- Alt+click edge loop select.
- Next to Align X/Y, Align Auto which will pick X or Y automatically,
should give the expected result for nearly all cases.
New rotation alignement fonction
Rotates objects/Pose bones to match the selected transform orientation.
Can be used to align to view, active object (normal) and custom transform orientations.
Accessible in the Object -> Transform submenu and through the hotkey Ctrl-Alt-A (which was previously a fall through for Apply but only Ctrl-A and Ctrl-Shift-A did anything special).
Can be eventually made to work in edit mode (not too hard).
Also scripts will re-run on undo rather then closing.
This is done by saving and loading the name of the script or textblock of the 'Script' datablock, connected to the ScriptSpace. This way when there is a name but the script dosnt run.
Blender runs the script or text block if available.
Κωστής Καρβουνιάρης
Kostas Gerontis
Also a patch from Markus Schulz that
adds buttons to the material, light, and world texture panels to make it
easy to rearrange the textures in the list without having to
use copy and paste.
* Pointcache now uses the process id to construct the path for unsaved files. (so 2 or more blender's open wont try to read/write the same pointcache)
* Temp pointcache is cleared when existing blender, added BIF_clear_tempfiles() for this. Should also be usedto clear EXR's in the temp dir (TODO), BIF_clear_tempfiles also needs to be added in more places. (On file load for instace)
One problem was that the previous render buffer was stored in the
render window or image window itself, which means that when closing
it, or switching from one to the other, things didn't work as expected.
Also in the image editor, color sampling the previous render buffer or
saving it didn't work correct.
Fixes a lot of small things:
* zoom in/out in preview is more fine grained (use SHIFT)
* zebra scopes don't try to draw the border and fail
* lock/unlock now locks/unlocks all selected strips
* fix redraw problems of panel on lock/unlock
* buttons-panel is redrawn on translate, so that position information is shown
* added lock / hide to Strip-Menu
* fixed small drawing problems in header
TODO: find a good key for lock / unlock (Shift-L | Alt-Shift-L isn't that nice
to press...)
The following is a commit of Levi Schooley's bevel code and
the bmesh library it depends on. The current editmode bevel has
been replaced with a new per edge bevel function. Vertex beveling is
also availible.
To set weights for the modifier to use, use the ctrl-shift-e shortcut on either edges
or vertices.
Recursive beveling is turned of for the time being.
This commit changes the way new nodes are created. Previously nodes were created
at the last location of the mouse cursor before creating a new node. After this
commit the nodes are created at the initial location in which the cursor was
before the menu used to add the node was opened.
This makes it possible for the user to predict where the new node appears without
having to move it to desired location like before. There is no option for this as
this behaviour is clearly superior to previous.
Codewise it uses static variables. This is something to fix during 2.50 rewrite.
Thanks to paprmh for contribution!
* Added a new set of related tools for channel editing (Toggle/Enable/Disable Setting). These are activated using the Shift-W, Ctrl-Shift-W, and Alt-W hotkeys. They allow for setting of the given setting on all selected channels (where it will apply).
* Moved + grouped all the channel-related operations in a new "Channels" menu, located between the "Select" and "Markers" menus. This makes more sense than squeezing the functionality at the end of the "Key" menu!
Merge Normal orientation calculations with Custom Orientations, to make it work the same all accross the table:
- One or more faces: use average face normal (first edge of faces define tangent)
- One edge: use edge itself as normal (vertex normals define tangent)
- One vertex: use vertex normal (tangent is perpendicular to normal and z-axis)
- Two vertices => edge orientation
- Two vertices => face orientation
*I tested quite a bit but please report any bugs this might have caused.*
ADDED FILE WARNING: source/blender/src/transform_orientations.c
CTRL+click on node will not only select it, but also connect the active
viewer to the top output of the node.
To evaluate: make viewing option to have this as a default on select.
Could work nice for collapsed nodes.
* Ctrl-I now swaps the selection status of keyframes/channels depending on where the mouse cursor is located. Ctrl-Shift-I does so for markers.
* (De)selecting channels now clears the 'active' flags too, so there will be no more 'selected' items lingering around even after pressing AKEY
Now it is possible to define a custom colour set per bone group. This allows rigs to look consistent across different computers with different themes. As such, the bone-groups buttons have been reshuffled to present the settings in a better way.
Colour sets are now selected from a menu with descriptive names, instead of using a slider. Choose the 'Custom Set' entry to use a custom set of colours for the active group. The sets of theme colours have been retained, and can be used directly, or as the basis for a new custom colour set (when any one of the colour controls is touched).
For bone-groups that haven't had any custom colour set used yet, a default 'test' set is used. This uses bright versions of the RGB colours.
"Insert Key" menu in Action Editor (IKEY) now has a new option: "In Active Group". This only inserts keyframes in the active action group (if available).
the opposite way as you want. Or even worse, you can never really define
which way it rotates (officially it should do shortest path).
This hotkey flips the quaternion (which means it rotates to same position
exactly via the other way). Hotkey ALT+F (flip) in 3d window posemode.
This adds low resolution proxy support to the blender sequencer, so
that even HD editing should be possible on slower machines.
The proxies are stored as directories of JPEG-files and are only
activated, if you use preview-resolution rendering.
For your final render, just switch back to full resolution and
the original files are used again.
It enables even proxying of whole effect pipelines and scene-strips
(but you have to your own custom directory for file storage then,
since blender has no filename, which could be taken as a sensible
default directory reference)
Updated image preview a lot:
* Added a histogram-scope
* Added optional title-safe margins
* Re-arranged header, so that only usefull buttons are shown in image
preview mode
* Added zebra-mode for visual feedback of over-exposure regions
(helps in before and especially after color correction :)
* Added color-seperation-mode for waveform-display
* Show 10%, 70% and 90% hints in waveform-display
Now when moving keyframes in the Action Editor, any existing keyframes on the frames where a selected keyframe lands (after the transform) will be removed. This is to prevent stacks of keyframes which cause blips and headaches for animators (especially stressed animators with a looming deadline).
I've added an option to the Action Editor's View menu to turn this behaviour on/off (by default, it's on). This shouldn't need to be used too much, and may be removed in due course. If it stays, it'll need a better name...
Added three new tools to the WKEY menu for Armatures in EditMode/PoseMode. These add .* extensions to the names of selected bones based on their position in 3d-space on the axis considered by that tool.
The current naming schemes are based upon the extensions I normally apply. Some people may have slightly different preferences though.
There is one for:
* Left-Right names (along x-axis)
* Front-Back names (along y-axis)
* Top-Bottom names (along z-axis)
Adding the possibility to use 2 or 3 vertice to define an edge or face-like orientation.
Adding the possibility to use 2 connected edges to define a face-like orientation.
Added a new option to the "Vertex Groups" menu: "Remove Selected from All Groups". This menu can be accessed using Ctrl-G in EditMode for Meshes and Lattices.
Keyframes are now checked for whether they are visible or not before they are prepared for drawing. This should provide some improvements for large data-sets...
In general there don't appear to be any major issues, although in a few situations, long-keyframes may end up appearing/disappearing.
Added a new constraint, "Limit Distance". This constraint defines a 'virtual sphere' around the target which the owner can be made to stay inside, outside, or on the surface of it.
This constraint is best used when applied using the Ctrl-Alt-C hotkey, as the radius is set correctly that way.
One usage, is to prevent the target of an IK-chain from straying away from the chain. Care should be taken to not use a member of the IK-chain as the target though.
Description of Variables:
* 'Dist' - Radius of virtual sphere
* 'R' - Click on this to recalculate the 'Dist' value (note: like the 'R' button in the StretchTo constraint, this is currently buggy)
' Mode' - This menu gives different options for how the limiting sphere should act. The mode names are self explanatory.
* 'Soft' and 'SoftDistance' - currently not functional (so settings are hidden). These are used to define a smaller radius around the sphere of influence where a non-linear relationship between input and resulting locations occurs to prevent the owner 'crashing' into the sphere.
Cleaned up some old parts of sculpt. Got rid of the old EditData struct in favor of two new "brush action" structures, which split the symmetry data out from everything else. Cleaned up various names and such as well. There should be no user-visible changes.
Making the mirror tool axis selection interactive instead of using a popmenu.
Mirror is now just a constant -1 scaling transform, which enables you to choose the mirror axis through hotkeys (x,y,z) and with MMB. It also means it's easier to select the correct axis if you're not sure which is which and gives access to all the orientation supported in transform (including custom user orientations).
Mesh and Object header menus still have the individual axis as options but have an added "Interactive Mirror" which just enters transform and lets user pick the axis there. Ctrl-M enters "Interactive Mirror" too.
In a nutshell, this changes adds more possible mirroring axis and unifies the mirror axis selection process with transform constraint axis selection.