The up/down triangle icon for menus was not drawing when a menu had
an icon; even though space was reserved there. Note: this can only
work now with removing the ugly "down triangle" icon from buttons like
next to the Material list box (button pops up menu with tools).
Looks nicer this way anyway.
* The operator creates bones for each input edge (does not subdivide
them like the skin operator does), adds a fake root bone for skin
roots with multiple children.
* The operator adds vertex weight groups to the original mesh.
* Make copy_object_transform() public, used to match the armature
object to the mesh object.
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
Implementation based in part off the paper "B-Mesh: A Fast Modeling
System for Base Meshes of 3D Articulated Shapes" (Zhongping Ji,
Ligang Liu, Yigang Wang)
Note that to avoid confusion with Blender's BMesh data structure,
this tool is renamed as the Skin modifier.
The B-Mesh paper is current available here:
http://www.math.zju.edu.cn/ligangliu/CAGD/Projects/BMesh/
The main missing features in this code compared to the paper are:
* No mesh evolution. The paper suggests iteratively subsurfing the
skin output and adapting the output to better conform with the
spheres of influence surrounding each vertex.
* No mesh fairing. The paper suggests re-aligning output edges to
follow principal mesh curvatures.
* No auxiliary balls. These would serve to influence mesh
evolution, which as noted above is not implemented.
The code also adds some features not present in the paper:
* Loops in the input edge graph.
* Concave surfaces around branch nodes. The paper does not discuss
how to handle non-convex regions; this code adds a number of
cleanup operations to handle many (though not all) of these
cases.
/* Return the index of the edge vert that is not equal to 'v'. If
* neither edge vertex is equal to 'v', returns -1. */
int BKE_mesh_edge_other_vert(const struct MEdge *e, int v);
worth noticing is that the example in bpy.types.Mesh is wrong too (Mesh type does not have an uv element)
but I would prefer someone more familiar with bmesh to take a look at those
For an detailed user-level description of new features see the following blogpost:
http://code.blender.org/index.php/2012/05/node-editing-tweaks/
TL;DR:
* Frame node gets more usable bounding-box behavior
* Node resizing has helpful mouse cursor indicators and works on all borders
* Node selection/active colors are themeable independently
* Customizable background colors for nodes (useful for frames visual
distinction).
calculated, now the final result is also updated in the image space
* default texture size when not connected to any resolution depended
operation defaults to render size
Now it works in the same way as non-tiles node in cases when image's
resolution is not equal to resolution used for calibration.
Also add some additional checks for distortion cache, so now it should
be updating properly when camera intrinsics are changing.
Potentially added support of overscan, but currently all needed computation
is commented out.
Note: the problem of sockets translation remains (for all node types), currently they are unavailable from RNA, hence not detected by i18n tools, so only solution is to add N_() in all node sockets templates… yuck! Really have to fix this.
Issue was caused by wrong calculation of grid coordinates when switching
from low resolution mesh to high resolution mesh. Somehow was affected only
for face U or V equals to 1.0f.
Checked fix using all test files used during initial implementation of
multires baker and tested sample file from bug/ Seems everything is OK.
Averages input samples to make the brush stroke smoother. Only mouse
location is averaged right now, not pressure/tilt/etc.
The DNA is in struct Paint.num_input_samples, RNA is
Paint.input_samples. In combination with PaintStroke usage this change
applies to sculpt, vpaint, and wpaint.
The range of useful values varies quite a bit depending on input
device; mouse needs higher values to match tablet pen, so set max
samples pretty high (64).
Release note section:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Sculpting#Input_Stroke_Averaging
quite problematic in button layout
* Added first column with labels
* increased max size of node
* moved the start/end midtones to the bottom of the node