Revision 65a52fc by Erwin Coumans August 22, 2005, 15:47 (GMT) |
- prepared for automatic game physics -> animation (ipo) conversion (this allows to use bullet for animation) - default the m_edgecode to 65535, the wireframe was invisible. when is the edgecode available again ? - added an extra condition, nearsensor is not yet working for bullet, but it crashed. |
Revision 838d938 by Ton Roosendaal August 21, 2005, 22:01 (GMT) |
Some fixes; - Armature deform options "Envelope" and "Vertexgroup" didn't combine. One Vertexgroup added disabled all Envelopes - "Clear" option in WPaint Panel now sends refresh to deform - Same for Undo in Wpaint |
Revision af935e5 by Brecht Van Lommel August 21, 2005, 21:39 (GMT) |
Use new BLI_edgehash_* functions in unwrapper. |
Revision bfc5fed by Ton Roosendaal August 21, 2005, 21:20 (GMT) |
Much wanted; Constraint "move up" and "move down" buttons, in the Panel! |
Revision dd7bcb9 by Daniel Dunbar August 21, 2005, 20:48 (GMT) |
- sillyness... added drawMappedEdges for mesh - revert to drawLooseEdges instead of general drawEdgesFlag - ditched TFace edge flags, done dynamically now which also means don't need to recalc surface on flag changes - added BLI_edgehash, guess what it does |
Revision 5a381a5 by Ton Roosendaal August 21, 2005, 20:09 (GMT) |
Made weight-painting more bearable :) - Hotkey CTRL+TAB toggles weightpaint on/off - If Mesh has no vertex groups yet, it still accepts Weight Paint mode. Then, on a first painting stroke it creates a default group. - When combining WeightPaint mode with Bone selecting, if you select a Bone without vertex group it draws Mesh dark blue. On a first painting stroke it then also creates a new group, with the Bone name. |
Revision d2f6ff1 by Daniel Dunbar August 21, 2005, 19:01 (GMT) |
- bug fix, last edge wasn't flagged correctly on make_edges |
Revision 6ad0c92 by Ton Roosendaal August 21, 2005, 18:53 (GMT) |
Control over Armature deform. Three new options are added for it; Armature Panel - "Vertex Groups" - "Envelope" Bones Panel - "Mult" The logic works as follows; - Set "Vertex Groups" will enable vertex group based deform (default) - Set "Envelope" will enable Bone Envelopes to deform - Set both will apply Envelope deform on vertices without VertexGroups - Set the per-Bone "Mult" option to have Envelopes work on top of a VertexGroup - The per-Bone "Deform" option (was called "Skinnable") will dis/enable the Bone to deform for all situations. The old convention was that, without any vertex groups, the Bones deformed with bone-distances. I can't patch that... so you have to enable it by hand in older files. Not too bad, since this option was unusable before anyway. :) |
Revision a669c9d by Daniel Dunbar August 21, 2005, 17:57 (GMT) |
- edge draw experiment didn't turn out to be useful, removed and reverted to old. - updated fasterdraw() to work with edges |
Revision 24c8bcf by Stephen Swaney August 21, 2005, 15:16 (GMT) |
bugfix: #2924 Bugs in api2_2x/Material.c - BPy_Material_methods[] "setFilter" calls Material_setFresnelMirrFac() - Material_setSpecSmooth() should be setting param[3], not param[2] Contributed by Ken Hughes. Thanks! |
Revision bb5ae49 by Stephen Swaney August 21, 2005, 15:00 (GMT) |
A large collection of fixes from Ken Hughes including: - corrections to constants - parameter type checking - correct use of METH_VARARGS vs METH_NOARGS - return objects instead of strings in Scene.getChildren() as per doc. - correct logical operators Thanks, Ken! |
Revision 4065cdb by Ton Roosendaal August 21, 2005, 14:39 (GMT) |
Temporal; make compiling happy. :) |
Revision 9a10504 by Ton Roosendaal August 21, 2005, 11:26 (GMT) |
At last! B-bones now deform. :) This works pretty nice for better control over the curvature of any bone deform. No need to give Bones (vgroups) large influence, just add a coupleof B-bone segments. Two notes; - The Bone property "Segments" defines if a deform happens as a 'B-bone'. The drawtype B-bone is just for display in 3d window. - A B-bone also deforms (bends) in Rest-position, if there's a joint that creates a curved Bone. Therefore, best results you get by creating a rest-position with straight joints. Or, if you prefer a slightly bended restposition (for a spine or so), make sure the Mesh model is *not* curved, the B-bone will do this for you. Also added: proper events on changing buttons for Bones, like "Segm" or "Dist" etc. |
Revision 4d58808 by Ton Roosendaal August 21, 2005, 10:05 (GMT) |
MEM_alloc allocated in units of 8 for 32 bits systems, and units of 4 for 64 bits systems... weird bug. :) It now only does a unit-of-4 check, for all systems. This will work fine, since the malloc code will return aligned anyway, and the guarded alloc system only stores ints in the headers. Also, the sizeof() call will correctly do padding, so there's no risk of allocating too small blocks. |
Revision 7804860 by Daniel Dunbar August 21, 2005, 07:19 (GMT) |
- added mesh_strip_loose_faces, works in conjunction with make_edges to get rid of faces with MFace.v3==0 - change all Mesh's to have ->medge now. This is forced by make_edges on readfile, and in the various exotic important routines, and on conversion back in python. - make python NMesh structure always have medges now (needs testing) - with above two changes it is guarenteed that mf->v3 is never ==0 in main blender code (i.e., all MFace's are actually triangles or quads) and so I went through and removed all the historic tests to deal with MFace.v3==0. Equals lots of deleting, I am in heaven! - removed MEdge edcode flag, no longer needed - added experimental replacement for edge flag system Still are some inconsistencies in FACESELECT mode edge drawing to be ironed out. NOTE: This commit adds an experimental edge flag calc system, based on 10-seconds-of-thought algorithm by yours truly. Would appreciate feedback on how this system works, esp compared to old one and esp on complex or interesting models. To Use: New system is enabled by setting G.rt to a value between 1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for "auto" edge, which is more or less identical to old system but also makes sure that at least 10% of edges are drawn (solves errors for super subdivided meshes). Values between 1 and 999 act as percent (out of 1000) of edges that should be drawn, starting with "most interesting" edges first. Please try it and comment! |
Revision d29f7c2 by Johnny Matthews August 21, 2005, 03:37 (GMT) |
Some whitespace cleanup... |
Revision 185054b by Johnny Matthews August 20, 2005, 21:37 (GMT) |
Temp edge selection for edgeslide draw length now deselected properly at the end of edgeslide |
Revision 7e4b628 by Ton Roosendaal August 20, 2005, 20:30 (GMT) |
Fix for setting in perspective view mode the ALT+B clipping planes. Fun: do exact camera viewborder to see camera volume! |
Revision fff5d81 by Daniel Dunbar August 20, 2005, 20:04 (GMT) |
- bug fix, mirror modifier could duplicate edges on boundary in certain cases |
Revision 31a907c by Ton Roosendaal August 20, 2005, 19:45 (GMT) |
Left in a testing value for clipping... tsk! Did only three planes :) |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021