- give it the key/items interface
- creates some factory functions for const generation
- genutils methods
- method for getting module constants
- method for throwing errors with a print string
- updates to function names
- clean up interpreter launch a bit
way. Requested for low-poly modeling.
- fix: on exit editmode, the code always created a mesh->dvert block...
silly, this made other code confused which decided whether to use
dverts (vertex groups) or not.
- removed obsolete call from armature.c. Also fixed name of function there,
preparation work for nicer support in Blender for "deform envelopes"
In face select mode, select faces by triangle/quad/other.
Available through header menu, toolbox, or hot keys.
Hot keys are:
ctrl-shift-alt-3: Select all triangles
ctrl-shift-alt-4: Select all quads
ctrl-shift-alt-5: Select all non-triangles/quads
(maybe a bit sore for the wrist)
And also available through the menu/toolbox.
I've never used f-gons so I don't know if the 'select other'
function works there (or works at all, for that matter).
- New: "Spray" is an option now. This used to be the only available vertex
painting method, while holding the mousebutton and move mouse, it keeps
applying (adding, blending) the color.
Disabling "Spray" will give more a 'paint' effect, only applying the
maximum what you indicated to be painting.
- Weight Paint now offers all options Vertex Paint has. This includes "Add",
"Mult", "Sub", and "Filter". And of course the "Spray", which is default
off btw.
Since Weight Paint might need totally different settings, they are stored
separate from Vertex Paint options.
- Renamed the weird "Area" and "Soft" options into something that tells what
it actually does (Even tooltips were wrong).
Area -> "All Faces", option to have all Faces inside the brush being
painted on. Disabling this only paints on the face under the cursor.
Soft -> "Vertex Dist", option that uses distances from cursor to vertex
to calculate the effect. Disable it to only paint per-face.
If someone knows better names... go ahead! :)
- New WeightPaint option in the Panel: "Clear", which removes reference
to this deform group from all vertices.
- Removed code that deleted 'deform vertices' from Mesh on exit editmode,
when vertexgroups were empty. This just worked against you... you could
not paint on empty groups.
- Made Weight Paint painting much nicer. The way it applied values was very
harsh without good transitions. Mainly because it didn't use the
"Vertex Dist" option, but also because it applied colors 3 or 4 times per
vertex (tria/quad).
- Weight Paint undo now restores on a 2nd Undo.
- Vertex Paint Panel button "Clear" didn't work even.
RMB click drag to select and transform (grab). Release to confirm. (Cancel with esc)
The difference with before is that it is a single motion, you don't have to click at the end of transform, you can just release the mouse button.
(Some float constant warning too)
make softbodies collide with objects patented to armatures (bones), lattices .. )
Softbody deflectors always use the new modifier stack. (thanks ZR)
Softbody deflector code checks for identity of colliding objects so,
there is no need to prohibit softbodies to be a deflector.
So now you can put some soft balls in a box and see them bounce.
see : http://wund.privat.t-online.de/bt/sb_sb_coll.blend
A deflector cube parented to SB lattice:
http://wund.privat.t-online.de/bt/sb_lattice.blend
BM
- Scale goes from 0 (original) to 1 (full sphere) instead of the contrary
- Mouse control is done by moving pointer left / right on screen. Full right is 1, left is 0. There's a 10% width padding on each border.
- Works correctly with Shift modifier now.
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. :)
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)
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...
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.
- 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. :)
- 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.
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
"convert to triangles" check for shortest diagonal to decide how the
triangles will be made.
Fun todo for another occasion; check on facenormals too...
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
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!
- removed {lattice,curve}_modifier functions
- changed render code to use displist for curve rendering
instead of making its own. required adding a bevelSplitFlag
field to DispList. I also fixed the bevel face splitting
which did not work correctly in many situations.
- changed so all curve data creation happens in makeDispListCurveTypes,
includes making bevel list and filling polys
- changed render code to use displist for surface rendering
- removed Curve.orco variable, built as needed now
- removed stupid BLI_setScanFill* functions... why use a function
argument when you can use a global and two functions! Why indeed.
(this fixed crash when reloading a file with filled curves and
toggling editmode)
- bug fix, setting curve width!=1 disabled simple bevel for no
apparent reason
- cleaned up lots and lots of curve/displist code (fun example:
"if(dl->type==DL_INDEX3 || dl->type==DL_INDEX3)"). Hmmm!
- switched almost all lattice calls to go through lattice_deform_verts,
only exception left is particles
- added DBG_show_shared_render_faces function in render, just
helps to visualize which verts are shared while testing (no
user interface).
- renamed some curve bevel buttons and rewrote tooltips to be
more obvious
- made CU_FAST work without dupfontbase hack
Also by the way I wrote down some notes on how curve code
works, nothing spiffy but it is at:
http://wiki.blender.org/bin/view.pl/Blenderdev/CurveNotes
- PoseMode selection accidentally always selected first bone as well (on
multiple clicks)
- Hinge Bone didn't have correct inverse matrix in transform, for local
rotations.
- On duplicating bones in editmode, names with a dot in it (bone.L) lost
the .L extension. Now it keeps it
- Recoded the 'flip name' routine from scratch, was a horrid construct!
It works now as follows;
1) First it removes the number extension, if its there (like .001)
2) Then it checks for a separator (space, dot, minus, underscore) on either
the 2nd position (L_calfbone) or last-but-one (calfbone.R). If there's an
l, r, L or R it switches the letter.
3) If no switch done yet, it tries if a name starts or ends with "left" or
"right", case insensitive. It replaces this, disregarding separator.
Examples:
Lefthand -> Righthand
L Hand.005 -> R Hand
hand.r -> hand.l
right-l -> right-r
pelvis LEFT -> pelvis RIGHT
really work at all. Fortunately no one actually *USES* nurbs so
no one noticed. This is bug from NaN days (strubi, I am looking at
you here) which I guess says a lot (or a little) about NURBS usage.
And as usual, the correct code is shorter.
- added do_version copy of ME_OPT_EDGES flag
- added ME_EDGERENDER flag, barely changes things atm except makes
sure plain meshes with FasterDraw/etc set still render all edges.
The edge drawing system needs a bit of a revamping - it is a cool
feature but could use several improvements:
(1) The algorithm could be better in choosing the best edges to
draw.
(2) The drawflags should interact well with modifiers. It is wierd
to have a large grid with a deformer that draws no edges because
flags are only calculated based on base mesh.
(3) Drawflags should not be destroyed by editmode. Better design
would be a "Draw % of edges" button.
Of course, could also be the feature is not worth it and we
should just drop. Feel free to comment if you have an opinion.
I removed config.h code from the files that had them.
effect.c had nested /* so cleaned that up...
added a newline to vector.c to shut gcc up ;)
buttons_editing.c had a possible unintalized var (height) so I gave
it a default value.
removed an unused var i in interface_draw.c
removed an unused var mti in outliner.c
in BL_SkinDeformer.cpp
commented out a call to bDeformGroup->data which no longer exists so it
compiles again.
Kent
sticky, dvert, and keys if number of verts don't match)
- changed modifier panel to not allow manual addition of hook or
softbody modifiers
- changed apply modifier to apply to existing mesh (fixes bug with
materials) and to warn about loss of tface/mcol/keys/dvert/sticky
for all modifier types
- changed modifier UI to not display disclosure triangle for virtual
modifiers
- changed softbody ui to allow enable/disable