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
2007-10-02 12:36:53 +00:00
2008-02-17 21:34:56 +00:00
2008-02-17 22:19:02 +00:00
2004-08-24 02:51:07 +00:00

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