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2005-07-27Cleanup & goodies for rigging geeks! :)Ton Roosendaal
- PoseMode: Wkey menu, "Flip Left/Right Names". On selected bones, it flips the L/R tags in names, and calls the proper code to rename everything that's related (constraint targets, bone-childs, etc). - PoseMode: Shift+S snapmenu: snap cursor to selected now works - Outliner: select bones now correctly sets 'active' flag for bones, updating the UI as well. Also made sure you cannot select hidden bones in outliner. - 3DWindow: in PoseMode/EditMode draws name of active Bone too (with user option "Draw active object name" set. - Added the new Armature/PoseMode options in View3D pulldowns. Cleanup: - moved Pose code from editaction.c to poseobject.c - removed BSE_editaction.h and BSE_editaction_types.h, moved contents of it to BIF_editaction.h. One include per C file should be fine. :) I know the src/ structure would require more elaborated includes, but we don't have that now...
2005-07-24- Armature editmode now supports lasso. Please be aware that in editmode,Ton Roosendaal
armatures actually only consists of points, flushing bone selection based on points that are selected. Renamed the "Lines" drawmode for bones to "Sticks". Thanks Basse! :) - Fix; crash in selecting in editmode armature (commit 1 hour ago) - Fix; in editmode, bones didn't transform (same commit) - Fix; in drawmode "Sticks", names could go weird in editmode (commit two days ago)
2005-07-23Killed silly modal PoseMode mode! :)Ton Roosendaal
- PoseMode now is a state Armature Objects can be in. So, while in PoseMode for an Armature, you can just select another Object or Armature. - The old PoseMode options (transform, insert keys etc) are accessible with making the Armature Object 'active' (and have object in PoseMode). - At this moment no multiple Poses can be transformed/edited at the same time. - The old hotkey CTRL+TAB, and view3d header menu, still work to set an Object's PoseMode It was quite a lot recode, so tests & reports are welcome. Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using only the line between root and tip of the Bone.
2005-07-22Error in drawing of new armature options;Ton Roosendaal
bglPolygonOffset(0) was accidentally called without it being set before, causing window matrix to go weird. :)
2005-07-22New drawmode for the Armature geeks!Ton Roosendaal
It was noticed that Bones dont perform well in 'xray' drawing, for that purpose a very minimal style would serve best. This new option "Line" draws a solid line with bitmap circles in endings. http://www.blender.org/cms/Armature_draw_modes.629.0.html Or temporal pics: http://www.blender.org/bf/rt1.jpg http://www.blender.org/bf/rt.jpg
2005-07-17Three fixes, thanks to irc reporting of Basse & Sten;Ton Roosendaal
- Bone points for B-Bone drawing were not adjusted for size of Bone, now they draw same size as for other bone type - Deleting bones in editmode didn't check for constraints in Pose, causing weird collapsed poses or even crashes - ALT+S scaling on B-Bones in editmode didn't correct for the Object scale.
2005-07-17Wire selecting in Armature editmode accidentally broke. :)Ton Roosendaal
2005-07-16More armature goodies;Ton Roosendaal
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.
2005-07-14Armatures now draw bone names over solid.Ton Roosendaal
(commit of initrender.c is just an added comment)
2005-07-14New:Ton Roosendaal
- XRAY draw for armatures now is generic "Draw Extra" option for any Object type. This feature just moves drawing to the end, after clearing the zbuffer again. - Solid draw mode now displays materials with Alpha, with the new "Draw extra" option "Transp" set. This also moves drawing transparent to the end, but it doesn't sort the transparent faces. Still looks OK. Note: this is not enabled in mesh editmode. Here all the fancy extra drawing just makes it nearly impossible to do OK. - Re-ordered Object Buttons -> "Draw" panel Fixes: - do_versions had check for the UserDef in it (new ogl texture cache). that can't be there, should be in usiblender.c (stupid exception). - same error caused reading older files to not always fix version changes on armatures (commit yesterday). - Outline select drawing happened also on picking-select draw, needless slowdown.
2005-07-13Armature "XRay mode" now draws nicely with solid too. For it to work, ITon Roosendaal
had to add a new feature to the 3d window, to collect "after draw" objects, which get drawn as last, after a clear of the zbuffer. Same method can be used for nice OpenGL transparent draw, the system is ready for it, do that later. The huge commit is caused by cleaning up globals from struct Global. Many variables were unused or just not needed anymore. Did that to move the ugly G.zbuf to where it belongs, in the View3D space struct. :)
2005-07-12Two little bugskis;Ton Roosendaal
- Solid armature drawing didn't do well for negative scaled armatures - Layer Ipos were not evaluated for invisible objects (there goes another exception bypassing dependency...!)
2005-07-12ACK! Forgot to add the new drawarmature.c file. :)Ton Roosendaal