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2006-11-17CMake lists initial submission. Documentationand further verification for ↵Jacques Beuarain
different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.
2006-11-16More SoftbodiesJens Ole Wund
Added a less 'strict' solver step size control. Cuts down needed loops to a 1/5 in 'regular' collision situations. So why be a maths smartass when we want to do a skirt in a breeze :) Is on by default, old mode can be turned on with the 'O' button beside the RK-limit. Some minor fixes to the UI
2006-11-16New stuff:Ton Roosendaal
- Weight paint options now also show in Nkey panel - added uiNewPanelTitle() in interface API to rename panels. In use now for the Nkey panel title. (Note: original name is identifier, do not change that)
2006-11-16Plumiferos request (and useful :)Ton Roosendaal
Static particle option: maximum length. Button is next to "Vect" in first particle panel. This allows weird forcefields and wind to act without extreme long strands.
2006-11-15Patch #2307, by Bob HolcombTon Roosendaal
Loadsa new compo nodes, most added in new menu "Mattes". - Seperate into YCC - Combine YCC - Seperate into YUV - Combine YUV - (Chroma) Difference Matte - Chroma Key - Luminance Key - Color Spill correction Main problem is missing docs still... Bob is working on it, he'll also make tooltips for all buttons. Some UI things might change too, like more clear names.
2006-11-15== Action Editor ==Joshua Leung
A Plumiferos wishlist item: Markers working in the Action Editor too. * The user can choose between displaying the scene markers (i.e. the markers shown in the timeline) or the markers specific to each action, by using the next list box on the action editor header. This is specific to each instance of the action editor. * The display of the markers currently still needs improvement. At the moment, the triangle icons + text are drawn below all the last row of keyframes. As such, I've made it draw yellow vertical lines which span the height of the action editor, to also indicate markers. Comments on this and also help getting the triangle thingies to 'float' above the bottom scroll bar are warmly appreciated. * There are a few minor update issues with editing a marker in the timeline and the markers in the action editor which will be fixed soon. * There are also a few hotkeys to still add. Enjoy!
2006-11-14New dupli-group feature: you can now set in Groups the layers you wantTon Roosendaal
a group to show when used for duplicators. Is in the Object Buttons, "Object and Links" panel. Note that the duplicator layer itself still defines still visiblitily of entire group.
2006-11-14Next level of Proxy support for animation: Proxy for duplicated groups.Ton Roosendaal
Notes: - Only referenced groups (from other files) - Only 1 group (no more duplicates using same group yet) - Only Proxy working well for Armature or Empty Is going to be reviewed in Plumiferos team; but target is that this will solve a major animation pipeline bottleneck :) Usage; select group, alt+ctrl+p, pick an object you want to proxify.
2006-11-12== Sequencer ==Peter Schlaile
Major sequencer rewrite to add Speed Control effect. Changes: - Cleaned up large parts of sequence.c removing a lot of unnecessary code. (We first built old seqar array to decide, what is visible, then build dependencies with new code, then used old code to iterate through the strips and deciding using new code what is used and so forth and so on...) Should be much faster now. - Now we build the strips recursively thereby elemenating the need of a seperate dependency calculation. - Added a Speed-Control effect to change strip speed afterwards. (Offers global speed as well as IPO-controlled speed. There are several modes to play with: - Control by velocity (IPO = velocity where 1.0 is normal speed) - Control by frame number (IPO = target frame) - IPO-Value can be rescaled to frame-value, to make frame exact matching possible. (Matching video tracks to audio tracks with IPOs ;-) Demo-Blend file is here http://peter.schlaile.de/blender/sequencer/speedcontroltest.blend Since this was also a Plumiferos request I hope to be mentioned in the credits ;-) Enjoy! And please test the new sequencer thoroughly. It is really more like a rewrite this time.
2006-11-11Experimental feature, especially for the animation department:Ton Roosendaal
THE OBJECT PROXY Or simple said; local control of referenced data from libraries. Having library files with references is a very common studio setup, and Blender did do quite well in that area. Were it not that for character setups it was impossible to use still. This commit will enable a full rig+character to remain in the library, and still have - under strict control - local access for animation edits. Full log: http://www.blender3d.org/cms/Proxy_Objects.824.0.html
2006-11-11Added custom face data support in edit mode. The code used to do this isBrecht Van Lommel
the CustomData module from the modifier stack rewrite, but with additions to make it also usable in edit mode. Some of the datatypes from that module were move to a DNA header file, they are not saved to file now, but will be soon. The only code that wasn't abstracted is the uv collapse / merging code. It is rather complicated, will look into that in the future. There should be no user level changes.
2006-11-11softbody reviewJens Ole Wund
1. UI review -> disabeling options when not available .. giving hints why ( even tried to give usefull tooltips ) 1.1 give some more user control to the solving process (mins,maxs).. optional feedback on the console 2. replacing ugly object level 'sumohandle' with SB (private runtime) level/pointer 'scratch' which holds runtime data like cached collider data and more .. and it's thread save this way :) 3.related no 2. write a 'private' history of collision objects to ease the 'fast' collider tunneling syndrome' 4. some <clean> optimizations, 3-BSP for self collision, general AABB checking before ever going to collision details 5. some <dirty> ( in the sense of do some inacurate physics noone ever will see ) little tricks to make things faster .. ..fuzzy collision situation bypass .. forward collision resolution
2006-11-10Fixed bug #5174, Crash on sculpt mode undoNicholas Bishop
The fix adds support for storing edge/face/partial visiblity data to the sculpt mode undo data. (This may also be useful for multires.)
2006-11-10== Sequencer ==Peter Schlaile
This adds support for "generator effect strips", which don't need necessarily an input strip and my version of Matt Ebb's [ #5035 ] 'Solid Color' sequence strip. TODO: With a little bit more tweaking it will be possible to make animated effect plugins and my still unfinished "Bake"-Strip. For the 'Solid Color'-Effect, to quote Matt: This is nice and simple, just provides a solid colour that's set in a colour picker in the properties popup. This is something we've needed for a long time, and I got totally sick of having to make 'black.png' and 'white.png' just to do fades, so I coded this.
2006-11-09== Sequencer ==Peter Schlaile
Added enhancements by blendix (Patch #4919: Insert sequence effect between) It adds the following things: - You can add a sequence strip afterwards in the middle of an effect chain (you have to move strips around before, so that there is "room" for it. Blender will ask you then, if you want to add in between or after the selected strips) - In the case you messed it up and want your effect strips to be reassigned in a different way, there is the new "R"-key. Just select three arbitrary strips and press "R". If you don't create a cycle, those will be connected to a new effect chain. - Fixed freeing of imbufs on changes to properly take into account dependencies. An example of a simple case that went wrong is one image strip with two glow effects, changing the parameters of the first glow strip will not result in any updates. Basically only direct dependencies were taken into account, which resulted in the image preview not being updated in some cases. - Let the sequencer detect an active sequence strip if none is defined, to get rid of annoying error messages when trying to add an effect to a selected sequence strip right after loading a file. - Delete is less destructive. If you delete somewhere between other strips, Blender now tries to relink in a reasonable way. - The active sequence strip is now displayed with a light instead of a dark outline, which makes it easier to spot, and is especially useful for the tools using the active sequence strip. - Ability to view the final result when editing inside meta strip. The channel button was modified to also allow negative numbers, where -n is n levels up the meta stack. There is probably a nicer way to specify this, instead of (ab)using the channel button, but this seems to work quite efficient. - Also a small bugfix: don't crash on loading files from newer versions with an unknown effect strip.
2006-11-09Patch #4896, submitted by Juho Vepsäläinen (bebraw):Ken Hughes
Allows "Degr" field in Mesh tools accept negative and positive float values from range [-360, 360].
2006-11-09Two minor code cleanups.Joshua Leung
* Removed un-needed cases for limit loc/rot/scale constraints from expand_constraints, which caused a few compiler warnings * Removed an odd character in one of the comments for constraints. (Hopefully there wasn't any specific reason why it had to be there)
2006-11-09This commit adds two of my recent animation editing related patches:Joshua Leung
#5061 - Ipo/Action 'Cleaning' #5071 - 'Only Needed' Keyframing Option ==================== * IPO/Action 'Cleaning': It removes un-necessary keyframes from individual ipo curves. - In both editors, the hotkey is currently the OKEY. Also accesable from menus of each editor. - There is currently a 'threshold' popup. This sets the value that the cleaner uses to determine if two keys have same time/value There are a few improvements that could still be made, such as: - There are a few cases that it still doesn't handle yet, such as when un-needed keyframes lie on a linear line (and similiar cases). This shall be improved soon. - Also, for some reason, after running cleaning while in ipo editor editmode, all but the active curve are hidden. ==================== * 'Only Needed' Keyframing Option: This patch adds a new keyframing option for objects and bones. It only adds keyframes where they are needed, judging from the surrounding points on that curve. Notes about this keyframing option: - Works like the existing 'Avail' option, except it checks if the keyframe is needed. - Currently uses hardcoded threshold for determining if same value. [quote] /* Cases where keyframes should not be added: * 1. Keyframe to be added bewteen two keyframes with similar values * 2. Keyframe to be added between two keyframes with similar times * 3. Keyframe lies at point that intersects the linear line between two keyframes */ [/unquote]
2006-11-08Patch #5091, by Ramon Carlos RuizTon Roosendaal
For numerical pad 2-4-6-8, it adds a step value in degrees in the User Presets. Code had to be rewritten some... :)
2006-11-07Long wanted feature for animators: option to lock a view to always showTon Roosendaal
a specific object, so you can see long walkcycles or actions well. Option is per 3d window, in "View Properties" panel. It also can optional lock a view to a single bone even! Temporal movie for fun: http://www.blender.org/bf/0001_0060.avi
2006-11-07Patch #4980, by Joshua Leung (aligorith)Ton Roosendaal
This enables finding data in the Outliner. Usage: Fkey (partial strings), CTRL+Fkey (partial strings, case sensitive). SHIFT+Fkey to repeat a search, this cycles around. Extra changes: - button popups to enter strings now starts activated. - outliner either shows for Armature the Bones, or Posechannels or Editbones, depending the mode. Was needed to make searches meaningful. Although Joshua did very good work on the key functions, there were a couple of issues in his code, and problems in Outliner code, that didn't make it all work nicely. So, this is quite a revised patch. :) Full review log can be found in the patch tracker.
2006-11-07move SPACE_* (enum) and SPACEICONMAX to DNA_space_types (being the more ↵Nathan Letwory
logical place than DNA_screen_types). SPACEICONMAX gets its value now through this enum, so it is not anymore easy to forget to update it correctly :)
2006-11-07Added two new blend modes to image painting brushes, erase alpha andBrecht Van Lommel
add alpha, for painting transparency in images. When using the eraser tool of a tablet pen, the erase alpha blend mode is activated.
2006-11-07Added an option in the IK constraint to disable stretching, usefulBrecht Van Lommel
in rigs with layered IK constraints. Also removed the tolerance setting, this value wasn't used in the solver anymore.
2006-11-06Patch #4940, by Wybren van KeulenTon Roosendaal
The 2-point perspecitve Architecture Camera! http://www.funnyfarm.tv/patch_lens_shift/patch_lens_shift.mov Full log: https://projects.blender.org/tracker/index.php?func=detail&aid=4940&group_id=9&atid=127
2006-11-06Merged Google Summer of Code sculptmode/multires/retopo tools.Nicholas Bishop
From the tracker: https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
2006-11-05- bugfixesNils Thuerey
#4742 exported normals are now correct #4821 & 4956 for complex movements in/outflows can now also use the animated mesh option - new features * isosurface subdivision: directly creates a finer surface mesh from the simulation data. this increases simulation time and harddisk usage, though, so be careful - usually values of 2-4 should be enough. * fluidsim particles: extended model for particle simulation and generation. When isosurface subdivision is enabled, the particles are now included in the surface generation, giving a better impression of a single connected surface. Note - the particles are only included in the final surface mesh, so the preview surface shows none of the particle effects. * particle loading: different types of particles can now be selected for display: drops, floats and tracers. This is a bit obsolete due to the extensions mentioned above, but might still be useful. Floats are just particles floating on the fluid surface, could be used for e.g. foam. * moving objects impact factor: this is another tweaking option, as the handling of moving objects is still not conserving mass. setting this to zero simply deletes the fluid, 1 is the default, while larger values cause a stronger impact. For tweaking the simulation: if fluid disappears, try increasing this value, and if too much is appearing reduce it. You can even use negative values for some strange results :) - more code cleanup, e.g. removed config file writing in fluidsim.c, added additional safety checks for particles & fluidsim domains (these currently dont work together). I also removed the "build particles" debug message in effects.c (seemed to be unnecessary?). Some more info on the new features: Here are two test animations showing the difference between using the particle generation with isosurface subdivision. This is how it would look with the old solver version: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg and this with the new one: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg Both simulations use a resolution of 64, however, the version with particles takes significantly longer (almost twice as long). The .blend file for a similar setup can be found here: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend (Minor Tips for this file: dont enable subdivions of characters until rendering, thus leave off for simulation, as it uses the rendering settings! For making nice pictures switch on subdivion, and OSA.) And here's a picture of old vs. new (for webpage or so): http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
2006-11-01Patch #4848, Joshua LeungTon Roosendaal
NLA Strip "Mute" option, to temporally disable a strip. Option only in Properties panel still, should be in menus and hotkey.
2006-11-01Plumiferos request: Added button in Armature options panel to set customTon Roosendaal
bone drawing on/off. Is default on.
2006-10-31Two wonderful new NLA & Armature editing features!Ton Roosendaal
- FORWARD CYCLING & MATCHING Up to no now, adding multiple actions in NLA with walkcycles required to animate them standing still, as if walking on a conveyor belt. The stride option then makes the object itself move forward, trying to keep the foot stuck on the floor (with poor results!). This option now allows to make walk cycles moving forward. By indicating a reference Offset Bone, the NLA system will use that bone to detect the correct offset for the Armature Pose to make it seamlessly going forward. Best of all, this option works as for cyclic Action Strips as well as for individual Action Strips. Note that for individual strips, you have to set the strip on "Hold". (Might become automatic detected later). Here's an example edit image for NLA: http://www.blender.org/bf/nla_match-cycle.jpg And the animation for it: http://download.blender.org/demo/test/2.43/0001_0150_match.avi Blender file: http://download.blender.org/demo/test/2.43/mancandy_matching.blend Using this kind of cycling works pretty straightforward, and is a lot easier to setup than Stride Bones. To be further tested: - Blending cycles - matching rotation for the bones as well. - ACTION MODIFIERS (motion deformors) The above option was actually required for this feature. Typically walk cycles are constructed with certain Bones to be the handles, controlling for example the torso or feet. An Action Modifier allows you to use a Curve Path to deform the motion of these controlling bones. This uses the existing Curve Deformation option. Modifiers can be added per Action Strip, each controlling a channel (bone) by choice, and even allows to layer multiple modifiers on top of each other (several paths deforming motion). This option is using the dependency graph, so editing the Curve will give realtime changes in the Armature. The previous walkcycle, controlled by two curves: http://download.blender.org/demo/test/2.43/0001_0150_deform.avi Blender file: http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend Action Modifiers can be added in the NLA Properties Panel. Per Modifier you have to indicate the channel and a Curve Object. You can copy modifiers from one strip to another using CTRL+C (only copies to active Object strips). Setting up a correct Curve Path has to be carefully done: - Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated. - make sure the center point of the Curve Object is at the center of the Armature (or above) - move the first point of the curve to the center point as well. - check if the path starts from this first point, you can change it using (in Curve EditMode) the option Wkey -> "Switch Direction" - Make sure alignment uses the correct axis; if the Armature walks into the negative Y direction, you have to set in Object Buttons, "Anim settings" Panel, the correct Track option. (Note; option will probably move to the Modifier later). This is a good reason to make such paths automatic (on a command). Is on the todo list. Also note this: - the Curve Path extends in beginning and ending, that's (for now) the default, and allows to use multiple paths. Make sure paths begin and end horizontal. - Moving the Curve in Object Mode will change the "mapping" (as if the landscape a character walks over moves). Moving the Curve in Edit Mode will change the actual position of the deformation. - Speed (Ipos) on paths is not supported yet, will be done. - The Curve "Stretch" deform option doesn't work. - Modifiers are executed *after* all actions in NLA are evaluated, there's no support yet for blending multiple strips with Modifiers. - This doesn't work yet for time-mapping... This commit is mostly for review by character animators... some details or working methods might change. This feature can also be used for other modifiers, such as noise (Perlin) or the mythical "Oomph" (frequency control) and of course Python. Special thanks to Bassam & Matt for research & design help. Have fun!
2006-10-31== Sequencer ==Peter Schlaile
Bugfixes: Fixed partially bug #5030 Added patch: #4992 Basic Transforms This adds basic transform capabilities (rotate, scale, shift) to the sequencer.
2006-10-28* Changed the Curve Modifier to have it's own X/Y/Z axis deform directionMatt Ebb
settings, rather than using the object's TrackX/Y/Z/etc buttons. This is good for two reasons: a) having the settings over in the object buttons before was terribly unintuitive and hidden, now it's more visible how to control the deformation, and b) now if you have more than one curve modifier, they can have their own settings, instead of being forced to use the object level data.
2006-10-28New Curves Widget option: curves can get extrapolated extension.Ton Roosendaal
Especially for Compositing it was annoying that colors always got clipped in the 0.0-1.0 range. For this reason, extrapolated Curves now is the default. Old saved files still have horizontal extrapolation. Set the option with 'Tools' menu (wrench icon). This is a setting per curve, so you might need to set all 4 curves for an RGBA curves widget.
2006-10-26Coding work while on the trip to london (based on Plumiferos wishlist);Ton Roosendaal
- Icon previews for Images were created always for old files, which made browsing (menus) incredible slow. Added a minor change in the flow, so icons only get created when the user invokes loading images. Andrea; you might check this, probably not al cases are covered yet? - Compositor: the 'File Output' node now has a min/max frame for which it writes files - Compositor: fixed a very bad bug (even in 2.42a release) that made the depsgraph for nodes not work... while editing, only the nodes that change should be recalculated, but accidentally all of them were done each time.
2006-10-26== Transform ==Martin Poirier
Embryon functionnality for snapping. - Only snaps to grid on translations (grab) - Transform constraints are supported but header display is wrong. - Can be turned on/off in the Object/Mesh header menu under Transform Properties (tentative spot, will have to integrate better and in other object type menus too) - Can be turned on/off during transform with ` (Back Quote, also tentative) This is, of course, very much Work in Progress. This implements part of the structural ideas for the transform cleanup I've been juggling around with.
2006-10-26== 3D View ==Martin Poirier
Customizable Grid Subdivisions This commit adds a numbut to the View Properties panel that lets you specify how the grid is subdivided. This affects snapping in translations, obviously. Default: 10 (behavior doesn't change) That means people still stuck in feet and inches (shudders) can set it to 12 and have 1 unit = 1 foot. That also means you can work in "heads" when doing body proportions or whatnot (don't think of it as being limite to "CAD" uses).
2006-10-26Cleanup.Martin Poirier
Missing include for ListBase. Wasn't a problem until someone try to include this without including ListBase (manually or through something else). Safe now.
2006-10-20more softbody goodies:Jens Ole Wund
SB collision targets may be picked up from modifier stack works fine with static targets having subsurf and/or array mofifiers see--> http://www.wund.homepage.t-online.de/hidden/Mstack.blend http://www.wund.homepage.t-online.de/hidden/Mstack_II.blend however when calulating the SB object dynamics the vertices of the 'deform only' m-stack result are used so SB <-> SB may look strange subsuf modifier is applied to SB object after doing SB dynamics (that is: colliding mesh is subsurfed, SB is not ) subsurfed SB cubes colliding link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod.blend or may give unwanted results subsuf and array modifier is applied to SB object after doing SB dynamics link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod_nobug.blend last, modifiers that change vertex locations in time (like waves) suffer from not beeing seen at needed time resolution (SBs see colliders static in a frame) well but that's beyond the limits of the current dep-graph use and needs to be resolved on design level anyhoo have fun BM
2006-10-19* Verse username for blender avatar can be set in userprefs (System&OpenGL). ↵Nathan Letwory
The name defaults to the old form.
2006-10-15Another shadowbuffer goodie: the "Halfway trick"Ton Roosendaal
http://www.blender3d.org/cms/Shadow_buffer__Halfway.786.0.html Simply said: by using the average of the nearest and 2nd nearest Z value in Shadowbuffers you can reduce bias errors very well. For backwards compatibility it is a new buffer type though.
2006-10-14New shadow feature: Irregular Shadow BuffersTon Roosendaal
Full log: http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html In short: this is a shadow buffer approach that always results in crispy shadows, independent of lamp buffer size or zoom level. This shadow buffer system also supports transparent shadow. This is part of work on refreshing Shadow Buffers in Blender. You now can choose of two types (Classical, Irregular). More types will follow. Also quality issues for Classical shadow buffers are going to be reviewed, especially to solve the lousy Biasing. For the CVS log record; it is based on articles: Gregory Johnson et al, University of Texas, Austin. (Regular grid method). Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
2006-10-14softbody updateJens Ole Wund
nicer kinematics in self collision -> blending to complete inelastic impact now does something close to real physics first steps towards aerodynamics anisotropic friction springs 'see' their movement in media --> see surrrounding media does not move and/or reacts on wind (*for now needs to have a pseudo collider araound -> that is: add a cube in the same layer and make it a deflector *)
2006-10-12Add Verse master-server functionalityNathan Letwory
* added two files from verse-master * server list is available in outliner (new mode "Verse Servers") * verse sessions are now also in new mode "Verse Sessions" in outliner * fixed drawing of verse sessions and their nodes * in user preferences System & OpenGL master-server ip setting (default master.uni-verse.org) * in File>Verse entry "Get Servers" to get server list or * RMB on "Available Verse Servers" in outliner to "Refresh" server list Enjoy :)
2006-10-12* Added a new empty draw type - single arrow. This can be useful in situationsMatt Ebb
where you just need a direction, like a wind or vortex force field for example.
2006-10-12softbodiesJens Ole Wund
-seld collision adding fine control to UI -cleaning up code volatile test file again http://www.wund.homepage.t-online.de/hidden/sb_col_must_2_0.blend
2006-10-11some tiny changes to the softbody systemJens Ole Wund
- UI for self collision ball size definition - edge collision mode added (almost a bug fix) volatile test file --> http://www.wund.homepage.t-online.de/hidden/sb_col_must_1_2.blend
2006-10-02softbodiesJens Ole Wund
mostly reshuffeling UI to have things where i'd expect them to be
2006-09-29new softbody feature:Jens Ole Wund
simple (naive) self collision estimates a collision ball using the spring lenght to attached neighbours (idea stolen from old cloth modifier files, but i'm sure ZAZ and genscher won't mind) -- usefull for untangeling static cloth like objects -- may be used for cloth simulation with known limitations like 'tunnel effect' if objects are moving too fast ... demo -- volatile files http://www.wund.homepage.t-online.de/hidden/sb_without_selfcol.avi http://www.wund.homepage.t-online.de/hidden/sb_with_selfcoll.avi have fun BM
2006-09-26New softbody option: adjustable rigidity.Jens Ole Wund
Gives local structure stability for though fabrics, thin steelplates .. even suzanne gets pretty crash resistant that way. If non zero it not only adds diagonals but all other "2edge-wide" springs so it somehow replaces stiff quads for meshes too.
2006-09-25* Proportional edit mode 'random' falloffMatt Ebb
This is another proportional edit falloff that slightly randomises the influence. It's not strictly random, it's blended with linear falloff so that it's a bit smoother. The nice thing is that it works with all transforms, axis locking etc, including the special ones like to sphere, shrink/fatten/etc. It can be used for all sorts of things like roughening surfaces. I most recently used it to add a bit of randomness to the folds of some cloth. I made a short demo video here: http://mke3.net/blender/etc/prop_random-h264.mov Also included nicer icons for the falloff types.