Age | Commit message (Collapse) | Author |
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one byte more for the align menu string 0 terminator.
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Edit Bone and Pose Bone can now be used as transform orientations
Also fix a bug with CTO comming from non-uniformally scaled meshes.
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Normal orientation for editbones (was previously missing)
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rotate about active mixed with normal did not work as it did in 2.45, where the active edge could be used
as a rotation
axis (this is quite useful)
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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Bugfix:
Fix for "Use pupmenu menu to select align orientation. Faster workflow than always having to change the current transform orientation beforehand."
memory corruption... (theeth ? )
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Use pupmenu menu to select align orientation. Faster workflow than always having to change the current transform orientation beforehand.
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Bring back multivert normal average for the normal manipulator/orientation.
When selecting more than three vertice, the averaged normal of all selected is used to get orientation Z-axis.
NOTE: This is only applicable when NO faces are selected, otherwise it uses the averaged normal of the faces (excluding vertice that aren't part of a face). This is not new behavior
CHANGES FROM 2.45: Selecting 2 or 3 vertice doesn't use normal averaging but uses virtual edge and face orientations instead.
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When doing normal orientations from three vertices, if there's a full edge selected, use that to define the tangent (more logical).
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Merge Normal orientation calculations with Custom Orientations, to make it work the same all accross the table:
- One or more faces: use average face normal (first edge of faces define tangent)
- One edge: use edge itself as normal (vertex normals define tangent)
- One vertex: use vertex normal (tangent is perpendicular to normal and z-axis)
- Two vertices => edge orientation
- Two vertices => face orientation
*I tested quite a bit but please report any bugs this might have caused.*
ADDED FILE WARNING: source/blender/src/transform_orientations.c
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