This is a addtion to the dynamic fly mode.
It behaves as the first person navigation system available in most 3d world games nowadays.
You can alternate between the old mode (Fly) and the new mode (Walk) in User Preferences > Inputs
Manual:
-------
http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#View_Navigationhttp://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View/Navigation_Modes
Shortcuts:
----------
WASD (hold) - Move forward/backward and straft left/right
QE (hold) - Move up and down
Tab - Alternate between Walk and Fly modes
Shift (hold) - Speed up movement
Alt (hold) - Slow down movement
Space or MMB - Teleport
V - Jump
+/- or mouse wheel - speed increase/decrease speed for this Blender session
User Preferences Options:
-------------------------
Navigation Mode - fly/walk navigation systems (fly is the old, walk is the new, next options are for walk mode only)
Gravity - alternate between free navigation and walk with gravity modes
Mouse Sensitivity - sensitivity factor to mouse influence to look around
Teleport Duration - how long the teleport lasts
Camera Height - camera height to use in gravity mode
Jump Height - maximum jump speed in m/s
Move Speed - base move speed in m/s
Boost Factor - multiplication factor when running or going slow (1/boost)
Development Notes:
------------------
* The initial code was based on view3d_fly.c.
* The NDoF code was not touched, so it most likely is not working.
Pending Issues:
---------------
* Draw in the UI the shortcut options, and current values (e.g., Mode: Fly/Walk)
(we need a proper API for that)
* OSX seems to present issues if we re-center the mouse every time. We implemented a workaround for that, but a real fix would be welcome.
Code reviewed and with collaborations from Campbell Barton - @campbellbarton
Differential Revision: http://developer.blender.org/D30
Summary:
Now it's possible to assign an image to plane tracks
in clip editor. This image is only used for display
in clip editor and this image is being warped into
the plane track rectangle.
Main purpose of this is to get early feedback about
how good image warping matches the footage, before
clip goes to the compositor.
Pretty much straightforward change: just compute
homography from undeformed normalized frame corner
coordinates (unity square) to plane marker corners
and apply this matrix to opengl stack.
Still could improve behavior when perspective
plane transform is degenerate, but that's not so
much critical for now i'd say.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: sebastian_k
Differential Revision: http://developer.blender.org/D57
- When existing faces are available use their UV values
- When no faces are connected to an edge - generate UV's
Also add option to stretch U/V to bounds.
This allows you to choose between subdivide edges, collapse and both. Being able to
only collapse edges can be useful to simplify meshes with accidentally introducing
more detail.
Reviewed By: psy-fi, carter2422
Differential Revision: http://developer.blender.org/D15
For now this provides the following outputs:
- Color
- Light Vector
- Distance
- Shadow
- Visibility Factor
Note: Color output is multiplied by the lamp energy. Multiplication of
color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor
produces the exact same result as the Lambert shader.
Many thanks to Brecht for code review and discussion!
It was proken in rB41a90077608898accebd08653d064fe309325a17.
Again, plase NEVER use neither `git add .` nor `git commit .`
and use -a command line argument instead.
And NEVER push changes to blender.git BEFORE pushing changes
to submodules.
Notes:
* Did not touch to addons, that's up to the authors. ;)
* Did not removed any "name" field below lists. We might want to do this in some cases (less UI clutter), but probably not always, so will let maintainers of the related areas decide here.
commit b8b7180760b7c57f15b9930c29207febcf5fefb3
Author: Bastien Montagne <montagne29@wanadoo.fr>
Date: Thu Nov 21 16:31:16 2013 +0100
Code cleanup: replace "LISTLABEL" button type by an "UI_BUT_LIST_ITEM" button flag.
Summary:
Rationals:
I) I was never that happy to have a full button type just to set custom colors to labels inside listitems!
II) If we use (as planned) TEX buttons instead of labels to allow listitems click-rename, I'd like to be able to use listitems' theme color here as well, much easier witha flag than adding yet another button type!
Note: related to D8
Reviewers: brecht
Differential Revision: http://developer.blender.org/D25
* Remove Stars feature. This was a quite minimalistic feature and there are
better alternatives with more control (particles for example).
Removal discussed during BCon13 developer meeting and already years before, time to do it..
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D17
* Can optionally warp a segment (sets min/max default so it acts as old warp did).
* Can rotate the warp axis (old warp tool was limited to horizontal).
Pretty much likely happened because of arc utility included this
changes by accident and there were local commits in a local tree.
Not sure about how to prevent this from happening yet, just be
careful for now.
* Remove "Edge" post processing effect and the corresponding render layer.
Since we have freestyle, this is not needed anymore and was a very simple effect anyway (Zbuffer filter effect, could be added to the compositor if really needed again).
Reviewed By: brecht, ton
Differential Revision: http://developer.blender.org/D14
directory if name was not fully matched
When hitting tab to complete a directory name in the filepath field in the
filebrowser Blender shows a "create new directory?" popup, if the beginning
of directory name typed in the field matches many entries. For example if you
have directories in the open directory called "test123" and "test456", typing
"te", tab would complete up to "test", but ask to create a new folder with the
name "test".
This patch unsets the boolean storing the info about changing filepath if the
folder with the completed name does not exist.
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D10
Summary:
Before this adding Surface type of force field and removing
this field would leave Surface modifier alive in the stack.
This might be really misleading and annoying.
Now removing force field will ensure no modifiers needed for
it are remained in the stack.
This also fixes missing notifier to redraw modifier stack
when changing force field type.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D13
This was more a missing feature then a bug, the modifier never handled
existing faces however with ngons its possible to get more useful
results. Also order edges from the faces (if available),
gives control over the face-winding-direction.
* Update readme for 2.70 (content + links), also updates for new tracker/git.
* Fix some links to the new blender.org website
* Release logs now point directly to the wiki, I don't see a reason to point to the website, just to redirect to the wiki after all.
Summary:
Old idea with changes since previous release tag
didn't work good enough. In most of the cases tag
was done in a branch hence not actually reachable
from the master branch.
Now change since release is gone, and date of
the latest commit is used instead.
The date is displayed in format YYYY-MM-DD HH:mm
in the splash.
New bpy.app fields:
- build_commit_timestamp is an unix timestamp of
the commit blender was build from.
- build_commit_date is a date of that commit.
- build_commit_time is a time of that commit.
Reviewers: campbellbarton
Differential Revision: http://developer.blender.org/D5
Uses relative paths to repositories, so this is expected
to work fine for any protocol we support (git, ssh and http).
Uses ignore=all for all the submodules, so updating them
to latest remote hash does not tags blender repository
as changes. But it is still possible to make changes to
submodules and commit them from their path.
* Removed audio-only options from ffmpeg render settings (added some versionning code too)!
* Moved the Mixdon button from the Scene->Audio pannel to the Render->Render panel.