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2007-01-10Modified weightpaint to prevent user from editing multires weights except on ↵Nicholas Bishop
level 1.
2007-01-10== Armatures ==Joshua Leung
Some tweaks to the 'Armature' Editing panel button layout so that buttons are not so cramped now that ghost options are no longer there.
2007-01-06Renamed the 'Delete multires' button (and the associated undo name) to the ↵Nicholas Bishop
more accurate 'Apply multires'
2007-01-06Bugfix #5619Ton Roosendaal
The new multi-layer UV and VertexColor buttons displayed wrong tooltips.
2007-01-06Bugfix:Ton Roosendaal
New panel "Armature Visualisations" didn't appear tabbed as intended...
2007-01-02Added undo push for retopo all.Nicholas Bishop
2007-01-02Disabled interaction between multires and shape keys. Attempting to add a ↵Nicholas Bishop
shape key on a multires mesh will give an error, and attempting to add multires to a mesh with shape keys will give the user an okee before deleting shape keys. (This isn't an optimal solution to the multires/shapekey situation, but a real fix is non-trivial.)
2007-01-02== Armatures - Bone Paths ==Joshua Leung
* Shuffled a few bone-path buttons in the Armature Visualisation panel. * Added a new option for bone-paths drawing: Calculate/show the path travelled by the 'head' (fat end) of bone. By default, this option is off. * Also, I forgot to mention in last commit that I had added an option which specified the time-difference between each highlighted point on the curve.
2007-01-01== Armature Ghost and Path Drawing ==Joshua Leung
The Plumiferos Team have requested some improvements to the ghost and path drawing tools for armatures. These changes make these more useful, with more customisable settings. A new panel in the editing panels for armatures has been added to house these settings. -> Ghosts In addition to the existing method of showing ghosts either side of the current frame, it is now possible to show ghosts from a given frame range. This is useful for visualising how the poses in another part of the animation changed, while editing another part. The colour of ghosts goes from light (earlier on) to darker (later on). -> Paths Several new options for path drawing have been added. * It is now possibly specify a frame range in which to calculate paths too. This offers speedups for longer timelines as a shorter span of time can be sampled. * Keyframes from the active action/action strip can be shown in a different colour (in the default theme, this is yellow) on the path. * Frame numbers for the highlighted positions on the path can be drawn. Two notes of caution: * For ghost range: keep the frame ranges relatively small (20-50 frames), otherwise you will experience a slowdown. * For path frame numbers: if you have a graphics card which is picky about text in the 3d-view (like x,y,z labels on empty), this may cause issues.
2007-01-01Added Ctrl+FKey shortcut for rotating the brush texture. Also improved the ↵Nicholas Bishop
drawing of rotated brushes in propset mode.
2006-12-31Extended the brush texture rotate option to work with Tile mode.Nicholas Bishop
2006-12-30Added texture rotation for sculpt brush (only drag mode for now.)Nicholas Bishop
2006-12-30More improvements to the sculpt brush panel. Texture scale can now be set ↵Nicholas Bishop
independently on the X/Y/Z axes for 3D textures and the X/Y axes for tiled brushes. The sizes can be locked together for 1:1 scaling.
2006-12-29Reorganized brush palette into three columns. Changed brush View slider to ↵Nicholas Bishop
the range [0-10], since there's really no need to it to values like 93%, 90% is close enough.
2006-12-29Sort-of-fix for bug #5382, sculpt - image/texture brush heavily distorted ↵Nicholas Bishop
when not sculpting flat relative to screen Fix for bug #5248, sculpt - mirrored tiled texture odd results Changed the algorithm used for projecting the brush texture onto the model. The old algorithm was never implemented properly, causing increasingly wonky distortions of the brush as it got farther away from parallel to the screen. The new system uses the screen coords of vertices, the obvious advantage being that 2D screen coords can be mapped quite easily to 2D texture coords. The main disadvantage of this method is that there are still distortions in the brush as the surface beneath it becomes less parallel the screen. These distortions, however, are not as bad as the old ones because they are predictable from the user's perspective. (It's analogous to a movie being projected onto a sphere; if the viewer is in front of the sphere there is no apparent distortion, but from the side the movie appears stretched and distorted.) This may still be worth revisiting after the release.
2006-12-26-> Further work to improve triangle conversion tool:Geoffrey Bantle
The improved triangle to quad conversion is now better integrated into Blender in several respects. First of all the code makes distinctions between 'simple' pairs and 'complex' pairs. Simple pairs are an island of exactly two selected triangles that are joined by an edge. These simple pairs are subject to the old 2.42 rules for joining triangles. Complex pairs are part of larger islands of selected triangles and their conversion is controlled by several parameters that can be individually tweaked via new buttons located in the "Mesh Tools" panel of the editing buttons. Furthermore the tool deals with any arbitrary combination of simple and complex islands in a consistent and logcial way. The code has also been drasitcally cleaned up and should address the open bugs in the tracker regarding alt-j. However as part of cleanup the tool has been made somewhat slower to insure a consistent mesh structure. This is a limitation of the exist_face() function in editmesh and will have to be adressed at a later date.
2006-12-25Sculptmode now works properly with shape keys (Merry Christmas.) Fixes bug ↵Nicholas Bishop
#5499, Sculpt mode don't works correctly with Shape Key.
2006-12-23Select Grouped editdata- minor fix in the menu.Campbell Barton
Updated Python Mesh API to support UV and Color layers with names. Similar to vertex group's renamed a function in customdata.c CustomData_free_layers -> CustomData_free_layers_active and made CustomData_free_layers accept an index, this is needed so python could free layers that arnt active.
2006-12-22Disallow applying modifiers that change mesh topology while multires is activeNicholas Bishop
2006-12-21Defocus Composite Node, by Alfredo de GreefTon Roosendaal
Log: http://www.blender3d.org/cms/Composite__Defocus.836.0.html An incredible quality composite effect, might be slow but worth waiting for!
2006-12-21Fix compile error for last commit.Brecht Van Lommel
2006-12-21Added names to UV and vertex color layers, and display them as a list.Brecht Van Lommel
Added support for multiple UVs in the render engine. This also involved changing the way faces are stored, to allow data to be added optionally per 256 faces, same as the existing system for vertices. A UV layer can be specified in the Map Input panel and the Geometry node by name. Leaving this field blank will default to the active UV layer. Also added sharing of face selection and hiding between UV layers, and at the same time improved syncing with editmode selection and hiding. Still to do: - Multi UV support for fastshade. - Multires and NMesh preservation of multiple UV sets.
2006-12-21Turn of partial visibility in sculptmode when applying modifiersNicholas Bishop
2006-12-21Applying subsurf in sculptmode should do a sculptmode undo_pushNicholas Bishop
2006-12-13Multiple UV and vertex color layers: (still work in progress)Brecht Van Lommel
These can be created and deleted in the Mesh panel in the same place as before. There is always one active UV and vertex color layer, that is edited and displayed. Important things to do: - Render engine, material support - Multires and NMesh now lose non active layers Also CustomData changes to support muliple layers of the same type, and changes to layer allocation, updated documentation is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
2006-12-10The fade togglebutton should show for the Default, untextured brush.Nicholas Bishop
2006-12-09Grab brush shouldn't show strength sliderNicholas Bishop
2006-12-06Removed SlowerDraw and FasterDraw buttons in Mesh panel after discussionBen Batt
with Ton on IRC. This feature was old, something of a hack and didn't really work well with the modifier stack. To paraphrase Ton: We want to make blender higher quality, so poorly thought out code should be removed, or replaced with decent implementations.
2006-12-06Added slider for the Draw brush that modifies the direction vertices are ↵Nicholas Bishop
pulled in relation to the view.
2006-12-04Large change to the way sculptmode drawing works. The default is now to drawNicholas Bishop
using the standard drawing functions. Enabling the "Partial Redraw" item in the sculpt menu will turn on the optimizations which stores unmodified parts of the color buffer and only redraws the polygons that are within the modified area(s). The Partial Redraw option uses the accumulation buffer to store the copy, and unfortunately this is not accelerated on older cards. There are alternatives, e.g. drawing to an auxiliary buffer or downloading the data from the graphics card with glReadPixels, but there's no guarantee that these will run at an acceptable speed on older graphics cards either. For the cards that do accelerate the accumulation buffer (for nvidia cards, I would assume that is at least FX5200 and up, and maybe earlier) it provides a very significant speedup.
2006-12-04Added a bunch of sculpt options to the Sculpt menu; also removed the PvRot ↵Nicholas Bishop
toggle button from the sculpt panel, where it didn't really fit, and put it in the menu instead.
2006-12-03Copy vcols wasnt working me->mcol[a] needs to be me->mcol[a*4]Campbell Barton
2006-12-02Added warning in the multires panel to alert user if they have a modifier ↵Nicholas Bishop
that changes mesh topology enabled, the render level will not have any effect.
2006-11-30Two-in-one commit:Ton Roosendaal
- Proxy Armature: armature layer (visible bones) is now saved in proxy, so on file reload the layer settings are restored - bugreport: disabling subsurf (for view) didn't change the total amounts in header.
2006-11-26Bone names were limited to 24 characters. Changed this to max of 31 to matchSimon Clitherow
vgroups.
2006-11-25Bugfix #5287Ton Roosendaal
When referenced (Library-linked) Mesh was used by a local Object, and the amount of Materials became less in library, Blender crashed!
2006-11-22Upgrades to the UVProject modifier:Ben Batt
- New perspective projection capability. If a camera is used as the projection object, the modifier detects whether to do perspective or orthographic projection based on the camera type. If any other object type is used as the projection object, orthographic projection is used. - Orthographic projection actually works properly now. - The projected UVs are scaled and offset so that the image is centred in the projecting camera's view. - AspX and AspY inputs have been added to control the aspect ratio of the projected UVs. Also: - I have added the Mat4MulVec3Project() function to BLI_arithb.h; this function converts a 3-dimensional vector to homogeneous coordinates (4-dimensional, with the 4th dimension set to 1), multiplies it with the given matrix, then projects it back to 3 dimensions by dividing through with the 4th dimension. This is useful when using projection matrices.
2006-11-20New displacement direction for Displace modifier: "RGB -> XYZ". This meansBen Batt
that vertices will be individually displaced in the X, Y and Z directions by the RGB components of the texture (R affects X, G affects Y, B affects Z). This can be used along with e.g. the colour Clouds texture for a jitter effect.
2006-11-20Patch #5181: Option to use an object to determine the startX&Y in theBen Batt
Wave Modifier This patch allows the option to use an object to determine the wave modifier's start X & Y, it also allows for animated objects giving a moving wave start X & Y. Thanks to Michael Fox for the patch!
2006-11-20Changed the UI of the EdgeSplit modifier, based on broken's feedback fromBen Batt
long ago: - "From Angle" is now "From Edge Angle" - "From Flag" is now "From Marked As Sharp" - The "Split Angle" input is now hidden if "From Edge Angle" is unchecked - Changed tooltips to be (hopefully) more helpful - Rearranged buttons to accommodate longer labels
2006-11-20Added custom vertex/edge/face data for meshes:Brecht Van Lommel
All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-19* Replaced the three X/Y/Z sliders that controlled the texture size in sculptNicholas Bishop
mode with a single slider. (Doesn't seem likely the user is going to want to scale in one axis differently from another.) Additionally, the new slider works correctly in Tile mode in addition to 3D mode. In Tile mode, the slider value is considered pixel units. In the process, found and fixed a few sculptmode bugs * When loading a file that is already in sculptmode, initialize sculptdata as soon as the first sculpt/partial-visibility operation occurs * Bug in the undo_push code; reading from free'd memory
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)
2006-11-161)Ton Roosendaal
Bugfix: Beziers in curve didn't calculate the tilt values correctly for the endpoint and not for all handle types. That way deforming curves didn't extend the tilted deform either. (IRC report by Jahka) 2) If you setup a Proxy for Armatures, the protected bones now have an error pupup for buttons and for some of the tools in 3d window (constraint edit mostly). Also the Bones Panel shows a note when the bone is not editable.
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.
2006-11-12Added custom vertex data support to editmode. Only used for vertex groupsBrecht Van Lommel
now, others can be added later (sticky, shape keys). Beside one small fix for knife exact vertex group interpolation, is intended to work the same as before. Also fixes bug #5200, related to editmode undo and vertex groups. And corrects the editmode to faceselect mode selection conversion, that was broken in a previous commit.
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
2006-11-09Patch #4896, submitted by Juho Vepsäläinen (bebraw):Ken Hughes
Allows "Degr" field in Mesh tools accept negative and positive float values from range [-360, 360].
2006-11-07Modified sculpt/multires UI:Nicholas Bishop
* Changed multires panel's width to the default * Removed floating multires panel * Made multires panel always visible (in EditButtons) * Moved Make/Delete [multires] button into the multires panel * Moved the two sculpt panels into tabs of the multires panel * Removed two extra sculptmode buttons from view header
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.