Age | Commit message (Collapse) | Author |
|
|
|
|
|
silently.
|
|
and also makes existing calls more obvious.
also corrected some error reports.
|
|
thanks to Nicholas Bishop for finding the cause of the problem.
don't tesselate on load, this means me->mface will be NULL by default.
we may need to have this set if existing uses of this array are not resolved before release - so add a define USE_TESSFACE_DEFAULT, to change this easily.
this is a rather indirect fix - need to take care here.
|
|
|
|
|
|
scanfill memory on exit.
|
|
- copy & rename EditMesh stricts for use with scanfill (remove unused members)
|
|
* Remove Doubles was missing the info how many vertices were removed, added that back.
|
|
|
|
------
New: Child particles are used as emitter.
Based on the patch #30013 by Kai Kostack. Thank you!
Please do test this code!
|
|
|
|
|
|
differences)
|
|
|
|
On collada import a -1 layer_index from CustomData_get_layer_index (CD_MTFACE) was used.
This then managed to overwrite last mface's data with uv-set's name so at least it gave a clue where to look for :]
|
|
tessface's
|
|
|
|
|
|
* New armature_mat_bone_to_pose, which is just the reverse of armature_mat_pose_to_bone (currently used by armature evaluation code only, but might be used by constraints space conversion code too, see note below).
* Found another place where another (a bit erroneous) pose_to_bone code existed (apply_targetless_ik(), in transform_conversion.c, used by "auto ik" option), replaced it by a call to armature_mat_pose_to_bone.
Notes:
* All those changes leave many #if 0 commented code, I will remove those in a few weeks.
* There is at least one other place where generic armature_mat_(pose_to_bone/bone_to_pose) functions should be usable: the space conversion function of constraints (constraint_mat_convertspace(), in BKE's constraint.c), but here I have some problems (old code is also somewhat erroneous, but using new one makes old rigs using bone space constraints wrong, e.g. sintel one, and it’s just impossible to make conversion code...). So I'll wait and investigate more for this one.
|
|
updating after proxy building is finished.
|
|
which made it using default quality settings which are really bad for camera
tracking (and perhaps for CSE too).
haven't found Jpeg quality setting for FFmpeg which will behave in the same way
as quality setting for image sequence, but seems that mapping image quality
from 1..100 UI range to 31..1 range of qmin/qmax gives expected result.
--
svn merge -r44228:44230 ^/branches/soc-2011-tomato
|
|
|
|
|
|
|
|
really fixing the bigger problems but the error did show up baddly as an artifact.
|
|
|
|
without this each face would get a solid color, this is the same method used in object mode.
also copy BLI_array.h fix from bmesh branch.
|
|
also remove some unused code.
|
|
|
|
removed these and replaced them with calls to BM_vert_at_index, BM_edge_at_index - which are not ideal but same as trunk does.
|
|
- SceneExporter collects a list of child-objects for armature-object and passes it onto ArmatureExporter
- SceneExporter's writeNodes is then called from ArmatureExporter for matching child-objects for bone.
- ArmatureExporter removes written child-objects from list, objects not exported as being bone parented are exported as direct children of the armature-node.
- Should play nice with current Second Life-compatibility.
A nicer implementation would require some design changes, will have to wait.
|
|
|
|
which made it using default quality settings which are really bad for camera
tracking (and perhaps for CSE too).
haven't found Jpeg quality setting for FFmpeg which will behave in the same way
as quality setting for image sequence, but seems that mapping image quality
from 1..100 UI range to 31..1 range of qmin/qmax gives expected result.
|
|
- Collecting joints/weights in one place, it's easier to exclude zero weights or vertexgroups with no matching bone than trying to match same logic in multiple places.
- Still not exporting -1 joints for vertices without weights, but also not outputting -1 joint + weight for each vertexgroup without a matching bone.
- The exported weights are now normalized.
Last I tested this patch stopped 3ds Max crashing on import of file from #29465 (opencollada / internal .dae).
|
|
|
|
ob->parent is NULL
|
|
was because the canvas display area was initialized on render frame 1, which happens after logic frame 1. Fixed in blender and player by initializing the area on canvas creation.
|
|
- use SMOOTH flag for edges (removed sharp flag and inverted), gives us an extra flag slot available.
- rename BM_edge_is_nonmanifold --> BM_edge_is_manifold and invert result, BM_vert_is_nonmanifold too.
|
|
Fix skeletal animation import for <rotation>, <scale> and <translate> transform types.
Tested for correctness visually using Seymouranim2.dae from http://collada.org/owl and animated creatures from DKGamesModels folder (from private section of the same site). The results match the results in FXComposer-2.5.
Since this is a fix towards correct reading of collada, it shouldn't break existing compatibility with Second Life.
|
|
|
|
|
|
|
|
added later if we need but isnt really apart of bmesh specifically.
|
|
|
|
- Rest of changes to make XDND switch-off-able: link against extern_xdnd only
if XDND is enabled
|
|
|
|
|
|
made some small edits
- removed changes to AVI reading since the data types are apart of the format spec.
- absf -> abs for a double value in render code.
|