Age | Commit message (Collapse) | Author |
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maintained).
also use less confusing bone rotation matrix -> euler conversion on export.
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maps, but am unsure whether this is my fault.
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* Remove api info, this is not used anymore.
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from Martijn Berger (juicyfruit)
with some edits for efficient dict access.
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Blender's lamp is added to name of After Effects light 2. Added option to export static scene. In this case not necessary to go through each frame and refresh context 3. Added several conditions to prevent from adding unnecessary keyframes in After Effects. Values of properties that don't changed are set once and no keyframes are added
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- Update of date
Blendphys
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+ normalization ...
Blendphys
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I forgot a '-' in the vector ...
Blendphys
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I removed a small bug: Double or triple bonds were not shown for atoms, which
have only one neighbour.
BTW: I updated the wiki.
Blendphys
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- Enabling settings for defining things for Cycles rendering
- Adding some file format checking
- Adding some code for defining a few session settings via xmlrpc
- Making the UI more responsive
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fix for remove doubles
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rotation in After Effects. Objects with zero rotation in blender lay on the floor. In AE leyers with zero rotation face the camera. AE users are used to this behavior, so this change gives them a better feeling.
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The length of the 'unit stick' of the dupliface structure that is used for
representing the sticks can now be explicitly chosen before loading a PDB
structure.
It was always on 0.05 Angstrom, which is a quite small value. Loading
structures with lots of sticks was therefore very slow. The value can now be
changed [from 0 to infinity]. I have set the default value onto 0.2 Angstrom,
which should be sufficient.
Note: The smaller the value, the better is the length precision. However, the
more single units need to be drawn (more vertices).
By time, I will change the wiki ... in some days.
Blendphys
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It doesn't completely work yet - there's something funky
about selection, and finishing off the tool, but this
is much better than a non-working inset.
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* default start frame changed to 1, consistent with Blender's default for scene
* removed spaces around operator docstrings because they're not stripped by Blender's UI
* added AMC exporter, requires the armature to have been imported from ASF
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- Either active objects with a proper element name or all active objects are
exported depending on EnumProperty in File dialog: all <-> element
- Removed a bug in the exporter: 'import_pdb.ATOM_PDB_ELEMENTS_DEFAULT' is
used instead of 'import_pdb.ATOM_PDB_ELEMENTS' <= is sometimes empty list
Importer
- The name of the representive ball of a dupliverts technique is now shorter:
from 'Ball (NURBS)_<element>' to 'Ball_<element>'; The name of the element
is not cut in the outliner.
Blendphys
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smooth shading.
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set smooth option now False by default.
*could be removed from this addon as it holds no usable purpose.
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inappropriate for this mesh type.
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Note: would have loved to add an option to export tesselated layout (instead of ngon one), but currently I often get mesh without tesselation, and seems there is no way to call ensure_tesselated from python...
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should now be capitalized).
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presets.
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least the script does not crash.
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and corrected typo in wiki link.
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Reported by Ron Proctor
netrender didn't recursively create missing directory for user specified temporary paths.
Also added environment variables and user expansion to properly support env vars and user (~ and ~user) in paths.
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* Use ngon_tesselate (bpy_extras.mesh_utils) for quads/ngons
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* Calculate surface area & normals for n-gons.
* Fixed normal calculation to return saner values.
* Check prevent volume calculation for n-gons (todo: actually write code for this).
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bpy.ops.mesh.delete(type='ALL') becomes bpy.ops.mesh.delete(type='VERT')
script still returns some errors in the console but works again.
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* Unit display in 3D View (Patch by Alessandro Sala: getUnitsInfo & convertDistance)
* Fixed usage of variable name when displaying a property (use empty text).
* TODO: In the future the core functionality of unit conversion could possibly be used directly from Blender C code (=new API function) to avoid redundancy?
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is a bool, just copy, don't try to iterate on it.
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change to the repatching and local naming algorithms to better support different files with same name and dependency folder hierarchies.
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use an enum property for VCS job type (much more user friendly this way)
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