Use this script in face select mode.
Note- If you make new faces between faces that are alredy UV mapped there is currently no way to say- map from others... this script does exactly that. and can save a lot of time manually moving and welding UV coords one by one.
Its realy usefull for mapping after a scanfill too.
Somebody with good knowledge of the current state of icons should
probably check blenderbuttons for correctness. Also, splash.blend
was corrupt, so I restored the old version, but it says 2.40...
This script relaxes selected UV verts in relation to there surrounding geometry.
Use this script in face select mode.
Left Click to finish or wait until no more relaxing can be done.
- Mesh objects split by material- many 3ds objects used more then 16 per mesh. and when a face looses its image texture its tedious to set again.
- Removed a lot of unneeded variable creation.
- color-correction-hsv & color-correction-yuv
Do color correction in HSV or YUV-space, rather sophisticated but slow.
You can control setup, gain and gamma and saturation (seperated by
shadows, midtones and highlights).
- gamma
a simple RGB-Gamma plugin, but very fast.
- dnr
Dynamic Noise Reduction (plugin ported from VirtualDub).
This helps mpeg encoding alot, by ignoring noise /movement
below a given threshold between frames.
It is also a lot faster than the original VirtualDub-plugin preserving
it's quality.
Face indicies spanning over 1 line are now supported (had a freak obj that did this)
Small optimization @% overall speedup.
- Last release before move to Mesh over NMesh.
- Material importing speedup.
- Tested with more models.
- Support some corrupt models.
(Bug in Mesh causes segfaults on some files still, kens looking into it)
Version 0.93
- Tested with 400 3ds files from turbosquid, model cd's and net samples.
- Tactfully ignore faces that used the same verts twice.
- Rollback to 0.83 sloppy un-reorganized code, new code broke UV coord loading.
- Converted from NMesh to Mesh. First importer to use Mesh.
- Faster and cleaner new names.
- Use external comprehensive image loader.
- Re intergrated 0.92 and 0.9 changes
- Fixes for 2.41 compat.
- Non textured faces do not use a texture flag.
The orange -> HEAD merge reverted some scripts to older versions. This only
affected the ones that already existed before the orange branch.
Minor issue, easy to fix.
All in all, kudos to kaito, Hos and others for all the hard work in
bringing (coding, merging) all these changes to the main branch.
Edits the current image in an external application, esp usefull when dealing with projects that have lots of images.
Basicaly-- a quck way to have the image in the gimp (using gimp-remote) without rooting around in your project tree.
Added registry variable to save the external application... and some OS context for what app to run- could somebody test on macosx+win32.
How about a python slot in the Image Menu?
Added features.
- Triangulate
- Export Object is OBJ objects
- Objects as Groups
- Group by Materials
- Updated blender website from www.blender.org to www.blender3d.org and write blender version number too.
DirectX exporter now supports animation again. Thanks Ben Omari for the update - there is a bug in armatures (not python?) that can leave the bones looking crazy after export - tab tab to make it return to correct
- Now uses PupBlock where possible
- Uses Mesh for changing mesh names (saves us a full NMesh update)
- Fixed a bug renaming objects from their data - with emprys.
slight updates and cleanups to vrml97 and x3d exporter, the ability to do gzip compression has been added. The redundant vrml exporter has been removed. Thanks Bart