Search found 176 matches

by aligorith
Thu Jul 31, 2008 7:54 am
Forum: Coding Blender
Topic: Force redraw in loop
Replies: 2
Views: 2684

It really depends on what sort of updates you want to do. If it's just the current space, you can do force_draw(0); at the end of the code for the loop. What you're currently trying to do won't help, as the event processing for allqueue doesn't get handled until after the loop has finished, and cont...
by aligorith
Wed Feb 06, 2008 9:35 pm
Forum: Animation
Topic: Local rotation axis and Rotation order
Replies: 2
Views: 3691

Hi,

Internally, bones use quaternions to calculate their rotation, not eulers. So changing the 'rotation order' doesn't really make sense here, as that won't really do anything.

Regards,
Aligorith
by aligorith
Mon Dec 31, 2007 11:46 pm
Forum: Blender Open Projects
Topic: File Manager/ Version control
Replies: 3
Views: 6941

Hi, There are numerous version-control packages already available online (i.e. as OpenSource projects). Peach and the Blender Source Code both use SVN (subversion) for version control. On Windows, there's the excellent TortoiseSVN shell-extension which provides a nice way to use it. It also works on...
by aligorith
Sun Oct 28, 2007 8:54 am
Forum: News & Chat
Topic: TrackTo Constraint error
Replies: 20
Views: 8417

1. What you need to do is to compile a debug build (i.e. a build with debugging symbols). The way to do this depends on the build system that you are using (i.e. scons, makefiles, CMake). With scons, you just do: scons BF_DEBUG=1 2. Once you've got a debug build compiled, run gdb (a debugger) on the...
by aligorith
Sun Oct 28, 2007 12:56 am
Forum: Animation
Topic: Copy Markers from one animation to another
Replies: 4
Views: 4120

Each set of markers belongs to the the scene in which they were created. If there animations you are creating are in different scenes, or even different files, you could write a simple python script to save the value of each marker to a file and then read it back again to dump the markers into the n...
by aligorith
Sun Oct 28, 2007 12:49 am
Forum: News & Chat
Topic: TrackTo Constraint error
Replies: 20
Views: 8417

Hi,

Thanks for reporting this, but unfortunately I can't replicate this crash here.

Does this occur on any file, or just a particular file? Are there any particular steps to take to repeat this crash?

Aligorith
by aligorith
Mon Oct 15, 2007 4:06 am
Forum: Coding Blender
Topic: Menu problem when blender current SVN compiled from source
Replies: 1
Views: 2188

UV Face Select mode has been removed. It's functionality can now be accessed from EditMode.

Check svn-commit logs for details.

Aligorith
by aligorith
Sun Sep 23, 2007 6:27 am
Forum: News & Chat
Topic: New to Program
Replies: 1
Views: 2300

Closing double post.
by aligorith
Sun Sep 02, 2007 9:39 am
Forum: Coding Blender
Topic: NEW ANIMATION / RIGGING FEATURES2 CODE QUESTION
Replies: 6
Views: 3347

Hi, Here we go.... it may take me some time to get all of it up ;) Hope it helps Aligorith ============================================ Buttons in Blender are really multi-functional. They are also rebuild + redrawn everytime the interface is redrawn. Helpful Hint: Find a button that seems to do wha...
by aligorith
Tue Aug 14, 2007 6:56 am
Forum: News & Chat
Topic: Action Editor: Display issues when MBW in the Sliders panel
Replies: 3
Views: 3068

Which version of Blender are you using?

It is a known problem, that using the mousewheel acts funny in the Action Editor due to some ugly old hacks...


Aligorith
by aligorith
Fri Aug 10, 2007 1:16 am
Forum: Animation
Topic: shapes key mouvement algorithm
Replies: 3
Views: 2782

Shapekeys have no concept of rotation or scaling. The only information they store is a location for each vertex at each point. These locations are then linearly interpolated to go from one key to another. Therefore, the following would happen: Shape 1: (v1) (v2) Shape 2: (v2) (v1) If shape 1 is at f...
by aligorith
Fri Aug 10, 2007 1:10 am
Forum: News & Chat
Topic: Armature Bones Panel: Displaying selected items limit, and..
Replies: 2
Views: 2708

There is a hardcoded limit to the number of bones that get displayed there, as the interface begins to lag when heaps of buttons need to be drawn.
by aligorith
Mon Jul 02, 2007 4:22 am
Forum: Coding Blender
Topic: NEW BLENDER ANIMATION FEATURE
Replies: 3
Views: 3362

Hi, It's nice that you're working on some new features for the armature system. What's the specific problem that you're trying to solve, that requires that empties are part of armatures (i.e. what can empties do that bones can't)? Now, on to your question. A simple search for where this function is ...
by aligorith
Sun Jun 10, 2007 1:14 pm
Forum: News & Chat
Topic: (possibly BUG) 2.44 -> 2.42 reset uvs
Replies: 3
Views: 3106

What is causing this is a change made in 2.43. In this version, UV 'layers' were added, so that you could have more than one set of UV's for a mesh. This change meant that versions prior to 2.43 could not read uv's generated in a version after 2.43, as the data structures are different.
by aligorith
Tue May 29, 2007 8:31 am
Forum: Documentation & Education
Topic: error on python doc
Replies: 1
Views: 2785

Fixed in svn.

Aligorith