Age | Commit message (Collapse) | Author | |
---|---|---|---|
2012-06-24 | style cleanyp | Campbell Barton | |
2012-06-24 | Added option for exporting material based textures. Cleaned up header files ↵ | Gaia Clary | |
due to a bug in osx | |||
2012-06-22 | Collada: (Export) Added export of surface textures, and control over ↵ | Gaia Clary | |
exported uv layers | |||
2012-06-20 | style cleanup | Campbell Barton | |
2012-06-17 | style cleanup: also quiet a warning. | Campbell Barton | |
2012-06-17 | style cleanup: | Campbell Barton | |
also fix for building ghost test and fix double free in one of the tests | |||
2012-06-17 | Collada: (Exporter) add 'mesh type selection(view|render)' for Apply ↵ | Gaia Clary | |
modifiers option | |||
2012-06-16 | code cleanup: collada | Campbell Barton | |
- when bubble sorting names - dont convert to str::string just to compare strings - use BLI_linklist_index() to check if an item is in the list - quiet some warnings | |||
2012-06-16 | Collada: (Exporter) Add new option 'deform bones only' | Gaia Clary | |
2012-06-15 | SVN maintenance. | Guillermo S. Romero | |
2012-06-14 | fix for exporting armature, when it is explicitly selected | Gaia Clary | |
2012-06-14 | Collada: cleanup sort function for | Gaia Clary | |
2012-06-14 | fix a nullpointer exception when data missing in dae file | Gaia Clary | |
2012-06-14 | Collada: Added export Option 'sort by object name' to fix an issue with ↵ | Gaia Clary | |
Second Life import | |||
2012-06-13 | Collada: fixed a few loops to only loop over the list of exported objects, ↵ | Gaia Clary | |
instead of the current scene. | |||
2012-06-13 | style cleanup | Campbell Barton | |
2012-06-13 | patch #31794 Collada: make exporter more robust, now uses ↵ | Gaia Clary | |
BKE_object_relational_superset() | |||
2012-06-12 | fix: Collada build warning about inconsistent usage of Camera structure/class | Gaia Clary | |
2012-06-07 | [#31739] Collada: New Export selections 'Include Armatures' | Gaia Clary | |
2012-06-05 | style cleanup | Campbell Barton | |
2012-05-27 | Collada exporter: Added name attribute to nodes in visual_scene elements ↵ | Gaia Clary | |
(name = id) | |||
2012-05-27 | [#31607] Collada: (Exporter) Implementation of 'use Object Instantiation' Option | Gaia Clary | |
2012-05-24 | Patch #31570: Implementation of 'Include bone children' Option | Gaia Clary | |
2012-05-22 | style cleanup: brace placement. | Campbell Barton | |
2012-05-16 | fix [#31320] Collada now supports import/export of loose edges (edges not ↵ | Gaia Clary | |
attached to faces) | |||
2012-05-10 | Apply [#30199] Fix COLLADA export of material names | Nathan Letwory | |
Submitted by Daniel Balster | |||
2012-05-09 | style cleanup: whitespace/operators | Campbell Barton | |
2012-05-09 | Apply [#31335] COLLADA: fix for odd names for materials in exported dae files | Nathan Letwory | |
Patch by Gaia Clary This patch removes the index numbering from materials, which is not necessary. | |||
2012-05-07 | Collada: patch #31331: added missing call to BKE_mesh_tessface_ensure() when ↵ | Gaia Clary | |
'apply Modifiers' was NOT selected | |||
2012-05-07 | Collada: patch #31331: Implementation of 'Apply Modifiers' | Gaia Clary | |
2012-05-07 | Style cleanup: displist module | Sergey Sharybin | |
2012-05-06 | Removing the old armature 'deform' settings (use vertex groups/envelopes/quats). | Joshua Leung | |
As far as I could tell, these were really only still used for "virtual modifiers", though we really don't use these anymore. Instead, most of the time, people need to set these settings in armature modifiers directly (these didn't even get copied over in that case). This was a source of confusion and redundancy, so removing these now. This change can be reverted if these were actually of some use out there... | |||
2012-05-06 | code cleanup: naming - BKE_mesh_* | Campbell Barton | |
2012-05-05 | code cleanup: naming - pose/armature/image | Campbell Barton | |
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used. | |||
2012-05-05 | code cleanup: BKE_ naming, also make bpy.data.images.load() always load a ↵ | Campbell Barton | |
new image. (not use existing one) | |||
2012-05-05 | code cleanup: BKE_scene api naming. | Campbell Barton | |
also stop numpy from being found in /usr/include with cmake. | |||
2012-05-05 | code cleanup: function naming, use BKE_*type* prefix. | Campbell Barton | |
2012-05-05 | code cleanup: brush/camera naming | Campbell Barton | |
2012-05-04 | Fisheye Camera for Cycles | Dalai Felinto | |
For sample images see: http://www.dalaifelinto.com/?p=399 (equisolid) http://www.dalaifelinto.com/?p=389 (equidistant) The 'use_panorama' option is now part of a new Camera type: 'Panorama'. Created two other panorama cameras: - Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...) this works as a real lens up to an extent. The final result takes the sensor dimensions into account also. .:. to simulate a Nikon DX2S with a 10.5mm lens do: sensor: 23.7 x 15.7 fisheye lens: 10.5 fisheye fov: 180 render dimensions: 4288 x 2848 - Equidistant: this is not a real lens model. Although the old equidistant lens simulate this lens. The result is always as a circular fisheye that takes the whole sensor (in other words, it doesn't take the sensor into consideration). This is perfect for fulldomes ;) For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can). Reference material: http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf http://www.bobatkins.com/photography/technical/field_of_view.html Note, this is not a real simulation of the light path through the lens. The ideal solution would be this: https://graphics.stanford.edu/wikis/cs348b-11/Assignment3 http://www.graphics.stanford.edu/papers/camera/ Thanks Brecht for the fix, suggestions and code review. Kudos for the dome community for keeping me stimulated on the topic since 2009 ;) Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro. | |||
2012-05-04 | Fix #31258: collada now selects newly added objects after import. | Brecht Van Lommel | |
2012-05-03 | Fix #31250, #31248: wrong vertex normals after transform apply, collada import, | Brecht Van Lommel | |
sculpt shape key switch. All cases that called this function needed parameter only_face_normals set to false, so changed it now. Also fixed wrong user count for imported mesh from collada and simplified previous fix for tesselated faces to polygons conversion. | |||
2012-05-02 | Fix #31089: collada file crashing on importing file with unknown/unsupported ↵ | Brecht Van Lommel | |
animation data. | |||
2012-05-02 | Fix #31176: Collada model shows weird textures in editmode | Juha Mäki-Kanto | |
Issue with multimaterial meshes and mface to mpoly conversion being before assignment of materials (which is done on meshobject instancing?). Added explicit bmesh conversion to MeshImporter which is called from DocumentImporter::import. | |||
2012-05-02 | style cleanup: whitespace, braces | Campbell Barton | |
2012-05-01 | bmesh py api: | Campbell Barton | |
add mtexpoly image access | |||
2012-05-01 | Apply patch [#31179] COLLADA IMPORT instanced geometry improvement | Nathan Letwory | |
from Martijn Berger This patch improves importing instanced geometry consisting of multiple nodes. | |||
2012-04-29 | style cleanup: function calls & whitespace. | Campbell Barton | |
2012-04-29 | style cleanup: whitespace / commas | Campbell Barton | |
2012-04-28 | fix for incorrect selection check in opencollada integration. | Campbell Barton | |
2012-04-28 | style cleanup: changes to brace placement / newlines - for/while/if/switch | Campbell Barton | |