Age | Commit message (Collapse) | Author |
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a materials array with entries that are 'None'. Added some code
to check for this perverse situation.
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meshes into a mesh - allong the view axis.
leaving the faces inside the polyline selected.
UV's are maintained but not vertex colors at the moment.
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spelling and grammatical changes..
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unweld script updated by JMS, brings script in line with the draft scripting guidelines thanks
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matrix.invert()
updated bvh import which was modified to account for that. as well as other minor changes.
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spellchecked/expanded comments in armature_symetry.py and tweaked functionality
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the rotations in this order.
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Everyone else was using gzip. On the latest downloads many of them
are using bzip2, (I think everyone using scons)
So I decided to update make release so that everyone is using
gzip2. I don't mean to step on anyones toes, I know at least some of
the platform maintainers do not use make though so feel free to change
it back and or to something different for your platform.
While I was at it I also changed default path of OPENEXR to /usr on linux.
Was suggested on mailing list by Matt.
(I'm pretty sure the linux maintainer is using scons)
Kent
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results in the least error.
locations are: smart, middle, v1, and v2
where smart is an attempt to generate a loc that will collapse without loosing volume.
This can now collapse a subdivided cube properly.
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before funky stuff like IPO bezier curve fitting etc are added.
* Fixed problem with zero length bones being removed.
* Sped up import by writing to ipo curves rather then inserting keyframes
* detect linear rate of change and ommit unneeded ipo points.
* cleanup
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(small but noticable rotation error)
but aparently its still usefull for empties and Jean assures me the bug will be fixed.
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Added better docscrings
Added a texture baker for procedural textures,
Its able to make a WYSIWYG image from the texture, by using the texmesh property, so texture coords arnt lost up when flattening the mesh.
Use a high res image not to see any seams
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BVHs can now be imported as armatures pose animations as well as empties.
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Now multiplys with existing colors.
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attempted to fix the filling logic, was 50% now is 80% - not quite up to snuff still.
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would load faces
f 0 1 2 \
3 4 5
but not
f 0 1 2\
3 4 5
Updated JMS's hotkeys script
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ths script.
Some optimizations and Ctrl will escape the script properly if you want to skip merging the islands.
Thanks to Melchior FRANZ for the report and debug blend
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work and 4 scripts accessable from the UV/Image menu.
- bake wire
- bake image
- bake vcol
- bake normals
Fitting all the options for these into 1 PupBlock was not good.
An example of 4 different baking made from these scripts
http://members.iinet.net.au/~cpbarton/temp.png
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added an option to Bake From UV's - Selected Faces Only
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not go pink.
removed mesh_bbrush, Not worth maintaining anymore with recent developments.
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* NMesh to Mesh
* Optimized vertex importing
* Import NGons properly and make them blender FGons
* lots of other small updates
image_bake_from_uvs - ignore meshes without faceUV's
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to be split into a number of scripts.
bvh2arm was for importing empties in a BVH, direct bvh armature import should be good for next release. and Iv removed the Old bvh importer anyway.
Will add a slot in the imaeg meny for image scripts, renamed scripts to go there.
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Added options to use material colors (can be multiplied with vcol)
Added wire option for UV Export type functionality. (implys no bleeding)
Added Option to render with no oversampling
changed alpha blending
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Added optional support for baking more then 1 unique mesh objects at once.
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Now imports ngons as fgons and dosent mess up with '#' comments at the start of the file.
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BPyRender accedentaly left the scene rather then removing it.
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Use a best fit mirror location to match pairs rather then bone names only.
Location matching works well, but name matching method can be added in also if its needed.
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advantage this has over other existing scripts is that it bleeds the colors from edge polygons so you dont get mipmapping errors.
usefull for baking radiosity back into an image (with non overlapping UV's) and also has an option for including the texface image, and using normals (instead of colors)
Added BPyRender with a utility function to render off an ortho image from a number of objects.
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texture space, enabled by default.
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removed mirror_bone_weights, as it was a double another script, contacted the author and hes ok with it.
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replaced x,y,z= tuple(Vec) with x,y,z= Vec
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applied bugfix by Stephane Soppera, removing two warnings and declaring
pointers explicitly as unsigned char*. (has worked without it, since the
compiler flags declare all (char*) in blender to be unsigned...)
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export would cause a problem since the temporary meshes created
would often reuse the same name for many objects. This fix mangles
the object name and uses this for the temporary mesh name to avoid
this problem. (The naming is important, since vrml has 'DEF' and 'USE'
statements that are used like C macros, so if two meshes have the
same name the exporter will try to 'recycle' data to keep file sizes
low).
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an edge is added with the same verts- an invalid edge of course.
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