- "make track" in posemode only worked for objects, so disabled it for now
- in weightpaint, "Clear rotation/location" worked on armature-pose, as well
as on object. Was confusing... disabled clearing object in weightpaint.
conversion of data still. Remains a painful issue to get things converted
and in same time prevent things from calculated twice. :)
Anyhoo, issue was that old files with armatures in hidden layers went wrong
Contributed by Toni Alatalo (antont).
Support for Taper Objects for Curves.
Code for curnurb.setFlagU() method not changed as per discussion on
bf-python mail list.
much... made it 10 times larger, to match the max zoom level.
Nevertheless; on our ancient todo is that we once should give number
buttons 2 limits. One for the actual min/max values, and one for the best
sliding experience (matching zoom level or distance for example).
Using "make parent armature with creating vertex groups" option gave
corrupted memory when one or more bones had the "Deform" option not set.
Was caused by old boneclass SKINNABLE variable. To end this confusement,
removed this define from code.
Note for future Armature tool coders; don't use this bonelooper
functionality. Operations in Object mode for armatures should use the
Pose Channels, which is a simple ListBase to go over. I have to recode
the 'create vertexgroups' still...
- Pontus Lidman contributed a new module: Blender.Key + access to key objects from NMesh, Lattice and Curve + docs (thanks and sorry for taking so long to check/commit the patch!)
- Allowing EVENT spacehandlers to call the file selector (scriptlinks in general are not allowed, but this special case should be able to). Requested by Paolo Colombo (thanks!)
- tiny doc update (Ken Hughes pointed an error in the space handlers example)
I didn't have time to update the Key module to follow the current bpython design, will do that later and also test it better than I did.
Eckhard Jaeger on forums. http://download.blender.org/demo/test/rt9.jpg
Notes;
- made new Armature icon, based on looks of Action icon. Using a Bone icon
for everything was too confusing
- made softbody icon softer... it looked like a water drop, something that
would be better for Fluid stuff later :)
- the Modifier icon itself (wrench) looks a bit too much like a tool... but
its a clear icon that stands out.
- Undo/Redo didn't work
- Crash on using weightpaint with Armature-modifier (instead of parent).
Note: checking if an object is being deformed cannot be simply done with
checking for a parent anymore... for this a call in modifier.c has been
added; modifiers_isDeformedByArmature(Object *). It even returns the
Armature object pointer.
Add Intersect Modifier
Add Union Modifier
Add Difference Modifier
to the W key menu
Select 2 mesh object and press W. Then select a modifier entry. The active mesh selection will get a boolean modifier of the type selected with the inactive selection as target.
Minor modifications to simplify the code in evaluate_constraint.
The "Stick" feature will need more work as it gives bad results when skipping frames, jumping around on the timeline and when going backward in time.
Suggestion: Would be nice if it could use the local space too, not just global space planes.
- on adding armatures, the "use vertexgroup" and "use envelope" options
are now on.
- fixed ancient bug; on duplicate bone in editmode, it popped to the
origin of armature, if parent bone was not selected and current bone not
connected.
- subdivide bones now follows the Mirror edit option too
morning)
- fun for the whole family, boolean mesh modifier... doesn't work
with layered modifiers yet (just uses base mesh), although may
god have mercy on your soul if you want to run boolean on a
subsurf anyway
- added displistmesh_add_edges
This exposes a bug in boolean, apparently the output is somehow
random (hash on alloc'd pointer value perhaps) which is sortof
lame.
It also makes more apparent the desire for some level of control
over dep graph evaluation during editmode (at the moment dep
graph is reevaluated for a mesh object in editmode, but since
mesh changes are on editmesh other objects don't really see
any change, so it is a wasted recalc).
in 3d window, nkey panel, click in middle of number button & press ESC
moved the 3d cursor to that location. The button was passing on its
event to the window event queue, which shouldn't be.
Tweaked selection code for Manipulators in 'combo' mode, it gives
preference now to the scale/translate widgets over the rotate arcs. This
enables use of these widgets in ortho top/side views.
Copy/Paste bone name buttons crashed, didn't use the callback for buttons
proper yet.
Also added MAXFRAME defines for buttons, instead of hardcoded values 9000
or 18000
If Fgon is selected in mesh tools panel, In the following cases
Quad - 2 edge Adjacent - Path
Quad - 2 edge Adjacent - Innervert
Quad - 3 edge
'extra' faces are combined to fgons. to make cleaner subdivides. Please give feedback
module -- the previous method could be off pretty far.
- Added drawing of transparent surface for it, instead of just the border.
- Added "stretch IK", allowing bones not only to rotate, but also scale.
The "Stretch" value below the DoF buttons is used to enabled this.
- Some code tweaking: slightly simplified computation of transform for IK,
renamed chain to tree, removed unused pchan->ik_mat, ..
Internal IK module work:
- Do damping per DoF also based on stiffness, hopefully makes it converge
faster with very stiff joints.
- Instead of having two joints types (translational and rotational), now
all 6 DoF's can be enabled for one joint.
- Added limits for translational joints.
while sliding the edge, press P this will swap modes. while in Non prop mode, press F to change the control "side". You can still change the control edge too.
now only draws the limits for X and Z rotations (Y is bone axis itself).
Quick snaphsots (links will disappear):
http://www.blender.org/bf/rt6.jpghttp://www.blender.org/bf/rt7.jpg
It only draws for selected Bones that are part of IK, and have limits set.
Most work was getting code OK to setup drawing this 'DoF space', so now
experiments can be done with more drawing types.
ALso; Buttons for DoFs now only draw if the pose-bones are part of an IK
chain.
- "Flush" is now split into two seperate Alignment modes "Flush" and
"Justify":
- Justify does exactly the same as a normal word processor's justify
function does, and in addition, it uses *whitespace* instead of
*character spacing* (kerning) to fill lines. Much more readable.
- Flush is pretty much the old Blender "Flush" mode - and as such it
uses character spacing to fill lines. Just as Justify, this only
works with at least one textframe.
- Underlining for text objects. Not a lot to explain. New button "U" in
the editbuttons, and CTRL-U as hotkey toggle underlining for newly
entered characters or for the selection, just like CTRL-B/CTRL-I do for
bold/italic.
Underline height (thickness) and Underline position (vertical) can be
set in the editbuttons.
Implemented as CU_POLY polygon curves.
- The B, U and i buttons (and the corresponding CTRL-B/U/I keystrokes)
have been fixed to only affect *one* attribute at a time. Formerly,
hitting CTRL-B when no other style was active, on a text portion with
italics text, for example, would kill the italics and just apply bold.
Now, these attributes always add or substract only, but do not
replace the style.
- In the past, there were bugs with material indices uninitialized, and
thus crashes in the renderer with illegal material indices.
Even though I assume they have been fixed, I've put in a check that
checks (hah) if the material index of a character is illegal (bigger
than ob->totcol), and then sets it to zero, and spits out a warning
on stderr.
If you see such warnings, please report and link to the .blend.
- Bugfix: All alignment modes only worked if there were at least *two*
lines of text in the text object. Fixed
There's now a regression test file for text objects, please add to the
corresponding repository:
http://blender.instinctive.de/downloads/release/demo/text-regression.blend.gz