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2011-07-10Some optimizations and coding style improvements across the retargeting and ↵Benjy Cook
constraint scripts
2011-07-08Added baking/unbaking functionality to constraint system. Retargeting now ↵Benjy Cook
adds/manages 2 new NLA Tracks as planned. Modified bl_operatores/nla.py slightly to use it instead of creating my own bake function (now supports baking to a specific action, vs always creating a new one), but this does not break using the function in the old way.
2011-07-07Remove unnecessary line from previous commit which slipped throughJoshua Leung
2011-07-07Patch [#23682] Add sort+move to bone group list in panelJoshua Leung
Thanks Torsten Rupp (rupp) for the patch! This patch adds the abilities to sort the bone group list in the properties panel and to move bone groups up/down in the list (similar like for vertex groups)
2011-07-06pep8 compliance for python scriptsBenjy Cook
2011-07-06Changed creation of original location targets to be created only if needed ↵Benjy Cook
for IK (i.e. user's decision)
2011-07-06Cosmetic changes to UI. Also, added option to mark which bones should be ↵Benjy Cook
planted when calculation new root translation (i.e. which bones are feet)
2011-07-06Coding style and cosmetic changes to mocap constraints moduleBenjy Cook
2011-07-06Added a small useful operator: Fix Armature Rotate. It fixes the common ↵Benjy Cook
issue with mocap files that sometimes are rotated around the wrong axis
2011-07-05Merging from trunk up to r38119.Joerg Mueller
2011-07-05Added access to denoising and new constraints functionality to UI scriptBenjy Cook
2011-07-05Added One-Sided distance constraint. Also fixed some bugs and syntax in ↵Benjy Cook
constraint and retarget scripts
2011-07-05Added denoising function. Uses a type of median filter to smooth out spikes, ↵Benjy Cook
typical of sensor noise in motion capture data
2011-07-04Current situationJeroen Bakker
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done. In blender movies this feature is known to be implemented, but until now it never got integrated into trunk. Proposal With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index. In the compositor the ID Mask node can be used to extract the information out of the Render pass. Impact User interface On the properties-space the next changes will be done Scene⇒Render layer⇒Passes⇒Material index will be added Material⇒Options⇒Pass index will be added DNA Material struct will get an new field called “index”. this will be a short-type. Material struct the field pad will be removed. A new Render-layer pass will be added (bit 1«18) RNA Material RNA is updated (based on “pass index” from object) Render layer RNA is updated (based on IndexOB) Blender internal renderer The Blender internal renderer will process the render pass as a copy of the Object index. Blender compositor The render layer input will get a new output socket called “IndexMA” Usage An example on how to use material index can be found at: https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend This is also example of a commit message longer than the commit itself :)
2011-07-04Finished Freeze constraint, and target space option for Freeze and Point ↵Benjy Cook
constraints.
2011-07-04Added smoothing variables to constraint creation, and now Active checkbox is ↵Benjy Cook
functional.Also initial work was done on the freeze constraint.
2011-07-04Fixed some issues with stride bone and original empty creation and ↵Benjy Cook
parenting. Now there is no longer a constraint cycle issue when using IK constraints
2011-07-03fix for python error when pinning a non mesh object in mesh editmode.Campbell Barton
2011-07-03fix for error when moving module, broke fracture tools and select internal ↵Campbell Barton
face operator.
2011-07-02Early commit of mocap constraint work. Still very much a WIP, but Point ↵Benjy Cook
constraints should work - but buggy.
2011-07-01quick explode failed if executed with no active objectCampbell Barton
2011-07-01uv mirror poll function wasnt checking UV's were available on the mesh. Campbell Barton
2011-07-01minor pep8 editsCampbell Barton
2011-06-30fix for own error in script edits, broke bpy_extras.mesh_utils.ngon_tesselateCampbell Barton
2011-06-30improve error report [#27775] External Image Editor Preference does not work Campbell Barton
also correct tooltip typo.
2011-06-30Tweak to the toggle to show/hide datablock filtering items inJoshua Leung
animedit headers
2011-06-29Addon UI: button for removing addons which are installed to user/home paths, ↵Campbell Barton
this is not displayed for system addons, or ones which come with blender.
2011-06-29Created UI and Group Property for Motion Capture constraints, to be used to ↵Benjy Cook
fix up animation after retargeting
2011-06-29incorrectly had CMake storing directory names as filepathsCampbell Barton
also correct compiler warning for collada and remove print from own last commit.
2011-06-29Animation Editors - Small Visual Tweaks for UsabilityJoshua Leung
== Datablock filters in the headers are now hidden by default == This has been done because users were generally not frequently toggling these, so quick access vs screen-estate cost wasn't really worth it to have these always showing and taking up space on the header. Usage notes: - To show these again, click on the "Filter more..." toggle. - The "Filter more..." button DOES NOT affect whether those filters apply. Design notes: - I tried many other button/icon combinations, but those were either too space-hogging, vague, or had wrong button order. - I also tried putting a box around these, but there was too much padding. - The ordering of the filters has also been modified a bit so that the group/fcurve-name filters occur earlier in the list, given that they're used more frequently == Graph Editor - Use Fancy Drawing == Renamed this option to "Use High Quality Drawing" as suggested by Matt. "Fancy" isn't really descriptive enough. == Icons for Mode Dropdowns == The mode dropdowns in the DopeSheet and Graph Editors now have icons. - These were important enough (compared to the auto-snap mode) that some visual decoration was perhaps warranted. - It makes it easier to see at a glance what mode the view is in Icon choices: - In some cases, the icons seem like quite a natural fit IMO (i.e. outliner<->dopesheet, key<->shapekey editor, grease pencil, fcurve editor) - Action Editor uses an "object" icon to indicate that this is object- level only for now (though I hope to find a way to address this soon/later). This will be kept like this until then. - There isn't any icon for drivers, so after trying a few alternatives, I settled on area-link icon, since it ties together two entities using some link.
2011-06-29console autocomp import now excludes '_' prefixed variables and the results ↵Campbell Barton
are sorted.
2011-06-29bug [#27779] Python console completion brokenCampbell Barton
modified auto-completion, though this may need to become a preference. The problem is: - including _all_ text as a prefix can take a lot of space, and isnt too readable. - including only the previous word is error prone because detecting delimiters can fail when editing strings. so I've set it to only include the last part of the string but align to the cursor to make it more readable.
2011-06-28make drawing faces in the UV editor an image space option, re-using the mesh ↵Campbell Barton
option was lazy and doesn't make much sense.
2011-06-28fix [#27787] Smart UV Unwrap Results in OverlapsCampbell Barton
added optional face area weighting (from 2.4x) since this can result in overlapping faces.
2011-06-27Some bugfixing and tweaking for retargeting. Script works now regardless of ↵Benjy Cook
world transform on performer and end user rigs. This breaks stride bone functionality, will be addressed in next commit
2011-06-27Added more IK functionality to UI. You can now toggle IK for selected bones.Benjy Cook
2011-06-27fix for editmode option toggleCampbell Barton
2011-06-27fix [#27778] Set Bone Flags - No Scale - Toggle seems not to work.Campbell Barton
Toggling options on the selection is better done as a generic operator. Replace ARMATURE_OT_flags_set and POSE_OT_flags_set with WM_OT_context_collection_boolean_set and use menus to access it with specific settings. This way its easy make a key shortcut which toggles any boolean on any collection - sequences, metaballs, objects, bones etc.
2011-06-27Minor warning cleanup & fixCampbell Barton
- comment/remove assignments from values to themselves. - add case break statements (no functional change but some source code checkers notice). - fix python errors when the sculpt brush is None.
2011-06-26Added IK functionality to retargeting. If rig contains an IK constraint, in ↵Benjy Cook
addition to FK retarget it will place and keyframe the IK targets correctly
2011-06-26Some bugfixing and coding styles changes suggested by ideasman_42.Benjy Cook
2011-06-25Fix [#27748] undeterministic behaviour of volumetric rendererMatt Ebb
* Made clearer in the UI that the approximate multiple scattering always enables light cache * Fixed a potential problem in anisotropic scattering
2011-06-24Bugfixing and modification to ensure functionality when called from UI. ↵Benjy Cook
Related to previous commit, 37796.
2011-06-24UI and bugfixing for mocap retargeting. Still a WIP, UI/py work will ↵Benjy Cook
modified to fit coding styles in the future.
2011-06-24fix [#27742] Smart UV project no longer works in 2.58Campbell Barton
failed with active, unselected objects.
2011-06-24fix [#27747] Modal operator in Special Menu (W) ignores continues grabCampbell Barton
2011-06-24W special menu for changing orthographic camera lens scale was missingDaniel Salazar
btw continues grab doesn't work with this modal ops.. whats up?
2011-06-23Fix typo in addon user preferences menu.Brecht Van Lommel
2011-06-23More flexible size options for particle billboards. This adds scale factors ↵Lukas Toenne
for width and height of billboards, relative to the particle size. It's useful when the particle size is primarily used for collision and the like, so the billboard appearance can be adjusted independently. Also allows non-square billboards. In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.
2011-06-22Merged with trunk r37717.Joerg Mueller