the filenames to the system preferred direction. Leaving unix slashes caused the error in the Python module blender.Get('filename') |
Revision 2cf66f9 by Willian Padovani Germano November 1, 2005, 19:50 (GMT) |
Jean-Michel Soler's updated tex2uvbaker script (thanks), previous one was broken. |
Revision 881f341 by Ken Hughes November 1, 2005, 19:42 (GMT) |
-- avoid some divide-by-zero errors/assertions in boolean modifiers which caused "Trace/BPT trap" errors (don't normalize zero-length vectors) |
Revision 68ae6aa by Brecht Van Lommel November 1, 2005, 19:32 (GMT) |
Bugfix to allow Grabbing of bones with a parent, but not connected (was broken after targetless IK commit). |
November 1, 2005, 18:39 (GMT) |
Fix: the 'draw name in camera view' now draws the view's active camera's name rather than the scene's, so it's not misleading when you have unlocked 3D views. (#3324) |
Revision 8906e4e by Ton Roosendaal November 1, 2005, 12:44 (GMT) |
Three new features: 1) Stride Bone For walkcycles, you could already set an NLA strip to cycle over a path based on a preset distance value. This cycling happens based on a linear interpolation, with constant speed. Not all cycles have a constant speed however, like hopping or jumping. To ensure a perfect slipping-less foot contact, you now can set a Bone in an Armature to define the stride. This "Stride Bone" then becomes a sort-of ruler, a conveyor belt, on which the character walks. When using the NLA "Use Path" option, it then tries to keep the Stride Bone entirely motionless on the path, by cancelling out its motion (for the entire Armature). This means that the animation keys for a Stride Bone have to be exactly negative of the desired path. Only, at choice, the X,Y or Z Ipo curve is used for this stride. Examples: http://www.blender.org/bf/0001_0040.avi The top armature shows the actual Action, the bottom armature has been parented to a Path, using the Stride Bone feature. http://www.blender.org/bf/0001_0080.avi Here the Stride Bone has a number of children, creating a ruler to be used as reference while animating. Test .blend: http://www.blender.org/bf/motionblender1.blend Notes: - Note that action keys for Bones work local, based on the Bone's orientation as set in EditMode. Therefore, an Y translation always goes in the Bone's direction. - To be able to get a "solvable" stride, the animation curve has to be inverse evaluated, using a Newton Raphson root solver. That means you can only create stride curves that keep moving forward, and cannot return halfway. - Set the Stride Bone in the Editing Buttons, Bone Panel. You can set change the name or set the axis in the NLA Window, Strip Properties Panel. - Files in this commit will move to the blender.org release section. 2) Armature Ghosting In EditButtons, Armature Panel, you can set an armature to draw ghosts. The number value denotes the amount of frames that have to be drawn extra (for the active action!) around the current frame. Ghosts only evaluate its own Pose, executing it's Actions, Constraints and IK. No external dependencies are re-evaluated for it. 3) NLA/Action time control If you click in the NLA window on the action (linked to Object), it makes sure the Timing as drawn in the Action editor is not corrected for NLA. If you also set the Object to "Action", this timing will be executed on the Object as well (not NLA time). (It's a bit confusing... will make a good doc & maybe review UI!) |
Revision ca85fc5 by Alexander Ewering October 31, 2005, 16:46 (GMT) |
Found a potential crash where NULL could be passed to vfont_get_data(), here's the fix. Maybe it fixes Andy's file :) |
Revision 4bf37a3 by Alexander Ewering October 31, 2005, 16:27 (GMT) |
Comment out debug printf |
Revision 1570739 by Johnny Matthews October 31, 2005, 15:53 (GMT) |
Adding Key.ipo as access to ipo data both get and set |
Revision 54659d4 by Ken Hughes October 31, 2005, 15:08 (GMT) |
-- further clean-up of mesh error handling for update and PutRaw(); add specific messages for different types of exception errors |
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