Age | Commit message (Collapse) | Author |
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.PLY has no specification for how to represent the texture coordinates.
The general guideline is to implement this the way is more convenient for the software (this it makes no sense to flip what Blender does internally).
Also, there are some softwares that used to flip V in the past for .ply. This has changed though, and from what I could find in the internet, the current standard is to have the V opposite to what we have in Blender.
Finally I used meshlab for my tests - http://meshlab.sourceforge.net/
Their sample files (the dount one) shows flipped V in blender.
I hope no one gets unhappy with this commit.
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Previously we had three versions, Select/Deselect, Select or Deselect, and (De)select, choosen the third (shortest) one for now.
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thanks Campbell for review and tweaks
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the biped leg rig.
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Remove module add_utils.py which fully duplicates functions
from trunk's object_utils.py module and switch all dependent
addons to use module from trunk.
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been removed. Now corrected the formula to match my new convention to use 'degrees' instead of 'pi'
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rotation is represented by After Effects Orientation only by using ZYX euler rotation order. Not necessary to use AE's Rotation X property anymore
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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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