Added a convenience operator to the Follow Path constraint which adds a F-Curve
for the path (or the operator's "fixed position" value if no path is assigned),
with options for setting the start frame and length of motion. This makes it
easier for common users to just set up a quick follow-path animation where the
camera (e.g. flying around a set over certain number of frames).
A key advantage of this is that it takes care of the underlying math required
for setting up the generator curve accordingly (I've got some plans for making
this a bit friendlier to use later). Now, animating the paths is a one-click
operation, with the start and length properties able to be controlled using the
operator properties.
* Get rid of ED_object_add_generic_invoke() and all invoke callbacks using it, it was doing nothing exec() callbacks would not do. In fact, its only action (setting part of common add ops properties, like loc, layers, etc.) was needed too by direct exec call, so it was done twice in case of using invoke()!
* Replace custom invoke code for metaballs by WM_menu_invoke helper (as already used by lamps).
* Add a new OBJECT_OT_empty_add op, to allow direct addition of empties of a given drawtype.
* And some general code cleanup (like trailing spaces, empty lines, ...).
Did quite a bunch of tests/verifications, but obviously could not tackle all possible scenarios... Anyway, if any, bugs should arize quite quickly (but I don’t expect any! :p ).
* The operator creates bones for each input edge (does not subdivide
them like the skin operator does), adds a fake root bone for skin
roots with multiple children.
* The operator adds vertex weight groups to the original mesh.
* Make copy_object_transform() public, used to match the armature
object to the mesh object.
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
* Added proper "update" operators in place of the abuse of the calculate
operators, so now the display ranges won't get overwritten everytime (with the
default values) you go to update the paths.
* Display range settings in properties editor now actually work. Before, the "In
Range" mode only displayed the entire paths.
Made Object Solver operator parent object to scene's camera. Behavior is pretty much
familiar to Child Of constraint -- it stores inverted transformation matrix which gives
constant offset in parent's space.
Current files would open incorrect, to make object aligned well again, just press
"Set Inverse" button in Object Solver constraint.
Fixed orientation operators so now they should work in all cases.
Also changed behavior of Set Origin operator which now sets origin to the median
point of all selected tracks/
- removed some unused functions.
- renamed vars to make more sense paint_vertex.c 'flags' --> 'lock_flags'
- some odd modifications were made in unrealted, commented code, copy these back from trunk.
- rename vertex_group_fix 'cp' property to 'accuracy'
- make style more consistant with trunk.
- remove 'Radish' comments.
- merge object.vertex_group_lock_all / object.vertex_group_invert_locks / "object.vertex_group_unlock_all into one operator.
- change lock button from a checkbox to a lock icon.
--it's still really simplistic (and slow!) so don't try fixing an entire mesh! xD
Also, don't use it on a mesh with a mirror modifier yet, just noticed that it does both vertices instead of one.
Minor UI text update for Vertex Masking
Multires interpolation. It's quite usable yet; I wanted to avoid
subsurfing the multires data and ray tracing original/new
topology. The result is kindof like trunk's interpolation.
I'll see how much better I can get it. I might have to go with
the full-on ray tracing solution. Right now, it's not very good.
Also made it so trunk files with multires open correctly.
* Before the different simulations all had a panel with an "add this" button making the whole tab look really messy. It also rarely makes sense to have more than one or two physics things enabled for a single object, so having all the panels in the tab just added a great deal of visual clutter.
* Now there is a single "enable physics for" panel at the top that allows for enable/disable of any simulation. All actual physics panels are hidden until a simulation is enabled.
* There was no "add" button for force fields before, but I added a toggle between "none" and "force" to unify the ui even further.
This adds the "Apply Base" feature from my gsoc2010 branch.
Apply Base partially applies the modifier, in that the mesh is
reshaped to more closely match the deformed mesh. The upper-level
displacements are recalculated so that the highest multires level
appears unchanged.
Multires does not currently deal well with too large displacements.
An easy-to-reproduce example: create any mesh type, add multires,
subdivide a few times, then use the sculpt grab brush to drag the
entire mesh over a few units. At the highest level, and at level 0,
the mesh looks fine, but all of the intervening levels will have ugly
spikes on them.
This patch doesn't help with situations where you can't modify the
base mesh, but otherwise works around the problem fairly well (albeit
with a heuristic, not an exact solution.)