Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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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).
Revision dff884a by Kent Mein
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
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
November 1, 2005, 22:48 (GMT)
#3308

Autokey didn't work for Object actions yet.
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.
November 1, 2005, 21:37 (GMT)
Fix #3266

Needed better DAG flush for 'do center', when linked duplis involved.
Revision d8f5257 by Matt Ebb
November 1, 2005, 21:28 (GMT)
* made 'innervert' the default subdivide type, for ui backwards
compatibility (knife tool functioning the same way etc.)
November 1, 2005, 21:11 (GMT)
updated scons win32 installer script - uninstalling gives option to keep or remove
.blender/scripts folder.
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!
Revision 14e24d1 by Matt Ebb
November 1, 2005, 20:55 (GMT)
* Alpha 2 splash, by basse and andy!
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')
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)
November 1, 2005, 19:32 (GMT)


Bugfix to allow Grabbing of bones with a parent, but not connected
(was broken after targetless IK commit).
Revision 0b739ab by Matt Ebb
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)
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!)
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 :)
October 31, 2005, 16:27 (GMT)


Comment out debug printf
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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