Age | Commit message (Collapse) | Author |
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myself.
see:
http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor
note - mask editing tools need continued development, feather option is not working 100%
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was messy)
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* 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
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* 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
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replace do prefix with do_ for bool vars.
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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()
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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.
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This revision does not compile. code need to be merged in manualy.
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svn merge -r46433:46359 .
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some conflicts. had to backup my code, accept with "tc" and introduce my own code again.
Hope I didnt leave anything out.
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* 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.
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into underlying RNA struct, hence did not show up in UI.
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do so.
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"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.
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else if's
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Changed some comments to represent the code more accuratly.
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Originated in r35213, appears to have been some test for multires in
BMesh.
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transfer weight and trtransfer weight all, made the basic structure, redy to implement the contents of the functions in object_vgroup.c
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M source/blender/editors/object/object_intern.h
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M source/blender/editors/object/object_ops.c
M source/blender/editors/object/object_intern.h
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- make sure defaults are not assumed (so reuse last settings doesnt
override)
- replace 0/1 for TRUE/FALSE defines.
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More "Reset ops properties" stuff, in select C keymaps this time.
Also ARMATURE_OT_select_inverse -> ARMATURE_OT_select_all(action='INVERT'). Left the select_inverse op code, though, it’s not using the same algo as INVERT of select_all ???
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invert option.
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This commit extends limit of ID and objects to 64 (it means 63 meaning
characters and 1 for zero-terminator). CustomData layers names are also
extended.
Changed DNA structures and all places where length constants were hardcoded.
All names which are "generating" from ID block should be limited by MAX_ID_NAME-2,
all non-id names now has got own define called MAX_NAME which should be used all
over for non-id names to make further name migration stuff easier.
All name fields in DNA now have comment with constant which corresponds to
hardcoded numeric value which should make it easier to further update this
limits or even switch to non-hardcoded values in DNA.
Special thanks to Campbell who helped figuring out some issues and helped a lot
in finding all cases where hardcoded valued were still used in code.
Both of forwards and backwards compatibility is stored with blender versions newer
than January 5, 2011. Older versions had issue with placing null-terminator to
DNA strings on file load which will lead to some unpredictable behavior or even
crashes.
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then a menu with 'OBJECT_OT_select_name',
remove 'OBJECT_OT_select_name' operator since its no longer needed.
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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."
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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/
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