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2013-03-22correct enums which were in fact variables defined in headers.Campbell Barton
2013-03-16patch [#34634] Select vertices without a groupCampbell Barton
from Kevin Mackay (yakca)
2013-02-25patch [#34411] Patch for image drag and drop to create Empty rather than BG ↵Campbell Barton
image from Kevin Mackay (yakca)
2013-02-17code cleanup: operator/function mismatchCampbell Barton
2012-10-13Lattice Editing: Distortion-Free "Flip" OperatorJoshua Leung
This operator (Ctrl-F) allows you to flip the lattice coordinates without inverting the normals of meshes deformed by the lattice (or the lattice's deformation space for that matter). Unlike the traditional mirror tool, this tool is aware of the fact that the vertex order for lattice control points matters, and that simply mirroring the coordinates will only cause the lattice to have an inverted deform along a particular axis (i.e. it will be scaling by a negative scaling factor along that axis). The problems (as I discovered the other day) with having such an inverted deformation space are that: - the normals of meshes/objects inside that will be incorrect/flipped (and will disappear in GLSL shading mode for instance) - transforming objects deformed by the lattices will become really tricky and counter-intuitive (e.g. rotate in opposite direction by asymmetric amounts to get desired result) - it is not always immediately obvious that problems have occurred Specific use cases this operator is meant to solve: 1) You've created a lattice-based deformer for one cartoonish eye. Now you want to make the second eye, but want to save some time crafting that basic shape again but mirrored. 2) You've got an even more finely crafted setup for stretchy-rigs, and now need to apply it to other parts of the rig. Notes: * I've implemented a separate operator for this vs extending/patching mirror transform tool as it's easier to implement this way, but also because there are still some cases where the old mirroring seems valid (i.e. you explicitly want these sort of distortion effects). * Currently this doesn't take selections into account, as it doesn't seem useful to do so.
2012-10-09Adding weightpaint transfer tool.Ove Murberg Henriksen
From: https://svn.blender.org/svnroot/bf-blender/branches/meshdata_transfer Bachelor project at Narvik university collage (Norway). By Ove M Henriksen (Cyborgmuppet) Thesis will be published at Cyborgmuppets blender page. Thanks for letting me participate!
2012-10-09patch [#31919] limit the number of bone deform weights per vertex. Many game ↵Campbell Barton
engines require a limit of 4. from Kesten Broughton (kestion) Usage: In weight paint mode, select the mesh to have its weights culled. Click on "Limit Weights" button. A sub-panel will appear "Limit Number of Vertex Weights" with a slider field "Limit" which you can set to the appropriate level. The default level is 4, and it gets executed upon pressing "Limit Weights" so you will need to do an "undo" if your max bone limit is above 4. The checkbox "All Deform Weights" will consider all vertex weights, not just bone deform weights.
2012-10-09svn merge ^/trunk/blender -r48592:HEADOve Murberg Henriksen
2012-10-05Follow Path Constraint - "Animate Path" OperatorJoshua Leung
Added a convenience operator to the Follow Path constraint which adds a F-Curve for the path (or the operator's "fixed position" value if no path is assigned), with options for setting the start frame and length of motion. This makes it easier for common users to just set up a quick follow-path animation where the camera (e.g. flying around a set over certain number of frames). A key advantage of this is that it takes care of the underlying math required for setting up the generator curve accordingly (I've got some plans for making this a bit friendlier to use later). Now, animating the paths is a one-click operation, with the start and length properties able to be controlled using the operator properties.
2012-10-05Clean up in "add object" code:Bastien Montagne
* Get rid of ED_object_add_generic_invoke() and all invoke callbacks using it, it was doing nothing exec() callbacks would not do. In fact, its only action (setting part of common add ops properties, like loc, layers, etc.) was needed too by direct exec call, so it was done twice in case of using invoke()! * Replace custom invoke code for metaballs by WM_menu_invoke helper (as already used by lamps). * Add a new OBJECT_OT_empty_add op, to allow direct addition of empties of a given drawtype. * And some general code cleanup (like trailing spaces, empty lines, ...). Did quite a bunch of tests/verifications, but obviously could not tackle all possible scenarios... Anyway, if any, bugs should arize quite quickly (but I don’t expect any! :p ).
2012-08-13add hook now has option to add to active bone (mango request).Campbell Barton
2012-07-04svn merge ^/trunk/blender -r48095:48592Ove Murberg Henriksen
2012-06-20removing from group now shows menu to select group to remove.Campbell Barton
2012-05-23svn merge ^/trunk/blender -r46844:HEADOve Murberg Henriksen
2012-05-22Add operator to extract armature and vertex groups from skin.Nicholas Bishop
* The operator creates bones for each input edge (does not subdivide them like the skin operator does), adds a fake root bone for skin roots with multiple children. * The operator adds vertex weight groups to the original mesh. * Make copy_object_transform() public, used to match the armature object to the mesh object. Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
2012-05-22Add skin vertex operators.Nicholas Bishop
* Add operator to mark selected vertices as skin roots. * Add operator to mark/clear selected vertices as loose. * Add operator to equalize skin radii. Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
2012-05-17removed:Ove Murberg Henriksen
OBJECT_OT_vertex_group_copy_to_selected_single() plan for future to implement option as an argument in: OBJECT_OT_vertex_group_copy_to_selected()
2012-05-17Added framework for transfer weight options.Ove Murberg Henriksen
vertex_group_transfer_weight_exec() governs all. Functions renamed/added with _transfer_weight_ as opposed to _copy_by_ This is to reflect changes in parameters and usage as the internal code will change.
2012-05-09svn merge ^/trunk/blender -r45927:HEAD --accept=theirs-fullOve Murberg Henriksen
This revision does not compile. code need to be merged in manualy.
2012-05-08merging back to a version that works...Ove Murberg Henriksen
svn merge -r46433:46359 .
2012-05-08svn merge ^/trunk/blender -r46330:46335Ove Murberg Henriksen
2012-05-07svn merge ^/trunk/blender -r46000:46100Ove Murberg Henriksen
some conflicts. had to backup my code, accept with "tc" and introduce my own code again. Hope I didnt leave anything out.
2012-05-06Bugfixes for Motion Path drawing/updating in light of the recent changes:Joshua Leung
* Added proper "update" operators in place of the abuse of the calculate operators, so now the display ranges won't get overwritten everytime (with the default values) you go to update the paths. * Display range settings in properties editor now actually work. Before, the "In Range" mode only displayed the entire paths.
2012-04-28style cleanup: editors / mesh & objectCampbell Barton
2012-04-12svn merge ^/trunk/blender -r45364:HEAD --accept postponeOve Murberg Henriksen
2012-04-05there was no way to reset timing for absolute shape keys, add an operator to ↵Campbell Barton
do so.
2012-04-03svn merge ^/trunk/blender -r44562:45364Ove Murberg Henriksen
2012-04-03Removed: The uneccecary previously added code and added functions for ↵Ove Murberg Henriksen
"copy_to_selected_single. Reason: less code and consistensy with existing code. Added fuction "ED_vgroup_copy_single" that forms the basis for the above.
2012-03-16Added functionality: copy vertex group from source to targets.Ove Murberg Henriksen
Changed some comments to represent the code more accuratly.
2012-03-10Remove the OBJECT_OT_test_multires operator.Nicholas Bishop
Originated in r35213, appears to have been some test for multires in BMesh.
2012-03-02from first change up until including this: added two buttons to gui,Ove Murberg Henriksen
transfer weight and trtransfer weight all, made the basic structure, redy to implement the contents of the functions in object_vgroup.c
2012-02-29M source/blender/editors/object/object_ops.cOve Murberg Henriksen
M source/blender/editors/object/object_intern.h
2012-02-29M source/blender/editors/object/object_vgroup.cOve Murberg Henriksen
M source/blender/editors/object/object_ops.c M source/blender/editors/object/object_intern.h
2012-02-18svn merge ^/trunk/blender -r44189:44204Campbell Barton
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-01-15svn merge ^/trunk/blender -r43345:43381Campbell Barton
2012-01-14remove *.select_inverse operators where the *.select_all operator has an ↵Campbell Barton
invert option.
2012-01-11svn merge ^/trunk/blender -r43220:43278 --accept postponeCampbell Barton
2012-01-11Change how object menu selection works, use an operator with an enum rather ↵Campbell Barton
then a menu with 'OBJECT_OT_select_name', remove 'OBJECT_OT_select_name' operator since its no longer needed.
2011-12-31svn merge ^/trunk/blender -r42991:43009Campbell Barton
2011-12-23svn merge ^/trunk/blender -r42778:42839Campbell Barton
2011-12-21Merging r42770 through r42799 from trunk into soc-2011-tomatoSergey Sharybin
2011-12-21Patch [#29654] New menu option under Object > Game with "Copy All Physics ↵Dalai Felinto
Attributes" by Daniel Macedo "This is a patch that adds an option under the menu Object > Game to copy all the physics attributes from Game Engine."
2011-12-15Object tracking: object with object solver constraint is now parented to ↵Sergey Sharybin
scene's camera Made Object Solver operator parent object to scene's camera. Behavior is pretty much familiar to Child Of constraint -- it stores inverted transformation matrix which gives constant offset in parent's space. Current files would open incorrect, to make object aligned well again, just press "Set Inverse" button in Object Solver constraint. Fixed orientation operators so now they should work in all cases. Also changed behavior of Set Origin operator which now sets origin to the median point of all selected tracks/
2011-11-15svn merge -r41779:41847 ^/trunk/blenderCampbell Barton
2011-11-13Ocean Sim modifier patchLukas Toenne
by Matt Ebb, Hamed Zaghaghi This adds a new Modifier "Ocean" to simulate large-scale wave motion. Details can be found in the wiki documentation [1], the project homepage [2] and the patch tracker [3] The modifier is disabled by default for now. To enable it, the WITH_OCEANSIM (cmake) / WITH_BF_OCEANSIM (scons) flags have to be set. The code depends on fftw3, so this also has to be enabled. [1] http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Ocean [2] http://www.savetheoceansim.com [3] http://projects.blender.org/tracker/?group_id=9&atid=127&func=detail&aid=28338
2011-10-24svn merge ^/trunk/blender -r41226:41227 .Campbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-28svn merge ^/trunk/blender -r40587:40643Campbell Barton
2011-09-27navmesh: solve bad level calls to edit mesh functionsSergey Sharybin
Move navmesh operators from editors/object to editors/mesh