Age | Commit message (Collapse) | Author |
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Conflicts:
release/scripts/addons
source/blender/blenloader/intern/readfile.c
source/blender/blenloader/intern/writefile.c
source/blender/editors/object/object_modifier.c
source/blender/makesrna/intern/rna_modifier.c
source/blender/modifiers/intern/MOD_laplaciandeform.c
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also fully remove freestyle raycasting_algorithm
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- When existing faces are available use their UV values
- When no faces are connected to an edge - generate UV's
Also add option to stretch U/V to bounds.
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Part of soc-2013-sketch_mesh branch
See: http://wiki.blender.org/index.php/User:Apinzonf/Doc:2.6/Manual/Modifiers/Deform/Laplacian_Deform
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The modifier print on screnn an alert when the user change the vertices, edges, or vertex group.
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The Laplacian Deform Modifier bind the initial vertexes positions.
I Modified the LaplacianDeformModifierData struct to store bind state.
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Quads: Beauty, Fixed, Fixed Alternate, Shortest Diagonal
Ngons: Beauty, Scanfill
* Shortest Diagonal is the default method in the modifier (popular
elsewhere), but beauty is the default in Ctrl+T).
* Remove the need for output slot and beauty operator to be called
after Clt+T
Patch with collaborations and reviewed by Campbell Barton
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The system at each iteration estimated in a better way the rotation of the differential coordinates
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The system can store and retrieve the cache information from a file.
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Also fixed a nasty (but inofensive for now) stuff, we had both MOD_UVPROJECT_MAX and MOD_UVPROJECT_MAXPROJECTORS (the former used in RNA code, the later in modifier code)! Kept MOD_UVPROJECT_MAXPROJECTORS.
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handles can solve the system.
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The Laplacian Deform modifier, used two vertexGroups one for static and one for vertices's handlers.
By implementing the tool as Modifier allowed the use of other modifiers as Hook, so that the vertices's handlers can be controlled by various Hook objects.
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all modifiers should be using object transformations relatively.
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faces
optionally limit by face flipping, also added support to delimit by material and edge crease.
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there are small details on a larger model.
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This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache.
In practice this is most useful for using corrective shape-keys with mesh-cache.
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supports MDD and PC2 formats.
see wiki docs:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Mesh_Cache
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operator in the reverse direction.
http://wiki.blender.org/index.php/User:Apinzonf/shape_enhanced
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Based on patch [#30837] UV Offset Modifier
by Pawel Kowal (pkowal)
- Allows you to setup a transformation between objects to apply to UV coords.
- Option to select which axis apply to U/V.
- Option to select the UV center (needed for transformations that scale or rotate).
- Uses from/to objects in a similar way to the Warp modifier.
- Vertex group can be used to adjust influence.
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access to these as input arguments and return values.
all output values currently have ".out" suffix, this may go in the future, but for now it makes it clear in C code what are inputs and outputs.
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selected linked in face mode was crashing. (needs bmesh operator flags)
also some style edits, remove unused includes and change triangulate modifiers use_beauty to a flag.
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Useful for bump map baking where a consistent triangulation should be enforced when baking/exporting/importing, to avoid artifacts caused by a different triangulation of the mesh by that which was used for baking by internal/external tools.
documentation is here http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/More_Features
Will probably add some pictures too to demonstrate the issue that is solved more clearly.
Currently using the skin modifier icon, will soon change that.
Review by Brecht, thanks!
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it was problematic for vertices to fire rays out and hit some unrelated-far-off geometry which is often not what users want.
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by Alexander Pinzon Fernandez (apinzonf)
Supported by Google Summer of Code 2012
Project Documentation:
http://wiki.blender.org/index.php/User:Apinzonf
Manual Page:
http://wiki.blender.org/index.php/User:Apinzonf/Doc:2.6/Manual/Modifiers/Deform/Laplacian_Smooth
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boundries (verts that 2 faces share and have 2 edge users).
avoids ugly stepping between faces when applying on curves surfaces. (but less useful for architectural style models)
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quads stay as quads when not collapsed).
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even geometry & nicer results in some cases.
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parts of the geometry.
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in pre-bmesh blender version, remove MODSTACK_DEBUG, was never used.
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be an option (objects should always work relative to eachother). At least defaulting to ON gives users more predictable behavior (Transforming both objects together keeps them the same relative to eachother).
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See http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#Macros.2C_Enums.2C_Inline_functions
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Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
Implementation based in part off the paper "B-Mesh: A Fast Modeling
System for Base Meshes of 3D Articulated Shapes" (Zhongping Ji,
Ligang Liu, Yigang Wang)
Note that to avoid confusion with Blender's BMesh data structure,
this tool is renamed as the Skin modifier.
The B-Mesh paper is current available here:
http://www.math.zju.edu.cn/ligangliu/CAGD/Projects/BMesh/
The main missing features in this code compared to the paper are:
* No mesh evolution. The paper suggests iteratively subsurfing the
skin output and adapting the output to better conform with the
spheres of influence surrounding each vertex.
* No mesh fairing. The paper suggests re-aligning output edges to
follow principal mesh curvatures.
* No auxiliary balls. These would serve to influence mesh
evolution, which as noted above is not implemented.
The code also adds some features not present in the paper:
* Loops in the input edge graph.
* Concave surfaces around branch nodes. The paper does not discuss
how to handle non-convex regions; this code adds a number of
cleanup operations to handle many (though not all) of these
cases.
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use_smooth_shade for remesh modifier too)
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The remesh modifier doesn't currently get any data from original
faces, so even if the input mesh was entirely smooth none of the
output faces would be. Solved by adding a new
dna-flag/rna-bool/UI-checkbox to smooth shade the output.
Requested by Daniel Salazar.
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tend to forget not all OS are utf-8 yet :/ ).
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call it strength too)
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* This patch adds a influence slider for the lattice modifier, which affects the strength of the deformation.
Patch by Patrick Boelens (senshi), thanks a lot!
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