Commit Graph

10 Commits

Author SHA1 Message Date
Campbell Barton
7f3ce43f04 removed numerious spelling mistakes 2006-06-26 07:54:10 +00:00
Campbell Barton
6cbc64ce52 removed an optimizarion in seeking verts that could cause an eternal loop. 2006-05-10 15:31:11 +00:00
Campbell Barton
63868046f4 boneweight copy-
fixed the "No X Crossing option "Made 0-x verts snap to eachother.

Added mesh_mirror_tool
  This is a tool that makes verts mirror, so that you can use xmirror in editmode and weight painting.
  Have imported a heap of models that are made mirrored but are slightly out of being in the range that blender uses to be mirrored.
  So this means I can make a models verts snap to its mirrored locations.
  Options are Limit, Mode l>R, R>L or Middle, Normal Weigting, only mirror Same edge user count may add support for mirroring vert weights later.
2006-04-21 09:41:58 +00:00
Campbell Barton
92fd18e5c2 Added no x-crossing option, so verts cant select verts to copy from that cross the X-Axis (usefull when copying human figures, and avoiding the inner leg verts from snapping accross to the wrong leg)
also made it display a progress bar.
2006-04-13 04:00:32 +00:00
Campbell Barton
6b6d379b9d Added the option only to update selected verts in the target mesh when copying bone weights.
Good when you need to update a copy with changes to the weights.
2006-04-05 07:10:30 +00:00
Campbell Barton
b6c3f3f352 fixed error in boneweight copy and type in obj export. 2006-04-03 21:48:18 +00:00
Campbell Barton
1919391b24 Fixed small but that was causing an eternal loop. 2006-04-03 20:15:24 +00:00
Campbell Barton
756bad72c4 Sped up quite a bit using zsorting and fast index guessing. so verts can find the closest vert in the other mesh.
from 37.3sec to 8.65 sec on the test I used (human with 24 bones) - 24k verts on the source mesh.
2006-04-02 20:59:02 +00:00
Campbell Barton
218e1927c8 Silly var typo fix. 2006-04-01 19:28:55 +00:00
Campbell Barton
01b827fa6f This script copys vertex groups and weights from 1 weighted mesh, to all unweighted meshes.
It just uses the closest to copy the weights, but this means the meshes need not have the same number of verts.
Worldspace coords are used so the meshes only need to overlap in worldspace.
2006-04-01 15:32:58 +00:00