This patch adds a new compound shape entry to the shape selection
dropdown. It also corrects wrong inertia calculation for convex hulls,
that resulted in strange behavior for small objects.
The compound shape take the collision shapes from its object children
and combines them. This makes it possible to create concave shapes from
primitive shapes. Using this instead of the mesh collision shape is
often many times faster.
Reviewed By: Sergey, Sebastian Parborg
Differential Revision: http://developer.blender.org/D5797
This property adds constraints to the simulation using the initial
location of the vertices, making it behave like a soft body. The
strength of these constraints can be modified with the brush parameter.
This makes some deformation modes more subtle and predictable, making it
possible to use the cloth brush to add surface detail in a more
controllable way without loosing completely the original shape of the
mesh.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7845
it's good to have an option to ' pin' a mode to the brush, to use that mode always, independent of the current viewport selected mode.
{F8723224}
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D8399
81a002
Keeping face attributes connected is now optional.
Keeping UV's connected is useful for organic modeling, but bad for
architectural.
Differential Revision: https://developer.blender.org/D8360
Move the common entries (View and Area) into a static method to be
called from other menus to avoid duplicating the New Collection and ID
Paste operators.
The following nodes work now (although things can still be improved of course):
Particle Birth Event, Praticle Time Step Event, Set Particle Attribute and Execute Condition.
Multiple Set Particle Attribute nodes can be chained using the "Execute" sockets.
They will be executed from left to right.
This operator cleanup any frame that is equal to the previous one. This is very handy when convert a mesh animation to Gpencil and the mesh is static for several frames.
Differential Revision: https://developer.blender.org/D8149
New option that lets users the define the maximum number of fluid particles that will be allowed in the simulation. This can come in handy, for example, to ensure that the particle count will not exceed the hardware capabilities, or to avoid excessive amounts of particles in a scene.
New option that lets users the define the maximum number of fluid particles that will be allowed in the simulation. This can come in handy, for example, to ensure that the particle count will not exceed the hardware capabilities, or to avoid excessive amounts of particles in a scene.
This operator automates the following steps:
1. Create a point cloud object.
2. Create a simulation data block.
3. Add a small particle simulation to the node tree.
4. Add a Simulation modifier to the point cloud object.
5. Reference the particle simulation from the modifier.
You have to go back to frame 1 to start the simulation.
The simulation is not yet cached and cannot be rendered.
The bounding box of the point cloud object is enabled for now,
because otherwise it is hard to select the object.
This adds extra deform modes to the slide mode of the Topology
Slide/Relax brush (both slide and smear are almost identical).
This is useful to move topology to a specific area to add more localized
details
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8349
This allows to use pen pressure modulation in hardness, wet mix, wet
persistence, flow and density, as well as inverting the modulation (more
pressure, less density...). With this, it is possible to create brushes
that mix paint or apply a new color based on the pressure.
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D8267
This matches the change that was done to the bevel modifier so that the
interface for the modifier, the active tool, and the operator are consistent.
This commit extends the refactor to the bmesh implementation too, so
that the parameters in the implementation don't stray too far from what
is exposed.
Tests are adjusted and still pass.
Object sockets work now, but only the new Object Transforms and the
Particle Mesh Emitter node use it. The emitter does not actually
use the mesh surface yet. Instead, new particles are just emitted around
the origin of the object.
Internally, handles to object data blocks are passed around in the network,
instead of raw object pointers. Using handles has a couple of benefits:
* The caller of the function has control over which handles can be resolved
and therefore limit access to specific data. The set of data blocks that
is accessed by a node tree should be known statically. This is necessary
for a proper integration with the dependency graph.
* When the pointer to an object changes (e.g. after restarting Blender),
all handles are still valid.
* When an object is deleted, the handle is invalidated without causing crashes.
* The handle is just an integer that can be stored per particle and can be cached easily.
The mapping between handles and their corresponding data blocks is
stored in the Simulation data block.
There was a weird looking gap between the checkbox and the "Motion Tracking"
label. Plus, the label could not be clicked to change the value, unlike
usually.
Issue is that the row is actually a sub-panel header. The checkbox being drawn
with the draw_header() callback, and the label being added as separate item by
the popover panel code. This adds a hack so the checkbox can add the panel
label itself (the popup drawing skips adding the label then). That addresses
mentioned issues.
Status Bar can show scene statistics, memory usage, version, etc set by context menu. Part two of T75672.
Differential Revision: https://developer.blender.org/D7557
Reviewed by Julian Eisel
The panel looks out of place with the rest of Blender's UI and the
text is cropped. With property split turned on and a few smaller
tweaks these issues are fixed.
| Before | After |
|{F8700181}|{F8700183}|
Differential Revision: https://developer.blender.org/D8322
Only the delete shortcut applies here, although the move up and down
operators can optionally be assigned in the keymap.
See rB1fa40c9f8a81 for more details and rB5d2005cbb54b for the
grease pencil modifier panel implementation, which is the same.
Some refactoring of the constraint delete operator was necessary,
including adding an invoke function.
Differential Revision: https://developer.blender.org/D8238