Age | Commit message (Collapse) | Author |
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There are still issues with overlapping geometry,
however some of the issues reported are are causing problems,
or fail entirely with Carve too.
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Conflicts:
source/blender/blenkernel/intern/particle.c
source/blender/editors/transform/transform_snap_object.c
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Allows to avoid generating flipped faces when using extreme normal modifications.
Related to T48576.
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The 'precision' and 'dynamic' settings for binding are now always visible.
The settings that can not be edited after binding are disabled (not inactive).
I find it useful to see with what settings a mesh was bound, in case
the file is not mine or if I simply lost track of it.
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There are a lot of cases here where deciding for removal is a bit tricky.
Many features have options for "use_particles" and similar settings. Only
features which actually store a particle object reference or work on actual
particle data have been removed.
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D1839 from @Orgold
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D1839 from @Orgold
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Edit-mode boolean is still available
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This uses a bmesh-intersection, BLI_kdtree and watertight intersections to perform boolean operations.
For now keep both BMesh and Carve booleans usable at once for testing & bug reports,
however we plan to phase out Carve by next release.
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Support for decimating while maintaining symmetry on a single axis.
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by script
(if they're on different properties).
This patch basically gets rid of (ui-related) hack where we was adding specific
'fake' enums for datatypes needing additional options.
That was done because of broken UI code - to summarize, 'align' code did not support
correctly layout mixing vertical and horizontal sub-layouts, in particular if
it was 'column-major'.
A complete rewrite of this align code has been done, so now we can use a more
sane UI code.
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The idea of this commit is to make it so we can enable OpenSubdiv by default
for the release builds but keep it limited to the viewport only for a specific
meshes. This is a temporary solution for until all the needed features are
supported on the OpenSubdiv side.
Flag itself is done as a dedicated field in modifier DNA so we can easily
remove it in the future without ending up with some temporary flag hanging
around forever.
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Current behavior of bevel is to 'loop slide' along unbeveled edges
when possible, but this produces uneven bevel widths sometimes,
so this option lets user choose between having the loop slide effect
or having more even bevel widths. Trying it out with default being
'no loop slide', so different from current behavior. May reverse this
choice later, depending on user reactions.
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Add slider to adjust the influence of weights relative to geometry distortion.
This allows subtle influences to be applied - without drastic changes in behavior.
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There are several ways to end up with an object with skin modifier, but no
skin data on the geometry. So we need an operator to add it by hands.
Also tweaked a bit UI of this modifier.
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This modifier can be used to correct bad deformations,
Original patch D1183 by @sazerac, with own modifications
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To match other modifiers.
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D1066 by @gregzaal
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Nothing much to say here, basic tool to make normals point toward a target,
or to make them point 'outward' as if object was a spheroid (useful for game bushes etc.).
Also, forgot a big thank you to Campbell for the extensive review work he has done on this project!
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- Add falloff types & curves (matching warp-modifier)
- Add uniform scale option,
important when adding hooks to non-uniform scaled objects,
especially for use with lattice objects which can't avoid uneven scaling.
This uses relative transformation set when the hook is assigned,
when measuring the distances.
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also remove empty class parenthesis
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Not much to add, modifier uses same code as operator basically, only key difference
is that modifier will never create data layers itself, you have to use dedicated operator
for that.
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D737 by scorpion81 with own edits
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Now the bevel tool, modifier, and internal operator have a material
slot # parameter that the user can set. If left at default of -1,
behavior is as current -- bevel face material is taken from the
closest original face (this may be ambiguous). If material slot
is >= 0, it gives the material slot index number for the material
to use.
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Was really cluttered sometimes: http://www.pasteall.org/pic/70876
Reshuffled layout a bit to avoid this now.
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removed from the UI.
Also shorten info messages a bit.
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This commit introduces the ability to make the Build Modifier operate in reverse,
essentially allowing it to be used as a "deconstruction" effect.
(See D219 for more details about use cases for this)
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This adds to the modifier the new controls that have been
added to the bevel tool.
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Based on patch originally by Thomas Beck,
uses options similar to solidify.
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already used in particle system).
This way we save a few lines of space, while keeping the functionality clear. Also some minor layout reshuffling and cleanup.
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- When existing faces are available use their UV values
- When no faces are connected to an edge - generate UV's
Also add option to stretch U/V to bounds.
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Part of soc-2013-sketch_mesh branch
See: http://wiki.blender.org/index.php/User:Apinzonf/Doc:2.6/Manual/Modifiers/Deform/Laplacian_Deform
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Quads: Beauty, Fixed, Fixed Alternate, Shortest Diagonal
Ngons: Beauty, Scanfill
* Shortest Diagonal is the default method in the modifier (popular
elsewhere), but beauty is the default in Ctrl+T).
* Remove the need for output slot and beauty operator to be called
after Clt+T
Patch with collaborations and reviewed by Campbell Barton
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anything
Subsurf Levels only makes sense when using Projection mode,
so moved this option into if mode == 'PROJECTION' branch.
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Notes:
* Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it...
* Also made some cleanup "on the road"!
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all modifiers should be using object transformations relatively.
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* Skin modifier also wasted quite some space, use dual column layout now.
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* VERTEX_WEIGHT modifiers had quite a messy UI, improved the grouping of options a bit, so it is easier to scan through.
* Do not use abbreviations like "Rem" or "Dist" in the UI...
* Also small change for BEVEL modifier UI for more efficient space usage.
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faces
optionally limit by face flipping, also added support to delimit by material and edge crease.
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