- A Vanpoucke (xand) updated Axis Orientation Copy.
- Additions:
- Campbell Barton contributed the Archimap UV Unwrapper.
- Mikael Lagre contributed Collada importer and exporter (ongoing
work, no support for animation yet).
Thanks to them!
handling callbacks that checked for double names... this was caused by
a bugfix I did a week ago for ESC on rename button in outliner.
Discovered in time by Andy, thanks!
a the beztriple, so things like the hidden and handle select states were
set to random values. Added a beztriple.hide attribute so that the
hide attribute can be set/cleared from the BPy API.
- Mirror bone weights contributed by Thomas Oppl.
- Softimage XSI exporter contributed by Elira (with updates by Mal
Duffin).
Again, thanks to the authors mentioned. And to Tom (LetterRip) for
contacting the authors and making suggestions about scripts we should
include.
for Groups in official release still, which will give very bad results when
loading an Orange branch file with bf-blender, save over, and read back
in Orange branch.
Now, reading files with Groups in bf-blender will just completely ignore
them (not read nor save). That's destructive, but normal behaviour and
stable.
- Jean-Baptiste Perin updated his bvh to armatures script to use the new
armature module.
- Johnny Matthews (guitargeek) contributed "Shape Widget Wizard". (Moved
it to the Animation menu in Scripts win)
- Benoit Foucque (dienben) contributed "Blender Lip Synchro".
Thanks to the three authors!
- added import and export scripts for 3ds and md2 (Quake 2) models
contributed by author Bob Holcomb. Thanks!
- updated ac3d importer to be more forgiving and exporter to get rid of
deprecated call.
More additions and possibly fixes to come.
Note: we're forming a group to take care of importers and exporters and
improve the situation as a whole in Blender. Discussions should happen
at the bf-scripts-dev mailing list:
http://projects.blender.org/mailman/listinfo/bf-scripts-dev
Thanks Tom Musgrove (LetterRip) for helping a lot with scripts.
- On file reading, a check is added to see if a Pose has channels to
missing bones. Poses are supposed to match an Armature completely.
(Thanks for crash file, Johnny!... but how did you do it!)
- Own collection: added depsgraph update on setting all layers (with the
ACCENTGRAVEKEY). This also could potentially crash with modifiers
- Renamed Xkey menu in NLA to more properly tell what it does. :)
- malformed nmeshes could crash Blender with a sigsegv. Related to old
behavior that accepted "faces" with one or two verts.
- removing unused var (store_edges) + doc update.
Image.New(name, w,h,depth)
Image.start- for animtex
Image.end - for animtex
Image.speed - for animtex
Image.packed - read only bool
See the pydocs for details.
when it duplicated mesh data.
I'm not thrilled with how I implemented this code, but currently don't
know a better way. If someone more familiar with how blender duplicates
objects and converts things to meshes wants to have a look, it would be
appreciated.
Apparently python allows to create Key blocks without proper *from pointer
back to the owner of the Key. The Key unfortunately wasn't mean to be a
dynamic block linkable to any Mesh...
This patch sets the from pointer on any call to do_mesh_key, which is safe
to do anyway. I made a note to get rid of that convention once, but at
least now we got non-crashing blenders. :)
(In bugreport noted that we need to check Python code for it too!)
Adding Ipos to Sound strips in Sequencer didn't work anymore. Adding a new
curve with CTRL+click also wasn't smart enough to detect that only one
channel existed there... fixed that too.
Another ancient bug in unified render... the lamphalo wasn't filled in
correctly over sky, especially when the background had halos (or stars).
Only shows when using filters other than box though.
wire frame became very limited... the information of faces (vertex colors
and UV reside there) got lost.
Solved it nicely with creating a large index table, and use bsearch() to
get quickly the matching information.
Then I noticed the render code needed fixes too for wire, no proper UV's
were calculated over the wire edge.
The tool "Single User" -> "Object data" missed a tag to recalculate the
geometry. This caused meshes to disappear after entering editmode on the
former linked mesh.
Previously the only way to get the current image was flaky and relyd on the image being assigned to a mesh.
try:
me = Scene.GetCurrent().getAttiveObject().getData(mesh=1)
image = me.faces[me.activeFace].image
except:
image = None
...Can new be replaced by the following, and works even when there is no mesh.
image = Image.GetCurrent()
epydocs:
Get the currently displayed Image from Blenders UV/Image window.
When multiple images are displayed, the last active UV/Image windows image is used.