This commit ports Hue Saturation Value node to the material node system.
Unlike in composite version, each value is an input. Composite node version
will be updated later to use the same scheme.
for shading if their 'visibility factor' is below 0.001. This
gives no perceptible visual difference in my tests, but can
significantly speed up shading when using lots of omni lights
with quad falloff over a large area. Since quad lamps never
actually fall off to 0, previously every lamp would be considered
for shading each pixel, even if such lamps had a tiny falloff
distance, and were miles away.
However meshes that use an armature cant use object animation.
faster exporting for non modifier applied, armature meshes (transform all verts using wrapped C func)
* made name string cleaning function allow chars ,.()[]{} in fbx model names
* clamped export lamp intensity to 200
* each mesh only links to the image-textures it uses. (before it linked to ALL textures)
* added support for AllSame mapping, this means when a material or texture only uses one, a single mapping index can be given rather then a big list with the same value in it.
* improved material and texture mapping method
Submitted by: David Bryant
This patch adds 2 new drawtypes for empties (circle draws a 2d-circle on the x-z plane, and cube draws a regular cube), and allows empties to be used as custom bone shapes.
I've modified the patch a bit to fix up weird formatting, optimising the circle-drawing method, but the cube-drawing function has been maintained. In the process, I also moved the mesh-specific code in draw_object_instance to draw_object_mesh_instance so that empties can be used by whatever else might use draw_object_instance too.
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- In textured drawmode it now draws the texture, with solid mode lighting.
- UVs and vertex colors for subsurf are not computed incremental yet, so
editing in textured drawmode then may not be as fast as the other modes.
Implementation Notes:
- Added textured drawing functions to the editmesh and subsurf derivedmeshes.
- Removed some unused, legacy subsurf code that directly used Mesh.
- Restructured texture drawing a bit to make it more clear and allow for
editmode drawing.
(Peach feature request)
* material indicies were incorrectly exported
* export object materials using colbits
* scaled armatures would scale bones twice
* scenes with no world would raise an error
Additions
* added options for global scaling and rotating, defaults will load correctly in MotionBuilder
* modifiers can be applied to skinned meshes, the armatures are set to their rest positions for python to get the un-deformed mesh. This makes exporting a mesh with subsurf and armature applied work as expected.
* meshes with parent bones are exported as weighted meshes.
* use lamp modes for cast light and cast shadow FBX settings.
* batch exporter, scenes or groups can be exporter to a file each.
* help button to load the wiki exporter page.
replacing PyWeakref_NewProxy with PyWeakref_NewRef fixes this problem.
list(bpy.data.armatures) # would mess up weakrefs
[arm for arm in bpy.data.armatures] # didnt.
The "Strands" settings is a BlockBut and never return B_MATPRV like the others buttons, because of this,
never call BIF_preview_changed.
It's posible two fix for this:
1) make all the buttons into the "Strands" panel return B_MATPRV (this modify the "work mode" of the panel)
2) Add a call to BIF_preview_changed to the end of strands_menu function (as do_matbuts).
The problem with the first options, is that the panel "close" when you press/release some of the buttons, so
to preserve the current "work mode" of the panel, i choose the second option.
data = arm_ob.data
bones = arm_ob.data.bones.values()
Fixed by returning existing armatures if they exist in the weakref list. tested with FBX and BVH support.
* added a user interface
* added support for exporting multiple actions as FBX's 'Takes'
* added support for one armature effecting multiple meshes
* added support for multiple armatures (bone names wont have namespace collisions)
* Grouped Up/Down buttons in constraint panel headers, and fixed their tooltips
* Removed unused variable from action editor code
* Minor formatting in constraint.c
This crash only occurred when the RigidBody constraint was used, and the toObject field was set to an armature, as the RigidBody constraint doesn't use subtargets.
This commit adds autocompletion and "red alert" feature to text input
fields (UV and VCol) of the Geometry material input node. The functionality
is similar to one found in UV part of the "Map Input" panel found in Material
buttons context of the Buttons Window.
Just a quickie feature I needed here at work- the previous linear
interpolation of tilt in curves can give nasty pinching problems
when trying to do flowing curves like a ribbon. This commit lets
you choose the interpolation type, between Linear, Cardinal, and
BSpline. The code was already set up for it pretty easily, mainly
needed to make the choice visible to the user.
Example:
http://mke3.net/blender/devel/etc/tilt_interp_types.png
Works on selected curve 'lines', menu in 'curve tools' panel in
edit mode.