Commit Graph

11 Commits

Author SHA1 Message Date
Martin Poirier
e76f7e7930 Normal Orientation on EditBones uses roll for Z axis. 2008-11-13 21:44:32 +00:00
Brecht Van Lommel
f198acd5dd Fix for bug #14775: memorblock end corrupt print, needed to allocate
one byte more for the align menu string 0 terminator.
2008-09-09 20:19:00 +00:00
Martin Poirier
8e46d777f3 Transform Orientations
Edit Bone and Pose Bone can now be used as transform orientations

Also fix a bug with CTO comming from non-uniformally scaled meshes.
2008-05-29 19:10:09 +00:00
Martin Poirier
a4688b24dc Transform Orientations
Normal orientation for editbones (was previously missing)
2008-05-22 09:22:00 +00:00
Campbell Barton
e459d5518e transform manipulator didnt follow the active face in some cases, also rotate about active mixed with normal did not work as it did in 2.45, where the active edge could be used
as a rotation 
axis (this is quite useful)
2008-05-11 19:58:46 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
Peter Schlaile
bb98264bcc == Align ==
Bugfix:

Fix for "Use pupmenu menu to select align orientation. Faster workflow than always having to change the current transform orientation beforehand."

memory corruption... (theeth ? )
2008-03-16 17:43:59 +00:00
Martin Poirier
6a2e538d98 == Align ==
Use pupmenu menu to select align orientation. Faster workflow than always having to change the current transform orientation beforehand.
2008-03-16 16:00:00 +00:00
Martin Poirier
1e5f4144b9 [#8434] Normal manipultor does not align with normals (like in 2.45)
Bring back multivert normal average for the normal manipulator/orientation.

When selecting more than three vertice, the averaged normal of all selected is used to get orientation Z-axis.

NOTE: This is only applicable when NO faces are selected, otherwise it uses the averaged normal of the faces (excluding vertice that aren't part of a face). This is not new behavior

CHANGES FROM 2.45: Selecting 2 or 3 vertice doesn't use normal averaging but uses virtual edge and face orientations instead.
2008-03-03 19:57:48 +00:00
Martin Poirier
c7f1ab15b7 == Transform Orientations ==
When doing normal orientations from three vertices, if there's a full edge selected, use that to define the tangent (more logical).
2008-02-24 17:13:52 +00:00
Martin Poirier
83ddab60b7 == Transform Orientations ==
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
2008-02-17 22:19:02 +00:00