Age | Commit message (Collapse) | Author |
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from Fredrik Hansson (fredrikh)
With some edits for python UI.
The patch makes the displace modifier treat an empty texture as white.
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assigned: object, obdata, by userpref(default) (as discussed with ideasman_42)
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This is a potential fix for bug [#32263] Instant Crash with Skin
modifier.
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The particle system modifier has to ensure tesselation before testing for topology changes. It compares the number of vertices, edges and tesselation faces to the previously stored values.
Note that this test only detects a subset of actual topology changes (where the number of elements differs), but this is a known limitation we have to live with for now.
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is to respect hidden geometry.
this is useful for bmesh tools that operate in object mode or for modifiers which would previously use hidden faces in some cases.
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Adding PADENTER to the "OK" keys...
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The direction for these are flipped from other end caps, so add a root
flag to indicate whether the cap polygon's vertex output order should be
reversed.
Fixes bug [#32079] Skin-modifier calculates root's normals wrong
projects.blender.org/tracker/index.php?func=detail&aid=32079&group_id=9&atid=498
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shouldnt be NULL.
also remove IDP_AppendArray's return value which wasnt the new item in the array (which is odd/misleading), but wasnt used anywhere either.
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Actually, particle instance modifier was still using tessfaces, but copying poly cdata!
Simply made it using poly/loop.
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Add check for merging vertices into vertices that are themselves
marked for merge, was already done for array eleements but not end
caps.
Fixes bug [#31695] Array Modifier: End Cap fails if all vertices are merged
Also corrected some reversed assert arguments.
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vertices
Now bevelled splines shall work in the same way as meshes.
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Actually there were two different issues involved here:
- Recently enabled Smooth modifier wasn't actually designed for curves, so
it in fact requires a bit bigger work to make it working.
For now added check for object's typy in this modifier and if it's not
mesh, it wouldn't try to use edges.
The reason why it worked in 3d viewport is that creating DM from curve while
displist is still ocntrcuting for would result in empty CDDM and that leads to
not taking edges into account, only vertexCos passed to modifier would be used.
This makes it behaving a bit differently from if it was a mesh, but still gives
quite reasonable result. Would leave actual fix for a guy who enabled smooth
modifier.
- Another issue is related on ensuring sculpt mask layer after applying modifier.
This shall happen only for meshes.
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always split.
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Fixes bug [#31626] Remesh modifier generates different results
depending on object origin position
Was incorrectly initializing bounding box min/max to zero, now uses
INIT_MINMAX.
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finally works
This commit finally hooks up the Mask Modifier's "Armature" option with the
relevant depsgraph updates on bone selection. Hence, this feature finally works
as it was originally intended - that is, bone selections can be used to control
which parts of the mesh that the mask modifier is applied to are displayed,
giving riggers more freedom to experiment with rigs that don't necessarily
feature overbearing/cluttering widgets.
Regarding the implementation ("has_viz_deps" flag):
This feature is just the "tip of the iceberg" of a number of related set of
rigging/visual animation tools I've had in mind for a while now (dating back to
the introduction of this modifier). Key considerations
- Not all rigs will use this, so we don't want an extra (depsgraph-flush +
search) recalc cost for those that don't use this.
- There are some planned features which will also use this
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'Armature' mode for the Mask Modifier was not working at all anymore even when
the selection <-> depsgraph recalc issue was patched to work (this latter fix is
coming in another commit). It appears that this probably happened during one or
more of the refactors which may have taken place around here over the years
since I first introduced it.
This commit does two things:
* Removed the unused/redundant "vgroupHash"
* Fixed the incorrect assumption used for determining if the vertex actually
belonged to a vgroup corresponding to a selected bone.
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style and remove BM_face_find_longest/shortest_edge functions,
... instead use BM_face_find_longest/shortest_loop()->e
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- previous commit was so similar to the patch Shinsuke wrote, better to add him as contributor, this commit will add to generated credits.
- this commit has no functional changes.
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check.
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Buffer overflow error in collecting split_face vertices.
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also fix example for mesh uv's
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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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