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chat icon bf-blender / Windows (2004/10/18)

gabio

Posted: Tue Oct 19, 2004 3:59 am
Joined: 15 Jan 2004
Posts: 619
Here, a low trafic week. But there is always something to care about.
-------------------------------------
relevant feature:
-Martin DeMello's patch to add dxf import code for: CIRCLE, ARC, ELLIPSE and LWPOLYLINE.
-game engine stuff: Switch fixed time system, Keyboard sensors can now hook escape key.
-more Text editor goodness from themeyers.
-Four new extrude possibilities;- Individual faces,- Only edges,- Only Vertices(well I count 3Wink)

Commit:
-sirdude
Log:
added -h to the commandline args to print usage.

Log:
Martin DeMello's patch to add dxf import code for:
CIRCLE, ARC, ELLIPSE and LWPOLYLINE.

I made some modifications to it to clean it up a bit.

I entend to do some more dxf stuff in the near future but figured
this is ready to go for now, and trying to clean up a bunch of small stuff
I've had sitting around for awhile. Wink

Kent

-ton
Log:
Fix for #1549

This was something users found since tracing got into blender, having
sometimes small 'dots' or bright pixels or missing reflection rays in
an image. Thanks to the very simple sample file I could disect it...
it appeared to be an incomplete check for all numerical exceptions when
you traverse the octree nodes. Very technical, but clear comments are in
the code to explain Wink

-kester
Log:
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.

Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).

-ton
Log:
fix for #1646

view3d header menu, mesh editmode, "make edge/face" didn't work. not since
it was committed oct last year Smile

Log:
Bug fix #1647

Making 'nice' code (split reused code in separate call) caused DupliFrames
option not to work, dupliverts & particles did, but yah, testing eh! Smile

Log:
Bug fix 1649

Add edge/face didn't use correct selection code yet.

Log:
Fix for #1650

"Clear FGon" didn't call essential EM_fgon_flags(), to rebuild the lookup
table codes for polygons. This causes former fgon faces to become
not selectable

Log:
Suggested by bug reporter; pressing Fkey to make a face, whilst the
selection already is 2 triangles, it should create a new face but
remove the old triangles. It actually calls the 'ALT+J' command then
(join triangles)

While testing found out more cases where new selection flags were not
properly used (join trias, beauty fill, flip edges, rotate edges)

Log:
Fix for #1618

Only shadow material + spotlamp-ray-shadow didn't clip for the spotbundle
correctly.

Log:
Bug #1651

And another fix for only shadow render. Correct clipping for spotbundles
shining on only-shadow materials.

Log:
Small fix for #1628

Constraints on an object with hooks (or other deformer) didnt update
OK while transform(). The fix is easy code to isolate for Martin, so
hopefully he can find integrated solution in transform() refactor Smile

Log:
more Text editor goodness from themeyers.

TABKEY indents current selection.
SHIFT-TABKEY unindents current selection.

Log:
Outliner now visualizes and allows selection and name editing of Armatures
in edit mode.

Small extra fix; selection (mouse) on armature points goes easier now
(larger accepted distance from mouse pointer)

Log:
Two little fixes for previous commit;

- selecting 'loose' bones selected parent tip
- sends redraw outliner for armature edit

Log:
2nd fix for selecting bones in outliner, in armature editmode!

Log:
Sorry! Third attempt for selection of f***g bones in editmode. Now I
discovered the BONE_IK_TOPARENT flag!

Log:
Hah! found the trick to recover hierarchy in edit bones, so the display
of Outliner of it is nice hierarchical too.

Please note that storage in outliner for editbones and pose-bones are
separate, so you have to uncollapse the views independently

Log:
Fixes for #1654 and #1655

- crash when converting nurbs->bezier, with nurbs having <3 points
- copying audio strips in sequencer didnt increase ipo user counter

Log:
When you save a file while using radio tool, it didn't load correctly
because of a flag set which prevented drawing the objects.

Log:
Outliner; menu 'scene operations' didnt do anything, commented out

Undo; when using global undo, the editmode undo stack remains accessible.
Meaning you can do global undo/redo, and then go back in editmode and
have all undo/redo steps as originally left in editmode.

Log:
Four new extrude possibilities;

- Individual faces
Keeps Mesh manifold, so removes old faces always. Also uses a
transform based on different vectors per vertex.

- Only edges
Just extrudes the edges (not really 'individual', the edges still
share the vertices. Uses same transform as normal extrude for that
reason

- Only Vertices
Uses normal transform after extrude

Also changed code a bit, to detect whether to call a normal-based
transform after extrude, or whether to call normal grabber. For example
when you just extrude 1 edge, it uses normal grabber.

Note; extruding an entire sphere goes OK with 'individual faces'. for
other extrudes you should press 's key' when in transform. Just cannot
predict (yet) when one method has preference over another.
--------------------------
a new build is available

Last edited by gabio on Tue Oct 26, 2004 4:34 pm; edited 1 time in total
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JA-forreal

Posted: Tue Oct 19, 2004 4:48 am
Joined: 22 Mar 2003
Posts: 187
Thanks Gabio!

Thanks Ton!

Thanks coders!


Is it just me or is the raytracer getting freaking faster with every build?
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JA-forreal

Posted: Tue Oct 19, 2004 4:56 am
Joined: 22 Mar 2003
Posts: 187
"Extrude Region" "Extrude Faces"

Sick. Sicker than the sickest. How can a few little common 3d modeling features be so sick? Maybe because Blender has it now.

I can hardly wait to see Tuhopuu reborn with these new features.

Blend on!
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Napoleon

Posted: Tue Oct 19, 2004 3:41 pm
Joined: 27 Jan 2004
Posts: 63
I'm having some trouble with extrution . I'm working a head and i need do some extrustion for the eyes. I used the "region" option but it restricts me to extrution only along the face normals and not in the direction that i want which is along the y-axis.

This is not so in the official 2.34 release.

Any help pls.
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Bellorum

Posted: Tue Oct 19, 2004 4:48 pm
Joined: 21 Jan 2004
Posts: 468
Quote:
I'm having some trouble with extrution . I'm working a head and i need do some extrustion for the eyes. I used the "region" option but it restricts me to extrution only along the face normals and not in the direction that i want which is along the y-axis.

This is the new way of doing extrudes in Blender, I think the easiest way would be to just extrude and abort the normal move with "g" and "y". Actually, come to think of it, I think it could be handy if we could override the extrude along normal during the extrusion process by hitting any axis-key directly.
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Pablosbrain

Posted: Tue Oct 19, 2004 4:49 pm
Joined: 28 Jan 2004
Posts: 111
I would like to see the extrude region functionality expanded to act more like it does in Wings3D. Its a bit more intuitive and does more what one would expect. here are some example images comparing current wings3D region extrude to the same functionality in this blender test build.

This first example extrudes to faces that are joined by one edge.





This second example extrudes a loop of faces around an object.





Basically... each face that is being extruded as part of the region extrudes out along its own normal. The edges and vertices do as well. Don't know if this helps or not.

I just think Wings3D is a good modeler to follow as its been put to the test by many many people and the functionality of the tools is well tested.

If this type of functionality follows Wings3D I know I will start to use blender for more modeling as I currently use Wings3D for almost all my modeling. Great to see these enhancements though! Keep up the great work!
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Bellorum

Posted: Tue Oct 19, 2004 5:05 pm
Joined: 21 Jan 2004
Posts: 468
I totally agree with Pablosbrain.
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ZanQdo

Posted: Tue Oct 19, 2004 5:56 pm
Joined: 11 Apr 2004
Posts: 207
Thanks, I still can't erase the conections betwen logicbriks
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ElBarto

Posted: Tue Oct 19, 2004 7:33 pm
Joined: 11 Jun 2004
Posts: 338
Tanks again for the new buitl and thanx to the coder for their good work!

But like the last versions:
- no way deleting connection in the logic brigdes (Game engine)
- always a rounded menu highlighting in the default theme
- MMB+Ctrl or for zoom does not work in the UV Editor and at the Oops window
- Texteditor: Shift+Tabkey works only when some lines selected not on a single line; these keys aren't at the menu listed
- Texteditor: inserting ÄÖÜäöüß from a german keyboard does not work

Suggestions:
- deleting the connection lines in the outliner for a cleaner look or paint them as dotted lines, they are too much present at the view
- theme option for unselected face dot is missing
- doubleclick on a item in the outline will open the brunch
- shortcuts for the new texteditor functions:
POS1/Home for top of the file
End for Bottom of the file
- instead of 'Dump 3D View' and 'Dump Screen' (that is programmer slang) i would use user slang: 'Save Screenshot of 3D View' and 'Save Screenshot"

PS: Love the new extrude funtions and the distinction of modes.
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Blender Feature Proposal:
http://www.neeneenee.de/blender/features/
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etienneL

Posted: Tue Oct 19, 2004 8:55 pm
Joined: 03 Apr 2004
Posts: 12
I totally agree with Pablosbrain too.
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SamAdam

Posted: Tue Oct 19, 2004 10:24 pm
Joined: 04 Mar 2004
Posts: 316
etienneL wrote:
I totally agree with Pablosbrain too.


and me
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jesterKing

Posted: Tue Oct 19, 2004 10:55 pm
Joined: 18 Oct 2002
Posts: 1851
The second extrude form (ring of faces) can already be done with Blender by using alt-s: Select the four faces, extrude, esc, alt-s.

According to theeth the esc is unnecessary and you'd be able to straight go into alt-s (shrink/fatten), but I have found that it would then do as in your screenshots. Doing esc and then alt-s directly after it gives the same result.

Funny thing though is that after confirming first action, and then trying again a alt-s doesn't work the same anymore...

/Nathan
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Pablosbrain

Posted: Tue Oct 19, 2004 11:12 pm
Joined: 28 Jan 2004
Posts: 111
Just now tried it.. the Alt-S that is..
The shrink/fatten (alt-s) works a little different than the way wings3ds region extrude does.... but its a lot closer to what I would expect to happen when extruding a region.

[edit]
Just thinking about the difference between wings3D region extrude and the Blender Region Extrude > ESC > Alt-S method.

The wings3d region extrude not only does the extrude out from each face/vertex/edge normal but also keeps all the extruded faces following the original faces normal. Using the Alt-S method in blender can result in faces that are nolonger aligned on the same normal as the original. Not what I would consider my first expectation.
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gabio

Posted: Tue Oct 19, 2004 11:56 pm
Joined: 15 Jan 2004
Posts: 619
Pablosbrain wrote:
Just now tried it.. the Alt-S that is..
The shrink/fatten (alt-s) works a little different than the way wings3ds region extrude does.... but its a lot closer to what I would expect to happen when extruding a region.

[edit]
Just thinking about the difference between wings3D region extrude and the Blender Region Extrude > ESC > Alt-S method.

The wings3d region extrude not only does the extrude out from each face/vertex/edge normal but also keeps all the extruded faces following the original faces normal. Using the Alt-S method in blender can result in faces that are nolonger aligned on the same normal as the original. Not what I would consider my first expectation.


about that wings-blender difference. The fact all tools in wings create new geometry, is because wings is eavily axed to subsurf modeling. And by doing always full gemoetry transform you get manifold subsurface model very easily. Fact: extreude a vertice(1) in wings give you a pyramid. Blender's tool is centered on what what you actualy work on.
It's the way i see things now.
That said. it could be possible to integrate this particular way to work in all the blender tools by, for exemple. react differently to a transform command if you are in subsurf mode. or maybe a new mode(but this may not be good in UI design term)
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theeth

Posted: Wed Oct 20, 2004 12:33 am
Joined: 16 Oct 2002
Posts: 1177
jesterKing wrote:
According to theeth the esc is unnecessary and you'd be able to straight go into alt-s (shrink/fatten), but I have found that it would then do as in your screenshots. Doing esc and then alt-s directly after it gives the same result.

Actually, I found out that since Ton is (ab)using the normal for extrude right now, Alt-S isn't working as it should right after an extrusion (before normals are reoriented automaticly at the end if transform).
What I said still hold though, you can switch from Alt-S to G to R to S without cancelling transform and restarting, it's only right after extrude that Alt-S will not work correctly.

Martin
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