mirror modifier and the clipping option now preserves verts on the
plane(s) of symmetry (i.e., those verts are smoothed, then projected
back to the plane(s) of symmetry).
and viscosity, an example can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/fluid_timeanim.mpg
- for simulation time animation the time IPO of the object is currently used,
for all three there should probably be new ipos in the fluidsim struct
- started the API in elbeem.cpp, to get rid of parser & export
via HD (it's not yet used)
replace the original one. so modifiers now work with them
(apply modifier, or edit mode still work on original mesh).
this should fix the three fluidsim bugs in the tracker.
- fixed stupid makesdna problem (writing "char string[160+80]" isnt
a good idea :)
- changed GUI a bit, now displays an estimate of the required memory,
there's still a problem with redrawing (currently relies on a call
to the derived mesh generation)
- the fluidsim struct changed to store the bounding box,
and the current loaded surface mesh
- temporary simulation files are now removed if env. var.
BLENDER_DELETEELBEEMFILES is not set or zero
- fluidsimSettingsFree now gets properly called when freeing an object
To enable dynamic tiff support.
I had to fix some of the logic in the fileselect box for icons,
I also expanded the patch to look in various default locations for
a dynamic libtiff.so/libtiff.dll
and look at the env variable BF_TIFF_LIB if it can't find it automatically.
If unable to load the library it prints a message about setting BF_TIFF_LIB
to the console.
I haven't been able to test it on a lot of platforms but hopefully it
will just work ;) I added the files to scons but have not had a chance to
test that as well.
Kent
set whilst the actual time was 1 frame after the strip. Appeared to be
a rounding error that didnt show in OSX.
Previously I added a threshold, to make sure strips are included when the
current frame is exactly on the end. That threshold now is smaller, and
I also made the fmod() to be done only on repeating strips.
a key in action window.
- Found bad constructed loop, it was redrawing and recalculating things
even when key didnt move
- Depsgraph should also recalc object itself
Same code appeared in NLA editor, both fixed.
has no camera, and current project has camera view.
Found out the new camera decoration code needs prevention from reading
data from non-camera objects too.
This is a combined effort from Jens, Ton who finished the code here on my machine, and myself putting in the little menu toggle and committing :).
Turn it on and off in the UV/Image window menu UVs -> LSCM Live Transform. It recalculates the LSCM within the transform loop when you're transforming pinned vertices, so it gives realtime feedback - a real time saver! Note: this is much more powerful than proportional edit, since it's properly calculating LSCM using the correct edge angles, etc.
I recorded a quicky demo video here: http://orange.blender.org/wp-content/themes/orange/images/media/lscm_live.mov (quicktime animation codec)
Ancient issue with Image bumpmap & orientation... this report was about
UV textures, which flipped bump direction when UV coordinates rotate.
So... time to dive deeper into it, and I found a very bad old construction
in the way image textures handled bump normals. Instead of using the
correct dx,dy vectors it was calculating the boundbox for it, and applied
it as such (loosing negative direction for the dx or dy that way).
Anyhoo! To make a long story short; the weird "correct Nor Map" option
now can be removed... but requires careful testing!
Here's renders from file I got from env, 239 means old and 240 is this cvs.
http://www.blender.org/bf/dino239.jpghttp://www.blender.org/bf/dino240.jpghttp://www.blender.org/bf/dino239a.jpghttp://www.blender.org/bf/dino240a.jpg
Note the much finer detail, and the more consistant normals direction.
No, go render testing dudes!
still drawing all (zero sized) particles with "disp" option set to <100.
Fast graphics card show the issue less evident, but especially with a
giant amount of particles (100k) very much noticable. Thanks!
Too strict checking in depsgraph code missed a dependency case; this
specifically when objects have own motion (ipo) and are being deformed
by a parent.
This worked, unless the parent also had own motion (ipo or constraint)...
Also: the DAG_add_relation() added multiple relationships for object pairs,
now they "Or" the relationship description flag. Makes it a tad faster
again :)
Object duplicators didn't draw when not selected. Was one 'else' to many in
the code!
Also noticed that duplicators couldn't be transformed when they have Ipos,
was an improper call to do_ipo in duplicator code... also made sure the
transformation info in the object is stored/restored before duplicating.
Using Proportional edit on a Lattice with option "Outside" crashed.
Was caused by not checking for the hide flag while counting amount
of transformed elements in Lattice.
When using 'protection flags' for XYZ rotations, inserting keys in
Poses resulted in wrong interpolations (doing -270 degrees instead of
+90 for example). This caused by converting quaternion to euler and
back...
Solved it by correcting the quaternion in the end for the rotation
sign of the original quaternion.
NOTE: Pose animators should be aware that inserting rotations keys of
180 degrees or larger will still make the key rotate along the shortest
path.
Extrude faces assigned arbitrary colors to the new faces when an edge
shared 2 faces with different colors. Now only assigns colors for the
selected faces.
a good revision :)
This now cycles through all number/text buttons in a Panel. At the moment
it skips buttons with tab completion (object names, bones, constraints)
Press SHIFT+TAB to cycle backwards (any modifier will do btw).