Revision b45ecb4 by Ton Roosendaal August 16, 2005, 10:17 (GMT) |
New! When weight-painting a Mesh, and select a Bone, you can use transform options on the Bone (G, R, S). The manipulator doesn't show btw. Is usful to get immediate feedback on how painted weights behave with Bones. Martin; I had to change the T_POSE behaviour in code a bit... it now stores in TransInfo the actual posed armature being transformed. Maybe, some day, we'll get mixed posechannel/object transform? Not much required at the moment though. :) |
Revision f1609dd by Ton Roosendaal August 15, 2005, 19:46 (GMT) |
Added new button type: ROUNDBOX This replaces drawing with uiRoundBox() or glRect() in button Panels, which just fails for dynamic constructed button views where Panels are sometimes invisible. Also eliminates hack with PanelPop(). Error was visible with new Modifier panel, entering/exiting EditMode. Done Modifier and Constraints. Syntax: The last 4 free variables in the uiDefBut() call are: - float, corner-rounding (0.0-pixels), - not used, - short: roundbox type (bits, 1 2 4 8 for clockwise corners starting left/top) - short: color shade offset (color range 0-255) |
Revision 6bc3f47 by Ton Roosendaal August 15, 2005, 16:12 (GMT) |
A nice character modeling time-saver: In WeightPaint mode, pose-mode armatures now allow selecting Bones, but without making the Armature object active. Selecting a Bone then results in selecting the associated vertexgroup. :) Little quirk; all armatures with posemode then draw selectable... |
Revision 3778c08 by Ton Roosendaal August 15, 2005, 14:44 (GMT) |
Using NKey panel in 3d window on editmode armature now applies the new 'mirror edit' as well. Including the 'roll'. PLease note that roll values can differ a lot when you have modeled without 'mirror' mode. You can enforce the roll to match by first moving the Bone a little bit, so the other one aligns perfectly. |
Revision 1dcec68 by Ton Roosendaal August 15, 2005, 14:02 (GMT) |
EditMode armature: mirrored editing feature. - Option is in EditButtons, Armature panel. - Currently only local X-axis mirror (seems to be default anyway) - Transform then applies changes to the mirrored-name bone as well. - Extrude: also does the counterpart Bone - New: SHIFT+E extrude: extrudes 2 mirrored Bones out of a normal Bone. (creating names by appening _L and _R) Or in short: you can now model a full rig without any manual naming! Of course the names are not too nice... a couple of ideas to explore; - rename a mirrored bone renames counterpart too - allow in weightpaint mode to select Bones - and of course mirrored edit in PoseMode (if that's useful...) Important note: I tweaked the naming convention a bit; names like Bone_L.005 and Bone_R.005 are considered counterparts. However, if you use the "Flip names" option, the number extension is still truncated. BTW: Commits in Zr's code are fixes for gcc warnings. :) |
Revision 2abd79b by Daniel Dunbar August 15, 2005, 10:30 (GMT) |
- readded DL_VERTS type to store lattice deformed verts - new feature, twiddled with lattice resizing to try to maintain existing vertex changes... much nicer than just resetting the lattice if you decide you need more detail in the lattice. - modifiers work with lattices now. yes, that does mean you can make a chain of lattices effecting each other 8 miles long. - some cleanup of softbody code, was rather splintered and call path was twisted and confusing. reworked main object step routine to do things in a more obvious and consistent manner and without duplicate code - added ob->softflag OB_SB_RESET instead of sbObjectReset call - modifier changes reset softbody now - moved curve_getVertexCos/curve_applyVertexCos into curve.c - update curve modifier eval to work with virtual modifiers - update modifier apply to work with curves/surfs - update make parent to also recalc object data NOTE: Although you can turn SB on for curve/font objects at the moment it doesn't really work because they call deform in multiple steps and this confuses SB. Not sure how to deal with atm. |
Revision 91cd2d8 by Ton Roosendaal August 15, 2005, 09:45 (GMT) |
Crash bug! Reading older files with follow-path constraints failed... |
Revision 0c7f65d by Daniel Dunbar August 15, 2005, 04:10 (GMT) |
- added view3d_get_object_project_mat function, returns mat to project object cos into screenspace without mucking with gl matrices. - added view3d_project_ functions, take arguments instead of using globals - removed View3D.{mx,my,mxo,myo} - switch drawobject foreachScreenVert functions to use new projection functions - switch edge slide to use new projection functions, fixes erratic behavior (project was using wrong mat I believe) - bug fix in edgeslide, nearest edge to start was one-off |
Revision 74623f3 by Daniel Dunbar August 15, 2005, 00:53 (GMT) |
- get rid of unused object_deform_curve - some tweaks to modifier UI thanks to Bart (aligning buttons) |
Revision bb377c7 by Ton Roosendaal August 14, 2005, 20:50 (GMT) |
Lamp-halo & Ortho didn't render correct. Thanks Desoto! :) |
Revision 15da1d1 by Daniel Dunbar August 14, 2005, 19:44 (GMT) |
- bug fix #2935, DAG update was not called on new boolean object |
Revision 6784198 by Ton Roosendaal August 14, 2005, 19:26 (GMT) |
Bugfix #2943 Render bug. Alpha low or zero, Ztransp, didnt render with lamp halos over... Note it still doesnt work for ray-transp! |
Revision e0e6e2f by Ton Roosendaal August 14, 2005, 16:03 (GMT) |
do_versions() for 2.37 was reading a library data pointer that wasn't set yet. Crashed in windows... Thanks Desoto for finding it! |
Revision 8e70766 by Daniel Dunbar August 14, 2005, 12:54 (GMT) |
- forgot to remove a function prototype from header on static'ng |
Revision 6880801 by Daniel Dunbar August 14, 2005, 12:17 (GMT) |
- enable modifiers for curve/font/surf types... a little hacked in but should work ok. Means new features! Wave effect for curve/font/surf and armature deform as well. - added undo_push calls for some modifier ops. |
Revision 65576fe by Ton Roosendaal August 14, 2005, 11:15 (GMT) |
Patch provided by Adam (ajk48n). It reverses the turntable rotation when you have the view 'upside down', resulting in correct feedback. |
Revision f47f8d9 by Ton Roosendaal August 14, 2005, 10:58 (GMT) |
Patch provided by Campbell Barton; this makes the editmode Mesh CTRL+T "convert to triangles" check for shortest diagonal to decide how the triangles will be made. Fun todo for another occasion; check on facenormals too... |
Revision 524d349 by Daniel Dunbar August 14, 2005, 10:35 (GMT) |
- cleaned up edge drawing a tad, there were issues with mesh's with "loose" edges (edges without a face) and drawing in solid mode. they would either not draw, or draw with a nasty selection outline. Added a ME_LOOSEEDGE flag to mark such edges in displists/mesh and editmode sets it. - changed DerivedMesh drawEdges to take an argument whether it should draw loose edges or not |
Revision e173de2 by Ton Roosendaal August 14, 2005, 10:31 (GMT) |
Patch provided by Matt Ebb, cut sequence strips (patch tracker). There were a couple of issues with the implementation: - there was no proper test if selected strips would be cut or not - cutting meta strips could go very wrong... for example when the cut of meta was in an internal gap. With meta's being recursive, and too complex, I've disabled Meta-cutting - added an OK menu for hotkey K - added warnings when no cut was done This is the first time in 6 years I do work in sequencer... man, this has grown into a messy bizz! Like sequence variables... using names like: start, startdisp, startstill, startoffs... totally confusing here. Could use giant cleanup! Implementation was weak from scratch though, Mea Culpa! |
Revision 0721727 by Daniel Dunbar August 14, 2005, 07:02 (GMT) |
- added hook "cursor center" feature (sets hook center to cursor position), gives better control over falloff - added modifier UI access to hook "select" and "reassign" features - bug fix, unbroke path-tilt drawing |
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