When combing long hair it will often end up with no volume (flat on the head like its wet).
a way to fix this is to use the puff tool however when applied points at the root only this just gives a bit of volume at the roots and the rest of the hair stays flat.
This option moves the unselected parts of the hair without applying the puff tool to them, giving volume to the hair whilst preserving the desired style.
change how data is added. eg.
bpy.data.add_mesh(name) --> bpy.data.meshes.new(name)
bpy.data.remove_lamp(lamp) --> bpy.data.lamps.remove(lamp)
image and texture stil use add_* funcs
*Some more cleanup.
*Renamed active_theme to theme_area, active_theme will be useful, when we have multiple themes again.
*New layout (Theme Area selection is now expanded).
ToDo:
* Nice wrapping of all options for the different spaces, either manual or via auto generation.
Some items are missing, some are in different positions, altough they are available in different areas.
NVidia (at least) GL drivers don't provide correct picking through GL_SELECT when the GL context is initialized with sample buffers.
So we can't have FSAA on for now as it breaks border,lasso,.. select.
- scene.render_data.frame_path(frame=num), returns the output path for rending images of video.
- scene.render_data.file_extension, readonly attribute, gives the extension ".jpg", ".mov" etc
- player support was guessing names, use the above functions to get the actual names used, accounting for #'s replacing numbers.
See the bugreport comments for full breakdown of the fix.
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The change in brush.c is to get blender compiling again, after my previous commit which tried to fix a compiler warning related to this (but in the header file instead).
* Finished baking code for motion paths, generalising it so that it works for both Objects and Bones.
It is based on the old code for baking bones, although I have modified the updating code to use a more 'correct' method of updating dependencies. However, this may turn out to be too slow, and another API method should be added for that...
* Moved some of the old version-patching code for animviz settings out of the drawing functions, instead doing this on the version patching proper.
* Added RNA support for the new AnimViz types, and included RNA access via their users too. The old settings have still been left in for now, since there are still some things not ready to use yet.
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* F-Curve's with sample points (i.e. sounds to F-Curves) now perform linear interpolation between sample points instead of using constant interpolation.
Restored the old Eyedropper tool from the 2.4 colour picker. Now it's an operator,
working nicely using rna properties (fixes#19475 and some todo items)
This ended up being a bit more work than expected, it involved converting the
colour picker to use RNA properties directly, rather than temporary values. This has
several advantages, including being able to type in RGB values greater than 1,
however there are still some redraw issues with sliders.
Also removed the alternate color pickers after this time spent testing, the current one
should be sufficient, or alternatives to the wheel can possibly become preferences
in the current design.
Converting the picker to RNA also made it very trivial to make a cool new
ColorWheel template, which can be embedded in UI layouts. I've enabled it already
in texture/vertex paint brush properties and the sequence editor color correction:
http://mke3.net/blender/devel/2.5/colorwheels.jpg
Brecht and I took a fair bit of convincing on this one however Cessen was jumping through hoops to do without this feature.
Having the shape being an external mesh deformed by its own armature, which were both hidden but in the same layer *(so the depgraph would update them).
Without this some of the bones in the rig also dont make much sense when animating with.
* Fix#20482: grab brush + size pressure sensitivity don't work
together, disabled the pressure sensitivty for that case now.
* Fix for smooth brush messing up mesh sometimes, smooth factor
is now clamped to reasonable range.
* Fix#20449: smooth brush + mirror modifier could crash.
utility functions to find the groups and scenes this object is used in.
button to set the group location from the cursor (UI is horrible but not any nice place to add?)
smarp project would fail if there were linked meshes in the scene, made ID.tag ignore the library, so you can tag linked data since its only for tools to use.
normalize the vertex normal before setting and use inline vector functions.
Testing a new method that hopefully will be faster to use than finicky socket
selection - now just select multiple nodes and press F - available output sockets
on the selected nodes will get automatically connected to the active node.
It works for one socket type each time, to avoid getting lots of extra connections
when you join up, but as a shortcut you can easily press F again to connect up
other socket types. For example, to connect a render layer node (with vector pass)
to a vector blur node, select the render layer then the vector blur, and press F
three times to connect up the Image, Z and Vector sockets. It now also
preferences sockets with the same name to connect up first.
There's also another option (ctrl F) which will replace existing input links, rather
than only connecting up links to available input sockets.
* Also changed socket link knife cut to a more convenient shortcut - Ctrl LMB tweak
This changes how textures are accessed from Brushes, with the intention of simplifying
the workflow, and reducing the amount of clicking. Rather than the previous texture slots
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather
than taking time having to set up your slots in advance, you can now select and change
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can
be used, or for fast access, it's easy to make a duplicate of your brush with the texture
you like and assign a hotkey.
Brush textures can now be chosen from a new Textures panel in the brush tool
properties - click on the thumbnail to open a texture selector. This is done using a new
variation on the ID template - the number of rows and columns to display in the popup
can be customised in the UI scripts.
from bpy.app import binary_path, version, version_string, home
can add constant variables from blender here as needed (maybe functions too... bpy.app.memory_usage() ?)
- add back quad split order option.
note: tested displacement baking and found it matches 2.4x. there is still a missing check which ignores the active object when baking selected to active but Im not sure in what cases this is needed.
Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U.
The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI)
In order to change it you can change the camera focal length or use Rasterizer.setFocalLength.
If you use the Rasterizer method it will use this value for all the cameras.
ToDo:
- Blenderplayer settings
- Update wiki documentation (any volunteer)?
* Note to stereo fans:
I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out.
For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here:
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/