Age | Commit message (Collapse) | Author |
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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Use pupmenu menu to select align orientation. Faster workflow than always having to change the current transform orientation beforehand.
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blenderbuttons still bad
not let this compile
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New rotation alignement fonction
Rotates objects/Pose bones to match the selected transform orientation.
Can be used to align to view, active object (normal) and custom transform orientations.
Accessible in the Object -> Transform submenu and through the hotkey Ctrl-Alt-A (which was previously a fall through for Apply but only Ctrl-A and Ctrl-Shift-A did anything special).
Can be eventually made to work in edit mode (not too hard).
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The following is a commit of Levi Schooley's bevel code and
the bmesh library it depends on. The current editmode bevel has
been replaced with a new per edge bevel function. Vertex beveling is
also availible.
To set weights for the modifier to use, use the ctrl-shift-e shortcut on either edges
or vertices.
Recursive beveling is turned of for the time being.
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Making the mirror tool axis selection interactive instead of using a popmenu.
Mirror is now just a constant -1 scaling transform, which enables you to choose the mirror axis through hotkeys (x,y,z) and with MMB. It also means it's easier to select the correct axis if you're not sure which is which and gives access to all the orientation supported in transform (including custom user orientations).
Mesh and Object header menus still have the individual axis as options but have an added "Interactive Mirror" which just enters transform and lets user pick the axis there. Ctrl-M enters "Interactive Mirror" too.
In a nutshell, this changes adds more possible mirroring axis and unifies the mirror axis selection process with transform constraint axis selection.
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Snapping for object mode
Changes:
- Transform snap now working in object mode and not just mesh edit mode
- Shift-Tab can be used to toggle snap on/off inside transform too (no more Esc,toggle,restart)
- Object mode snap: Closest uses the bounding box corners of all selected objects, Median uses object center and Center uses transform center (same as edit mode).
- Object mode snap: all visible meshes can be used to get the snapping point (unlike edit mode snap which is limited to selected mesh: this might be adjusted to make edit mode snap use all visible too).
To Do:
- Add "Active" snap target method: use active object (or mesh element) as snap target
- Add snapping capabilities to Scale
- (Maybe) Add "Near pointer" snap target method: use selected element that is closest to mouse pointer as snap target. Active could probably accomplish that already in a less confusing manner, so I might skip this.
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Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel.
If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time.
Custom Orientations are save in the scene and are selected per 3D view (like normal orientation).
Adding from an object, the orientation is a normalized version of the object's orientation.
Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest.
(More logical orientations can be suggested).
I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation
Differences from the patch:
- orientations no longer link back to the object they came from, everything is copy on creation.
- orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
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=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
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- [#6112] is this an extrusion bug?
When extruding, x-mirror was giving weird behavior since the extruded vertice could match with their non-extruded counterpart on the other side.
The solution is to disable x-mirror (with a transform context flag, like disabling PET) in that case.
- External constraint setup calls (BIF_*) didn't setup some internal structs properly.
For the user, this resulted in some transform (extrude particularly) showing a full 3d vector in the header instead of a scalar along the constraint axis (this messed up num input a bit too, you could type values in unused axis).
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Peach Request:
Now the Action and NLA editors have the "Extend" transform mode first seen in the Sequence Editor. Just use the EKEY to start transforming.
It works like Grab, except it only moves the keyframes/side of NLA-strip that was on the same side of the current-frame marker as the mouse was when transform started.
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I've refactored the Action and NLA Editor Transform tools to use the Transform System instead of setting up their own transform loops. This should have happened ages ago, but no-one got around to doing so.
* There are still a few bugs left to iron out of a few features, but on the whole it should work as well as it used to. These are: the values which get displayed when working with NLA-scaled actions may not all be correct yet; and the Time-Slide tool in the Action Editor is currently kindof broken.
* One of the main benefits of this work, is that it is now possible to use Numeric Input during Transforms.
* Also, a bug that meant that it was not possible to negatively scale keyframes in the Action Editor has been resolved.
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Moving filterNDOFvalues and getndof to editscreen.c/BIF_mywindow.h (this might not be the best spot but it matches table/mouse functions)
Adding missing function definition in include files and fix declaration mixup (void functions used as int, short pointer used as float pointer)
New NDofInput model for transform (reusable externally in the future):
Handles ndof events, accumulates values and enables remapping and rescaling values to fit any axis combinaison into a float[3] (this could be extended in the future, also, it doesn't support out of order axis right now).
Compatible with "gears" (Ctrl key)
New transform context for pure NDof input transform (entered when using Transform mode on the device).
In this mode, transform "transactions" are automatically confirmed when the device returns to its rest position
Rotation on Z triggers a rotation (axis is perpendicular to the screen as usual, constraints works as expected)
Rotation on X/Y triggers trackball rotation
Translation on X/Y/Z triggers translation (doesn't support constraints correctly).
The device can also be used during a "normal" transform operation. In this case, there is no auto confirm but button 1 (right) can be used to confirm while button 2 is used to clear the NDof input (back to mouse input).
NDof support was added to translation, rotation and trackball (as previously mentionned) but also to Tilt (same as rotation) and Push/Pull (move device along Z axis).
This is a bit preliminary work, so everyone should feel free to comment and send suggestions.
NOTE: this commit also merges revision 11523 from the trunk
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little nicer for everyone.
Patch provied by gsrb3d
bug tracker #7061
Kent
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- Removing evil InitTransModeFlags (I would always forget to update that when adding new stuff). It's properly done in the per transform init now.
- Add toggleable mode for Shear (with MMB) for horizontal or vertical shear. Toggle shear mode also changes the input mode from vertical to horizontal and vice versa (it's intuitiver that way). (This was suggested in a really old patch but never implemented because I disliked adding transform specific handling in the main event switch).
- Add custom event handlers per transform (currently only used for Shear)
- Add custom data pointer and freeing flag (only (a)bused by Shear).
NOTE to Levi Schooley: Some stuff in there might be useful for you.
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Added sensible way in calculateTransformCenter to report an error (including empty selection).
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Changed to Orbit around Selection, using transform code to calculate the selection center (using Median center method).
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Draw a circle around the snapping point for visual aid.
Different snapping target method, switchable in the 3d view header menu in the Transform menu.
* Closest: Snaps the closest vertex to the point
* Median: Snaps the median of the selection to the point
* Center: Snaps the transform center to the point (this is different from median because you can use Cursor/Boundbox as center)
Fix a bug with constraints/snap handling.
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Modified version of patch #5281 by Joshua Leung.
It's a two part patch:
Add a Roll button in the transform properties floating panel with bones selected in edit mode
Add a Roll transform (Ctrl-R) that can be used to modify the roll of selected bones in edit mode
The transformation modifies the roll of all selected bones incrementally (like a rotation does to the bones' rotation) [that is the part that differs from the patch. The patch would set the same roll value to all bones]
Also, this commit includes some shuffling around of the functions, to keep the previously logical order. :)
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This is a much faster and easier way to give a bevelled curve a taper, without
using taper curves. Each point on a curve now has a 'radius' value that you can
shrink and fatten using Alt S, which will influence the taper when the curve is
bevelled (either with a bevob, or with front/back turned off and a bevel dept
set). Alt S shrinks and fattens the selected points in an interactive transform,
and you can set an absolute radius for selected points with 'Set Radius' in the
curve specials menu.
See demo: http://mke3.net/blender/etc/curve_shrinkfatten-h264.mov
This can be a quick way to create revolved surfaces (eg.
http://mke3.net/blender/etc/wineglass-h264.mov ) and it would be very
interesting to use this radius value in other tools, such as a 'freehand curve'
tool that would let you draw a curve freehand, with the radius affected by pen
pressure, or even using the radius at each point to control curve guides for
particles more precisely, rather than the continous maxdist.
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Using new transform code to handle UV window.
With the ground work done, Transform could more easily be extended to handle IPO window now.
Tracker item: http://projects.blender.org/tracker/?func=detail&atid=127&aid=2946&group_id=9
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For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
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RMB click drag to select and transform (grab). Release to confirm. (Cancel with esc)
The difference with before is that it is a single motion, you don't have to click at the end of transform, you can just release the mouse button.
(Some float constant warning too)
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*NOTE*: Some UI decision done in this commit will most likely be revised, all flame shall go in /dev/null. Constructive discussions of course welcomed.
This commit merges manipulator orientation selection back in "traditional" transform.
That's how it works:
- The dropdown in the 3D view header is always visible
- The orientation chosen will be used when choosing an axis with MMB and for the *second* key press of X,Y,Z
However, Local orientation doesn't use the one calculated by the manipulator. This is to ensure that multiple object local and armatures in pose still works as before.
- Alt-Space (to change the orientation) works during transform
New Transform orientation: View, using the view axis.
Fixes for the following bugs:
- Constraint projection code "jammed" if input vector was <0,0,0>, reported a couple of times on IRC. Thanks to Basse for the example file.
- Transform on texspace crashed on objects without texspace data (camera, lamp, ...). This was reported in tracker.
- Numinput with lock constraints didn't work correctly. Reported on elysiun
Probably some others that I'm forgetting
I also moved a couple of functions around in an attempt to make things clearer.
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to normalised coordinate (convention in blender, helps with
halo)
- removed vertexnormals(), vertexnormals_mesh()
- removed CTX_NO_NOR_RECALC (always assume already calculated)
- change NMesh.c to call mesh_calc_normals
- chance load_editMesh to call mesh_calc_normals after done
converting instead of using editmesh normals
- update recalc_editnormals to also calc vertex normals (whats
4 more adds and a sqrt among friends)
Its hard to believe, but it just might be the case that there
are only two places mesh normals are calculated now (renderer
and kernel)
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The B-Bones!
(where the B can be read as 'block' or 'bezier' or 'b-spline')
- set option on/off in edit buttons, armature panel
- scaling of B-bones only works in editmode, use ALT+S to make bones fatter
or thinner. Also works for constrainted transform
- In pose mode, you now have a buttons panel with per-bone settings too
Here you can find the "segments" button, which allows bones to
interpolate between previous/next bones, including roll.
- Buttons to control interpolation ("In" and "Out" are disabled, doesn't
work satisfying yet
NOTE: this doesn't give deform yet! Main purpose for now is to test if this
drawing method serves to animate/pose armatures well.
Still need to review proper interpolation methods... maybe bezier is too
limited.
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Cleanup in transform.c: removed uneeded includes and removed REPEAT experiment.
Split off manipulator init function, no need to resort on hacks to setup stuff before starting transform anymore.
Fix0r3d single axis projection for constraints. It deals with perspective correctly now (as much as planar constraints).
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- Splited off the event treatment into a fonction of its own
- Splited off the initialisation phase into a function of its own (will have to do it for the manipulator function too)
Calling transform now works like this:
initTransform(mode, context)
- possible post init calls, constraints mostly
Transform()
- eventually, the postTransform function, so that Transform is just a simple big loop which could in the end just be tied in the blender event system instead.
- Added a state variable in TransInfo to replace the ret_val local variable. Possible values are: TRANS_RUNNING, TRANS_CANCEL, TRANS_CONFIRM
- Tied MMB and the hotkey select for constraint together, so selecting an axis with MMB and pressing the axis key after that goes to local mode on that axis. Much less confusing.
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Martin; I've added calls like:
BIF_TransformSetUndo("Add Duplicate");
In advance of calling transform itself, to indicate that this is the
string name to be used for Undo, and also has to be done on ESC.
To make that possible I had to add a memset() to zero the global struct
TransInfo. Nicely done with if(Trans.mode==TRANS_INIT)
Not sure how this relates to setting constraints in advance... I always
found it tricky to work a non-initalized global struct. :)
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because Martin recoded the Mirror().
- removed old globals like 'tottrans' or 'centre' or 'centroid' as used
by old transform
- removed a lot of code from editobject.c
- moved all transform related code to transform_conversions.c
(Note for Martin; sorry that's a mess... it now has all the weird
functions for finding posemode dependencies... thats for the depgraph
phase to remove)
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ElementResize function on the data).
Updated the menus to work with that too.
Of course, this doesn't work in object mode right now, because resize I haven't fixed negative resize (yet).
Again, this would have easily benefited of a stand alone init and post Transform functions. When I have time... :|
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Proportional edit:
- Proportional mode added to header as button/menu. Including new option
to have only connected geometry influenced.
- Added icons for proportional & proportional modes
- Make proportional edit data part of Scene, so all gets saved.
The Global flag G_PROPORTIONAL was removed
- Made sure #defines get used properly, also tweaked order for proportional
so it starts with regular 'smooth' by default.
- Use ALT+O in editmode to switch to new proportional 'connected' mode
Other UI stuff:
- in EditMode, the layer buttons get hidden... the amount of icons in
3d header grows to fast. :)
- made less ugly icons for the Manipulators. Still can be better.
- Added alpha-filter for pre-processing Icon-image, giving nicer display
of icon-antialising on dark or bright backdrops
- disabled Manipulators when in editmode, and current layers don't show
the edited data.
- Added the value used to define Normal size (editmode draw) in Scene too,
so it gets saved.
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which highlight a design problem in the code. To solve it (and would solve other problems too), we'd have to split off the initialisation function. Not terribly hard to do but I'm overwhelmed with work...
Push/Pull had a problem with constraints enabling/disabling. Fixed
Restablished infinite line for constraint draw (when not using manipulator) as discussed in meeting.
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Behavior is a bit different. Instead of showing the weird two value thing like the old transform did, it always show the weight variation in +/- that is applied to every edge. Works a bit like scale. Move away from center to increase, move closer to decrease (between -1.0 and 1.0).
Works with PET (not using connection yet).
Also removed some missed global Trans variable abuse.
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already set by the extrude code, recalculating breaks them.
Cosmetic changes, renamed CTX_NOPET to CTX_NO_PET
CKey during transform now clears the constraint.
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- on add new SoftBody, it creates automatically edges in Mesh now, gives
too confusing results otherwise
- if no edges exist in mesh, it also doesnt add diagonals for faces in
softbody
Transform;
- fixed stupid 'used unitialized' gcc warning (sorry theeth!)
- made dualAxisConstraint() accept string too
- little cleanup of prints in using Manipulators
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PET is now checked as a transform flag during transform. Much cleaner that way for NOPET context (extrude, duplicate)
Added Sphere as a new PET falloff mode (icon and all) and reordered them around in a more logical fashion (IMHO).
Also brought back Subsurf toggle with Shift-O (was supposed to be for PET object mode but that was canned).
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slipped in my last commit a bit, so might as well finish it.
Accesible with Shift-P (was free), the behavior is much like Shrink/Fatten. Pull mouse toward you to pull toward center, push away to push away. Constraint and PET works with it too, of course.
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Replaced old transform call when extruding and duplicating. Added a CTX_NOPET context flag for extrude. This is done rather a bit hackishly in Transform right now, better to do it with a on/off pet flag in TransInfo and check that everywhere instead.
Made sure transinfo Ext was initialised at NULL (I'm pretty sure it was in another spot, but LetterRip reported some crash leading me to believe that it might not be all the time. Better be safe than sorry).
Connected PET for curves uses the real distance for the fall off calculations now.
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For tex space edit, crease (soon) and future use.
Manipulator assumes no context.
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anymore. Was giving some problems with cameras looking perfectly down.
Also removed all NEWTRANSFORM defines, using the new code all the time now.
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Needed for martin to further work on print stuff
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- added 'ghosting' for while using translate/scaling widget
- added 'pie chart' ghost to denote angle while using rotate widget
- added settings to tweak widget in User menu (InfoWindow) "View & Control"
- Size: total widget size as percentage of window size
- Handle: as percentage of widget radius
- Hotspot: for clicking handles, in pixels
- Fized Size: option to make Widget size independent of window size
Not sure if all of these are useful to keep, but makes for good testing
in this stage.
Also: made #define to use new transform to be set TRUE by default now. :)
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- switched to Local mode for widgets by default, will be a key/button later
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- move object mode
- move editmode/pose mode
- move with widgets
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To use; press the (temporal) icon in header. Switching widget types is by
pressing G, R or S once, if current widget type is different it switches,
otherwise it goes to normal Transform().
Widgets need a bit test for picking accuracy, correct drawing etc.
The rotate widget has a center button for 'trackball' rotate. That latter
can also be used for hotkey-based rotate.
In current code, all widgets remain in "Global" space, also in editmode.
Also widget updates while using normal transform has to be done.
2 Bugfixes:
- rotate in PoseMode had error for 2d 'around' center
- transform in postemode could crash, due to typo (& or |)
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- Made framework for 3d Transform Manipulators (widgets)
- The Manipulators act like '2d buttons', by default with LeftMouse and with
while-hold-move-release
- Implemented now: Translation Widget, which allows:
- four hotspots for axis grab or view-aligned grab
- center defined by 'around' setting
- SHIFT+LMB gives planar constraint on other 2 axes
- works in Object mode and Edit mode (not posemode yet)
Enable it with (temporal) icon in 3D header. All other 'normal' transforms
then keeps working btw.
On the todo for this widget:
- choice for Global, Local or Normal orientation
The way the widgets are going to work is in review still. Commit is also for
Matt for his proposal/paper on topic.
Some notes regarding this project;
- no life updates (on mouse over) like 3DS, I think that's neurotic
- on click, dominant axis changes to theme defined "Transform" color, other axes disappear, like maya
- manipulater size is fixed preset, independent zoom.
- manipulator follows selection, and is located based on 'around' mode
Unresolved;
- in maya, when you select 2 or more objects, the manipulator draws on the 'active' object, also interesting
- what to do with G,R,S hotkeys? It could switch the manipulator "mode"...
- header button/menu for manipulator mode?
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transformation center...
Fixed Extrude constraint. Needed to premul the normal by the object's matrix to but it in global space.
Also, moved the Locking Axis modifier (for constraints) from Alt to Shift. Alt was conflicting with middle mouse button emulation (reported in the test builds forum).
Tilt Transformation.
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setting data center correctly).
Brought back Shrink/Fatten. Changed the behavior a bit, move the cursor to the right to move toward the normal, to the left to move backward. Please comment.
Only works with meshes, defaults to resize otherwise.
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