Ton Roosendaal 2006/11/01 13:44:04 CET
- Removed obsolete IRIZ image support from menus.
This was a Blender-only versión of SGI Iris images, used internally in
the nineties because it was the only format supporting Z easily
A much better Z exporting - and industry compliant - is via OpenEXR
- Scene strips in Sequencer now get Z buffers as well. This is only in
float format, containing actual distances from the camera.
Ton Roosendaal 2006/11/01 14:50:42 CET
Patch #5099 by Joshua Leung (aligorith)
This allows to select parent bones in PoseMode and EditMode. Hotkey: P.
Ton Roosendaal 2006/11/01 15:29:06 CET
Plumiferos request: Added button in Armature options panel to set custom
bone drawing on/off. Is default on.
Ton Roosendaal 2006/11/01 16:33:45 CET
Patch #4848, Joshua Leung
NLA Strip "Mute" option, to temporally disable a strip. Option only in
Properties panel still, should be in menus and hotkey.
Ton Roosendaal 2006/11/02 11:13:01 CET
If you rename a Constraint, the used Constraint Channels (Ipo curves) were
not renamed as well, making animations not worque anymore.
Now renaming works up to this level:
- own object constraints
- own object Action constraints
This is identical to Bone renaming. Note that other actions (like in NLA)
are not corrected for renaming. Have to look at ways to provide that once.
Ton Roosendaal 2006/11/02 11:30:35 CET
Compositor: added a fixed (frame # based) seed in random, to ensure the
Texture node will give different results per frame.
Campbell Barton 2006/11/02 18:42:30 CET
added batch import bak in - Hold shift as you clik import
Ton Roosendaal 2006/11/03 09:40:18 CET
Fix for new Action Modifier: when a Action strip exactly ends where another
strip begins, the deformation was applied twice.
Strip blending for modifiers has to be implemented still...
Campbell Barton 2006/11/03 21:04:56 CET
added Jiri as a contributer to the obj importer
Added a new script - 'Dump All Images to Path'
This script copies all the images used by 1 blend to a spesified path and references the new images from Blender
Usefull for moving projects between computers or when you reference many images. naming collisions and múltiple images using the same image path are delt with properly only creating new image names when needed.
Blender images will reference the newly copied files - So be mindfull when you save your blend after running the script.
Notes, images with the path "Untitled will be ignored"
Image path collisions are managed by enumerating the path names so images will never be overwritten at the target path.
Ton Roosendaal 2006/11/04 11:09:05 CET
Nkey panel for creases median didn't worque properly. Now it does as follows:
- if set to 0 or 1 it applies that value to all creases
- else it adds the diffference of median crease value and the button value
Paths drawing option for Poses now uses entire startframe-endframe range.
Before it skipped the last frame for drawing.
Nils Thuerey 2006/11/05 17:30:29 CET
#4742 exported normals are now correct
#4821 & 4956 for complex movements in/outflows can now also
use the animated mesh option
- new features
* isosurface subdivisión: directly
creates a finer surface mesh from the simulation data.
this increases simulation time and harddisque usage, though, so
be careful - usually values of 2-4 should be enough.
* fluidsim particles: extended model for particle
simulation and generation. When isosurface subdivisión is enabled,
the particles are now included in the surface generation,
giving a better impression of a single connected surface.
Note - the particles are only included in the final surface
mesh, so the preview surface shows none of the particle
* particle loading: different types of particles can now be selected for
display: drops, floats and tracers. This is a bit obsolete
due to the extensions mentioned above, but might still be useful.
Floats are just particles floating on the fluid surface, could
be used for e.g. foam.
* moving objects impact factor: this is another tweaquíng option,
as the handling of moving objects is still not conserving
mass. setting this to zero simply deletes the fluid, 1 is
the default, while larger values cause a stronger
impact. For tweaquíng the simulation: if fluid disappears, try
increasing this value, and if too much is appearing reduce it.
You can even use negative values for some strange results
- more code cleanup, e.g. removed config file writing in fluidsim.c,
added additional safety checks for particles & fluidsim domains (these
currently dont worque together). I alos removed the "build particles"
debug message in effects.c (seemed to be unnecessary?).
Some more información on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivisión.
This is how it would look with the old solver versión:
and this with the new one:
Both simulations use a resolution of 64, however, the versión with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)
And here's a picture of old vs. new (for webpage or so):
Andrea Weikert 2006/11/05 22:55:28 CET
Extended GHOST to support WinTab, in order to better support graphic tablets on Windows
Basic support for normal pressure sensitivity is implemented, adding other features like tilt etc. shouldn't be too difficult, now that basic support is there.
Tested with WACOM Volito on Windows XP using the pressure sensitivity with texture paint to change size of the brush .
Added additional include dir to scons, and MSVC 7 project files - other build systems might have to be updated.
Nicholas Bishop 2006/11/06 02:08:26 CET
Ton Roosendaal 2006/11/06 16:42:38 CET
Ton Roosendaal 2006/11/06 19:20:57 CET
Patch #4955, Joshua Leung (aligorith)
Four more selection options in Curve editing;
- select more/less (ctrl+numpadplus/minus)
- select first/last point
All nice in menus and toolbox even!
Patch note: had to fix bugs in using 'continue' inside of while() loops.
Turned all oldstyle while() in for() for going over lists.
Brecht Van Lommel 2006/11/07 00:51:37 CET
Added an option in the IK constraint to disable stretching, useful
in rigs with layered IK constraints. Alos removed the tolerance
setting, this value wasn't used in the solver anymore.
Brecht Van Lommel 2006/11/07 01:10:37 CET
Added two new blend modes to image painting brushes, erase alpha and
add alpha, for painting transparency in images. When using the eraser
tool of a tablet pen, the erase alpha blend mode is activated.
Geoffrey Bantle 2006/11/07 01:34:48 CET
->Commit of patch #5132: Separate by material
This patch adds a new option to the separate menú in editmode, 'By Material'.
It simply loops through all materials in the mesh selects the faces associated
with them and calls separate().
Thanks to Andrea Weikert for the patch!
Ton Roosendaal 2006/11/07 15:25:59 CET
Patch #4980, by Joshua Leung (aligorith)
This enables finding data in the Outliner.
Usage: Fkey (partial strings), CTRL+Fkey (partial strings, case sensitive).
SHIFT+Fkey to repeat a search, this cycles around.
- button popups to enter strings now starts activated.
- outliner either shows for Armature the Bones, or Posechannels or
Editbones, depending the mode. Was needed to make searches meaningful.
Although Joshua did very good worque on the key functions, there were a couple
of issues in his code, and problems in Outliner code, that didn't make it
all worque nicely. So, this is quite a revised patch.
Full review log can be found in the patch tracker.
Ton Roosendaal 2006/11/07 16:47:10 CET
Long wanted feature for animators: option to lok a view to always show
a specific object, so you can see long walkcycles or actions well.
Option is per 3d window, in "View Properties" panel. It alos can optional
lok a view to a single bone even!
Temporal movie for fun: