Age | Commit message (Collapse) | Author |
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patch was in [#8540] Import scripts for MilkShape3D file formats
Some animations were incorrectly imported and this adds support for weights.
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Snappy stuff
* Align rotation with snapping target: rotate the object, aligning it with the target (object mode only - temporarily) (New icon in the header when snap is turned on)
* Snap to different mesh elements (face, edge, vertice): snapping target slide on faces and edge or use exact position of vertice. When using Align rotation with edge snapping, the normal is interpolated as you slide along.
Snaps correctly to derived mesh (sculpt, modifiers, ...) and duplis. In object and edit mode.
NOTE: The snapping code is now based on faces, so even if you're snapping to vertices or edges, it will not work on meshes without faces. This might change if needed.
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bugfix: ob.name conflict with existing meshes (different ob.name/mesh.name)
refactor/support for LWPOLYLINEs
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Added shfolder.lib linking for win9x SHGetFolderPath() support.
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UV layer existed alredy.
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functionality is avalable in the UV snap menu.
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FLT importer would throw errors when importing ngons with
zero area. These faces are now ignored
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DiffuseFactor
- own error, swapped diffuse and emit factors
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functions integrated in the main dxf-importer code
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previous fix only worked in object mode
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control but keeping to annoy theeth
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New faceweld code broke the import of meshes with loose
vertices. Also added exception handling to the importer
and exporter so that UI doesnt quite when errors are encountered.
Instead traceback is printed to stderr and control returns to
the script UI
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Export of open faces on export was dropping
the last vertex. Also removed recursion from
function in order to make it safe for large polygons.
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auto-threads wasnt working for baking.
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not run with execfile('....'), python would also riase the error, though there is no practicle use
for running these scripts outside blender.
The error looked like this.
SyntaxError: Non-ASCII character '\xe4' in file ./3ds_export.py on line 10, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details
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1) Bug #6692 is actually a feature request. While I do think that
Michalis' patch is a worthy change, we don't have time to test
this at this stage in the release cycle (and svn is supposedly
closed to new features anyways). I'm sorry Michalis, this will
have to wait until after release.
2) I have looked at bug #8814 a while ago, but I have not yet found
a good solution (and perhaps the solution is to *not* export faces
without materials assigned). I don't have time to assess whether
revision 14774 presents a worthwhile change or not, and I have no
time to test before release. Also I don't like that the 'fix' for
#8814 is mixed with a fix for a previous faulty commit.
3) Again, another commit to a script I maintain without consulting
me first. Not cool!
Chris
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null materials were not exported, but would also mess up the assignment of materials for any valid materials after the empty slots.
also made a mistake last recently that Michalis Kamburelis pointed out, changing the default orientation incorrectly. this is now set
back to what it was in Michalis's patch.
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From gsr.
It cleans up removing .svn dirs from the directorys that get copied over.
Kent
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apply def script assumed the mesh had all the objects vertex groups.
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patch from Michalis Kamburelis with some minor edits
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* option to export modifier applied objects
* option to export quads as tri's
* added back compress option (will default to enabled if you use .x3dz as the extension)
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view align.
added sys.cleanpath() was a patch in the tracker but blender's internal path cleaning is now more general and can be used from
python.
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offset each time the script ran.
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up/down
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[bf-blender-Bug Tracker][6693] x3d export bug in V2.44 release
[bf-blender-Bug Tracker][7773] .x3d exporter problems (moving meshes away)
Updated how objects are transformed, and use Mesh rather then NMesh.
also removed vertex color saving since it was really slow and vcolors are stored per face in blender.
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slight change to the fix suggested, the svg imported was assuming that
"fill:" and "#" being in a string meant there was "fill:#", but the # could be used for other properties.
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own error, bpath looper was trying to free NULL pointer,
added fromOrig to python mtex api
made FromOrig and FromDupli tooltips be understandable
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callbacks internally because the sequencer stores dir/file separately.
This means when moving large projects with many images/videos/sounds is possible with 'File, External Data, Find Missing Files'.
- needed so we can put peach animatic, glrenders & testrenders on the dvd.
also datatoc.c - brecht's fixes from apricot.
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load factory settings and replaced elysiun with blenderartist.org in headers
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from macouno
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This replaces the hard-coded '%PROFILE%\Application Data\..." path
with the correct language-dependant CSIDL_APPDATA.
PLEASE NOTE!
Checks for the previous location have now been REMOVED. Any data
saved in the old hard-coded location will no longer be found by
Blender (this will only affect users of non-english windows.)
The installer has been updated to help the user to migrate their data
to the new location of their choice, if necessary.
Order of preference for .blender on windows is now the following:
1) %HOME% environment var
2) Installation Directory (location of blender.exe)
3) "Current User" (CSIDL_APPDATA)
4) "All Users" (CSIDL_COMMON_APPDATA)
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(slow67)
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Removing cal3d importer, since the soya3d maintain their own and I could not fix a bug in weird bone exporting.
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md2_export script
made some other small fixes while testing. (divide by zero errors)
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[#8067] external texture plugin thread-safe modifications
Submitted By: David Anderson (davywavy)
It makes it so the "result" array is passed in, instead of a global var.
I expanded the patch so it will play nice with older plugins that are not
thread safe as well.
I also updated the existing plugins in the release, so they are thread safe.
--------------- What do people think of this.... ------------------
This should maybe be talked about in the functionality board or something,
but what do people think of adding in default texture/sequence plugins.
or making a seperate tree like lib for plugins.
The reason I ask is we have had a couple of upgrades to the plugin system.
(supporting float buffers for sequencer, and this one for textures)
http://www.cs.umn.edu/~mein/blender/plugins does not store revisions of
plugins I just make sure they work with the latest version. This is
getting messy. I haven't upgraded a lot of them to use floats (I know,
I'm lazy, and now this will also make modifications to the plugins)
It would be nice to have some of the standard ones under revision control.
We also seem to be having an explosion of platforms supported. It would
be nice to have platform maintainers compiling plugins as well for releases.
(Its getting to be more work for me to keep up with things...)
I'll go back to my corner now and be quite. ;)
Kent
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animation
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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terrain baking)
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Forgot to change some dictionary keys in source which
would break export. Fixed
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This converts exceptions in Warning in selected points of the registry module.
While I couldn't reproduce the segfault ( I received the Py error as expected), this isn't a bad idea anyway, since the BPy C counterpart was discarding the error anyway, making it a warning is a bit more inline with its meaning.
The exception is not preventable nor fixable from a script's point of view, so better to silence it and print a warning to the console instead.
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