- Jean-Michel Soler updated the svg to obj module used by Paths
Importer (thanks!)
- user request: added option to control whether user prefers per face
(uv face select "TwoSided" toggle) or per mesh ("Double Sided") single /
double face info in ac3d exporter.
BPY:
- Blender_ShowHelp() was now crashing Blender when called for the
second time, due to EXPP_dict_set_item_str decrementing the reference
count of an object passed as argument to Blender_ShowHelp() (so not
owned by that function).
Help->System->Benchmark (the Tkey benchmark) returned timings even if
user cancelled the pupmenu. Was just missing a check
for -1 in toets.c -- wonder how old this one was... Reported by Wim Van
Hoydonck.
Scripts:
- Updated Jean-Michel's hotkeys script for Blender 2.42.
- Followed Pieter Visser's suggestion and added version info to the menu
names of the older collada scripts (v1.3.1).
Thanks guys!
Note for builders: nevermind if you already compiled 2.42RC1, these
updates are not critical at all and can be left for the release or RC2.
* replaced foobar==[]: with if foobar: - no reason to make empty lists for comparison.
* Would raise an error is importing a mesh with a blender that had objects in more then 1 scene.
* sped up some of the XML reading functions.
Added remove doubles as a keyword option,
Fixed Triangulate (need to select the faces first)
Fixed boundry weighting (defaults reduced boundries first more then
non boundry verts!)
Made face area weighting give better results.
Workaround for a problem where badly predicted positions are further then half the edge length, on these cases just collapse to the weighted middle of teh edge.
Added docs for "PolyReduce" (Uses BPyMesh_Redux) and WIP Docs for AutoTex Layout.
http://mediawiki.blender.org/index.php/Manual/PartXIII/Modelling_Scripts
for export depending on whether the object containing the data has
modifiers or not. For an object without modifiers, things are nice since
the mesh can be properly instanced and reused. For an object with
modifiers there are problems, since a new Mesh has to be created,
akin to doing an Alt-C on the mesh, and we end up using more memory
after the use of the script than we used beforehand. (I wonder if
I would be better off porting the thing to C.)
This script makes a new image from the used areas of all the images mapped to the selected mesh objects.
Image are packed into 1 new image that is assigned to the original faces.
This is usefull for game models where 1 image is faster then many, and saves the labour of manual texture layout in an image editor.
- Realy needs an image example to see why this is usefull.
* a misuse of the Mesh module meant that I kept creating new
meshes each time the script was run;
* the commas in the vertex color export looked weird.
Changes include, but may not be limited to:
* Support for meshes with multiple materials/face images
* Mode modular design that more closely reflects Blender's
internal workings
* Position, scale, and orientations are now exclusively dealt
with in Transform nodes, making the math more unified and
way easier to understand.
* vertex colors either written when mesh has SHARED_COL
face property, or when mesh has vertex colors and
first material with VCOL_PAINT (a little crufty, but
maybe will try a better way later)
* Support for debugging output to the console by setting
the 'rt' button to 42 (for mild verbosity) or 43 (for more
verbosity)
* Potentially long lists like vertex coordinates, face indices,
etc. are now unindented (why potentially waste thousands of
tab characters?)
* All lines in the script are under 79 characters (as per the
python style guide).
A major revision will usually beget major bugs, so
please test, test, test to make sure I haven't broken your favorite
feature in this script! (I've done a number of tests loading
output into the Bitmanagement viewer and into 3DSMax.)
~20% faster and memory saved by re-using the face and edge lists and their classes each pass rather then __init__'ing new ones.
Stupid mistake- was only collapsing edges with UV's
Added support for "Weighted Collapse" Before an edge could only collapse into its middle,
Now the edge collapses into a point bias'd by the 2 verts Concave/Convec "Pointyness" value as well as boundry weighting.
This works much better for boundry verts. - UV's Vcols and Weights are correctly interpolated into the new location.
Added a tool in the mesh menu for accessing the poly reduction tool.
fixed some bugs in BPyMesh_redux, tweaked to work well for test cases. much better use of error levels for edge weighting. better collapsing to the desired target. triangulates before reduction be default now.
* Much improved, slower edge collapse weighting method that makes this script about 2.5x slower, but brings it up to the quality of qslim (lightwave's decimator), without the manifold' errors.
Probably worth adding a UI front end to this function.
You can grag the keyframes around from anywhere in the animation.
Keyframe dragging would be less of a hack if we could do an event handeler and a redraw space handeler in 1.
This kind of functionality could be nice to see in Blender.