Commit Graph

7971 Commits

Author SHA1 Message Date
996294e18a fixed own bug indroduced when switching to use f.edge_keys
MultiUV/Color support - all layers are copied to new faces. as well as hole filling faces.
2007-01-29 06:38:30 +00:00
2133d87d21 Fixed accelerated openGL command list tri-strip generation for geometry. UV coordinates are still off a bit. Fixed bad frame list loading. I'm sleepy and need a snack. 2007-01-29 00:11:18 +00:00
cd2e2d231f Scripts:
- Fixed a few bugs in the ac3d importer, found by Melchior Franz (thanks!). Also automatically turning on ztransp for materials with alpha < 1.0 and then also transp shadows for all imported materials.
2007-01-28 20:03:42 +00:00
5943ad8f65 update to the md2 importer.
* moved from NMesh to Mesh
* made newstyle classes (use less memory)
* optimized mesh creation
* Animation now imports and plays (Bugfix for 5834)
+ other small tweaks

Added mesh.key - was missing from docs
2007-01-28 12:33:04 +00:00
321cafa714 updated this script (one of the most out of date)
basic workings are the same but its generaly more efficient.

The main problem was it could get the data from every object across all scenes!
This means that on framechange, every mesh would be copied into an NMesh just to see the type was a camera.
2007-01-28 03:36:33 +00:00
7f5908f95a bug 5857, python 2.3 compat fix + minor changes. 2007-01-28 01:36:21 +00:00
8f075f9518 minor tweaks from testing scripts. correction in my last commit. 2007-01-27 04:58:09 +00:00
853785782e Updated docs not to use Object.New() in examples, use scn.objects.*
Bugfix from ZanQdo, MOT files wouldent load in lightwave. also made some minor improvements.
2007-01-27 02:15:14 +00:00
bc6fc72209 * nmesh to mesh
* fixed errors with Null materials
* faster material exporting
* export with modifiers applied
* faces with invalid material indicies work now (maybe should be delt with in the Py API)
* removed per vert col code since all colors are pre face now.
2007-01-26 10:37:18 +00:00
624030165b fixed some errors, small usability enhancements. 2007-01-26 07:32:29 +00:00
7239784b17 added option "morph target" since many people complain that verts are re-ordered with some options enabled. 2007-01-26 07:01:30 +00:00
0decfd140b fixed an obscure bug in obj import (possibly in Mesh.c) that made adding edges as faces mess up.
export obj now dosnt remove double UV's, its too slow.

updated version numbers to 243 and other minor changes.
2007-01-26 06:02:21 +00:00
2a829b87e2 use better Python 2.4 syntax sorting (in a try so py 2.3 still works)
use new scene/object creation for making temp objects.
2007-01-25 04:18:09 +00:00
d553eeef5d More fixes thanks to paprmh.
Kent
2007-01-24 17:55:53 +00:00
5dd1a39288 == Interface ==
Added new icons by 'jendrzych' for sculpt mode and transform snapping. I'll be
doing a lot more on this in the next release cycle, but I'm bringing these icons
over now since they're new features and we don't really have any icons for them
at the present.
2007-01-22 22:26:03 +00:00
6cbd505089 I put stuff into the code that shouldn't have been there. Reverts this small statement so
its correct again.

Thanks paprmh....

Kent
2007-01-22 19:47:12 +00:00
c778c7f286 Paprmh's fix for the blur plugin.
Kent
2007-01-22 17:43:36 +00:00
29813971b1 applied patch 5779 with some modifications to fix own error, (uv indicies could be out of order)
removed image support, Blender could import but not 3dsmax :/ - even managed to get 3dsdump to report a blender and max file to have the same data but max still dosnt like.
2007-01-22 17:31:34 +00:00
32676b66a4 fixed error on hole filling (http://blender.org/forum/viewtopic.php?p=59062#59062) 2007-01-22 09:48:03 +00:00
e64afa6c17 Update by JMS for the hotkey script.
Also made some changes
- fly mode keys have changed and added snap key
- using "i=list.index(val)" is slow, use "for i,val in enumerate(list)" instead.
- dont use "i in range(start, end)" - silly to make a list when you can do "min < val < max"

JMS, please update from this version.
2007-01-21 23:14:57 +00:00
783a2900a6 This is taking me longer than I wanted.
All of these I think still need work but they at least do not coredump.
Basically they need some troubleshooting.

I'm heading home now so will work on it again tomorrow hopefully.
If anyone is bored feel free to take a look at them and see if you can
find the problems.  (dnr.c also needs to be converted to float aware)

Kent
2007-01-19 21:06:35 +00:00
c46873819d removed since it no longer works and with render layers not really needed.
Kent
2007-01-18 16:44:50 +00:00
898fccf463 = line ending fix =
these files all had non unix line endings...
2007-01-18 08:39:31 +00:00
848e93ce41 error in generating projections fixed.
also modified the margin value so you dont need to have values like 0.001
and added an option not to use face areas to weight projections.
2007-01-18 01:10:48 +00:00
fc633e46c5 in seqeffects.c I removed and extra ; and then did a lot of formatting
fixes.

gamma.c made it return B_PLUGIN_VERSION instead of a hard coded 4.
I haven't had time to look at the other plugins but I'm guessing
the deal was B_PLUGIN_VERSION was still 3 and gamma.c was float aware
so it was bummped to 4.  Now that B_PLUGIN_VERSION is 5 I'm guessing
the other plugins need to be updated so they are at level 5 as well.
(float aware)  I'm going to work on it later today.  At home with a
sick kid.  This is all in reference to bug #5692

Kent
2007-01-17 14:10:02 +00:00
ea7e3f05ea fixed stupid little warning about targets differ in signedness.
(unsigned char verses char)

Kent
2007-01-16 21:34:39 +00:00
6d0089237e dont use python keywords as variable names. 2007-01-16 15:19:04 +00:00
05ecd017ca cleaned up uv island projection generation and added an option 'Init from view' - to use the view vector as one of the first projections 2007-01-16 14:33:32 +00:00
dc00d9c5de set the render aspect correctly when rendering non square images. 2007-01-16 06:39:15 +00:00
dced690915 wasnt working for mixed modes 2007-01-16 02:49:58 +00:00
feb63d7d3b Scripts:
More small updates to the ac3d importer, to calculate normals for the created meshes and to avoid problems with older .ac files.
2007-01-16 00:50:31 +00:00
72de9a64c9 was missing a check for the end edge that made skinning it raise an error. 2007-01-15 23:37:34 +00:00
a77178467b when a vert is shared by more then 1 vertloop give a nice error and exit 2007-01-15 07:59:29 +00:00
7a19fe19f6 =ID Property Script update and api bugfix=
Turned out somehow I managed to miss adding the proper
type refs in Blender.Types for IDGroupType and IDArrayType,
which made the script not work.  So, I've got it all fixed now.
Or at least hopefully :)
2007-01-15 07:54:08 +00:00
82bfd281f2 Scripts:
Misc updates to the ac3d importer and exporter:
- use Mesh instead of NMesh;
- properly export modified data and materials from either ob or obdata (thanks for mesh.getFromObject :) );
- option to export local rot and loc info;
- better import / export of hierarchies;
- + tiny updates here and there to support old or weird .ac files.
2007-01-14 18:13:47 +00:00
878d9f9c68 Fix for bug #5680:
Vertex color node worked only if VCol Paint/Light was enabled. Fixed
that, and removed the vertex color node making it part of the geometry
node instead.

Also, preview.blend had black vertex colors for the sphere, so set them
to white like the other primitives.
2007-01-14 15:19:27 +00:00
c6a57fb4b0 import_obj - name imported objects/mesh data
weightpaint_clean - report how many verts removed from groups
save_theme - no need to do type(''), just use type(vat) == str
2007-01-13 03:07:04 +00:00
0b89910800 disp_paint - was raising an error when the mesh had no image and texuv was selected, or when the image had no data.
discombobulator - updated to use newer API functions
object_random_loc_sz_rot - improved layout and use new Scene objects.context
2007-01-13 02:03:38 +00:00
74291cc503 = removed nendo import/export and tex2uvbaker =
tex2uvbaker is now redundant with buitin functionality so thank you for maintaining this script in the past.  nendo is a marginal format and the scripts are not maintained so removing
2007-01-12 09:08:00 +00:00
54863a2fef error, camera scale couldnt be set. bpyrender now sets ortho properly 2007-01-12 00:31:18 +00:00
3c578fbe12 tested export scripts with a large scene and resolved errors that came up as well as some speedups- mostly problems with lightwave_export 2007-01-11 09:39:16 +00:00
34c11de62a improved this script
* use mesh.transform instead of a python matrix multiplication function.
* use the image filename rather then ID name for the URL
* use the scenes world rather then the first world for getting world data.
* mesh.verts.index(face.vert[i]) is extreamly slow!, use face.vert[i].index instead. also got rid of a face loop in a face loop that didnt do anything.

Still need to move this script to Mesh from NMesh
2007-01-11 06:48:25 +00:00
99857e40e3 some PLY files dont have faces, made these import without raising an error. 2007-01-11 02:09:45 +00:00
20413f17bb = dxf update =
update by the script author - may have killed some changes cambo did to the previous version but the layout of the script is too significantly different to merge them.
2007-01-10 11:37:19 +00:00
4b9051501f forgot to remove when I changed the name. 2007-01-09 16:58:39 +00:00
e2da632f8f ply export patch 5576 applied with parts rewritten.
BPyMesh getMeshFromObject bugfix in some cases non mesh object types could be a problem.
2007-01-09 16:01:38 +00:00
9065f0b55a Made skinning between 2 open edge loops work better 2007-01-09 09:24:20 +00:00
ca97ede0cd fixes spelling of filename.
Window.c was calling undo_push_mesh, even for non mesh objects, exiting editmode would crash for any non mesh object (found with the armature symmetry script), bad juju.
2007-01-09 05:28:37 +00:00
d01374b4d0 image_auto_layout update to use new UV coords, bugfix #5624 thenaks (fredz)
added some text to mesh_boneweight_copy
2007-01-09 00:36:42 +00:00
eb3d720bd9 === Transform Snapping ===
Snap/Grid icon button in 3D view header (edit mesh). FIXME NOTICE: make nice looking icons (yes, that's for you Matt)
When snap is on, a drop down appears for the target method (closest, median, center)

Hotkey to toggle snap is Shift-Tab (this was previously used for a not totally equivalent to Tab. Ton said OK to scrap it). That hotkey is currently restricted to edit mesh (where snap is currently restricted).

Changed a couple of ugliness on how snap settings are stored.
2007-01-07 19:33:00 +00:00