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Blender Git Statistics -> Developers -> kester

Kester Maddock (kester)

Total Commits : 159
Master Commits : 159
Branch Commits : 0
First Commit : March 31, 2004
Latest Commit : April 23, 2005

Commits by Month

DateNumber of Commits
April, 20055
March, 20052
February, 20051
January, 200510
December, 200418
November, 200413
October, 20045
September, 20043
August, 20043
July, 200413
June, 200417
May, 200442
April, 200426
March, 20041

Favourite Files

FilenameTotal Edits
BL_BlenderDataConversion.cpp19
SM_Object.cpp15
KX_KetsjiEngine.cpp12
RAS_OpenGLRasterizer.cpp12
SM_Scene.cpp11
KX_Scene.cpp11
SM_Object.h11
KX_Camera.cpp11
GPG_Application.cpp10
GameLogic.py9

File Changes

ActionTotalPer Commit
Added810.5
Modified9916.2
Deleted60.0

Code Changes

ActionTotalPer Commit
Lines Added12 65884.4
Lines Removed4 88132.5

Latest commits Feed

Revision 0dcba86 by Kester Maddock (master)
April 23, 2005, 12:25 (GMT)
Added the docs & use Python booleans for physics reinstance.
Revision 10acf20 by Kester Maddock (master)
April 23, 2005, 12:03 (GMT)
Support reinstancing the physics mesh from Python.
Revision 32daf2c by Kester Maddock (master)
April 23, 2005, 11:54 (GMT)
Fix lighting in game engine
Revision 2ac1ef1 by Kester Maddock (master)
April 23, 2005, 11:36 (GMT)
Added bone parent relationship.
Revision 6c4ae1e by Kester Maddock (master)
April 18, 2005, 11:44 (GMT)
Patch: [ #2439 ] Makes objects react properly to deformations after a mesh replacement call.

from brian hayward (bthayward)

Detailed description:
Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement.

My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete).

For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable.

With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn.

*note 1*
for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started)

*note 2*
The added processing time involved with replacing the object's deform controller is negligible.
Revision cf30d94 by Kester Maddock (master)
March 25, 2005, 10:35 (GMT)
Patch from Erwin Coumans: Abstract the physics engine.

Reenable ODE in the physics engine buttons.
Revision c844aa2 by Kester Maddock (master)
March 25, 2005, 10:33 (GMT)
Big patches:
Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
Revision 09fdbdc by Kester Maddock (master)
February 15, 2005, 10:02 (GMT)
Fix compile errors for MSVC
Revision 413e4f5 by Kester Maddock (master)
January 23, 2005, 01:40 (GMT)
Make the KX_PolygonMaterial Python member variables writable.
Revision d21b9be by Kester Maddock (master)
January 23, 2005, 01:38 (GMT)
Don't delete the Python Controller's private dictionary between frames.

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