Based on patch [#30837] UV Offset Modifier
by Pawel Kowal (pkowal)
- Allows you to setup a transformation between objects to apply to UV coords.
- Option to select which axis apply to U/V.
- Option to select the UV center (needed for transformations that scale or rotate).
- Uses from/to objects in a similar way to the Warp modifier.
- Vertex group can be used to adjust influence.
This property was never intended to be animatable.
Workaround: Animate density.
TODO for 2.66: Introduce on/off property for flow and collision objects
selected linked in face mode was crashing. (needs bmesh operator flags)
also some style edits, remove unused includes and change triangulate modifiers use_beauty to a flag.
Useful for bump map baking where a consistent triangulation should be enforced when baking/exporting/importing, to avoid artifacts caused by a different triangulation of the mesh by that which was used for baking by internal/external tools.
documentation is here http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/More_Features
Will probably add some pictures too to demonstrate the issue that is solved more clearly.
Currently using the skin modifier icon, will soon change that.
Review by Brecht, thanks!
- when an edge exists across a quad, dont attempt to triangulate it. (such a case isn't so common anyway)
- silly mistake when checking if anything needed to be done in the modifier, percent was being checked for 1.0 even when not used.
Documentation & Test blend files:
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http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements
Credits:
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Miika Hamalainen (MiikaH): Student / Main programmer
Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
Implementation based in part off the paper "B-Mesh: A Fast Modeling
System for Base Meshes of 3D Articulated Shapes" (Zhongping Ji,
Ligang Liu, Yigang Wang)
Note that to avoid confusion with Blender's BMesh data structure,
this tool is renamed as the Skin modifier.
The B-Mesh paper is current available here:
http://www.math.zju.edu.cn/ligangliu/CAGD/Projects/BMesh/
The main missing features in this code compared to the paper are:
* No mesh evolution. The paper suggests iteratively subsurfing the
skin output and adapting the output to better conform with the
spheres of influence surrounding each vertex.
* No mesh fairing. The paper suggests re-aligning output edges to
follow principal mesh curvatures.
* No auxiliary balls. These would serve to influence mesh
evolution, which as noted above is not implemented.
The code also adds some features not present in the paper:
* Loops in the input edge graph.
* Concave surfaces around branch nodes. The paper does not discuss
how to handle non-convex regions; this code adds a number of
cleanup operations to handle many (though not all) of these
cases.
The remesh modifier doesn't currently get any data from original
faces, so even if the input mesh was entirely smooth none of the
output faces would be. Solved by adding a new
dna-flag/rna-bool/UI-checkbox to smooth shade the output.
Requested by Daniel Salazar.
* When converting mfaces to mpolys, load external MDisp data in, add
CustomDataExternal struct to loopdata if needed.
* Fix multires modifier's filepath RNA functions to use ldata rather
than fdata.
use the same precision for location all over (2-5 was used), use define as 5.
also disallow boolean to have any subtype besides PROP_LAYER_MEMBER, some booleans had TRANSLATION / XYZ subtypes which don't make sense.
can type in any value, and only when sliding the number value there is a limit.
It was already possible to assign any value to a socket with node linking, so
this shouldn't cause any new issues.
Also raised the limits on the math nodes, with a patch by Agustin Benavidez.
This fix adds a "ref_id" ID pointer to BKE_all_animdata_fix_paths_rename() & co, which is the ID against which prefix+oldName/NewName is "applied", currently only used for drivers' bones targets. Just pass NULL to get same behavior as previously. A bit annoying to make such a change for such a specific case, but there seems to be no other way to go... :/
* This patch adds a influence slider for the lattice modifier, which affects the strength of the deformation.
Patch by Patrick Boelens (senshi), thanks a lot!
Note about long lines: I did not touch to two pieces of code (because I don’t see any way to keep a nicely formated, compact code, with shorter lines):
* The node types definitions into rna_nodetree_types.h
* The vgroup name functions into rna_particle.c
this is no big improvement but at least its not a regression.
using the new operator for the bevel modifier can be enabled again be uncommenting a define.