bf-blender / Windows (2004/09/15)

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gabio
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bf-blender / Windows (2004/09/15)

Post by gabio »

Ho well, i can count commit on my hands but some are big new stuff. And it's one week since the last one.

Rlevelant feature:
-Some UI alignement.
-bugfixes(lscm work again)
-new options when appending.
-Curve deform
-Object Hooks
-more acces to material by Bpython
ImageImageImage

commit:
-theeth
Log:
Emilie and Chris work on the Constraint UI (alignement).

-blendix
Log:
Fix for error in last commit: forgot to check if me->medge==NULL when making
LSCM seam groups.

-jesterking
Log:
Add two new options for appending *objects*:

1) append in current active layer (off by default)
2) append at 3d cursor (off by default). When more than one object is selected this will first calculate the bounding box of the centers of the objects, and then use the distance of the bounding box center to the 3d cursor to transform all objects.

-ton
Log:
Lot of code... 2 new features:

1) Curve deform
http://www.blender3d.org/cms/Curve_Deform.392.0.html
Works simple as expected, but keep track of the rotation axis
in F7 buttons (Track X Y Z)
Only Mesh deform supported now.

Code changes:
- centralized deformation calls in curve_modifiers() mesh_modifiers()
etcetera. Here also other effects can be added like wave. Now the
evaluation order is fixed, but should become optional. It also doesnt
use the Displist anymore as deform-input. That latter part is unfinished
yet.
This code also is used for Hooks and will be needed for softbody

- made convention stricter that displists are being checked on in
drawobject(), this to prevent routines to make new displists recursively
(like armature does). Now a freedisplist() is sufficient to signal that
a new displaylist should be made.

2) Object Hooks
http://www.blender3d.org/cms/Object_Hooks.391.0.html
Support for Hooks is added to Mesh, Lattice, Curve and Surface objects.
For Armatures this would require some more work & research.
Main goal for this feature is to provide quick & simple access to the
underlying geometry in Objects on Object level, supporting hierarchies and
Ipos etc.

-stiv
Log:
More Material settings: mirror and transparency.
Contributed by Joilnen B. Leite (pidhash)
----------------------------------------------------------------------
a new build is available
Last edited by gabio on Sun Sep 19, 2004 6:48 am, edited 1 time in total.

JA-forreal
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Joined: Sat Mar 22, 2003 10:45 pm

Post by JA-forreal »

The blender coders have done it again bringing us the good stuff. Thanks for posting this new build Gabio.

malefico
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Joined: Mon Oct 14, 2002 6:51 am

Post by malefico »

I've compiled it myself in linux and have found that there is a problem updating position of children objects.

I have a mesh parented to an armature, and there are several objects parented to the mesh itself. When previewing animation, these objects are displaced away from the mesh, as if they have some kind of offset.

This wasn't happening till the new features (curve deform and hooks) were added, don't know if this is the reason either.

Have anyone experimented something like this ? :?

Cheers

malefico.

gabio
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Location: Canada - Québec - Sherbrooke
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Post by gabio »

the curve deform look buggy to me. but following a fix how to, it work..

ho and if you want you mesh to not look like a sheet, try slecting other axe in anim settings,. for me track x give better effect.

slikdigit
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Joined: Wed Oct 16, 2002 3:52 am
Location: Northampton, MA (US)

Post by slikdigit »

maleficio, yeah I saw the same thing
however when you click on the child and attempt a move, or if you move the frame, it updates again.

malefico
Posts: 43
Joined: Mon Oct 14, 2002 6:51 am

Post by malefico »

slikdigit: Yes, tab in/out for the children updates them too, but if you want to do a quick animation render in opengl... gosh... can't do it anymore, can you ? (unless updating everything frame by frame... :roll: )

Cheers.

malefico.

Sutabi
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Location: Oceanside, California
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Post by Sutabi »

Man hooks big a lot more power with ease! For animations that is... Um... any chane it will go into game engine? Would make nice for those of use that wannt make a car game and dents that are controled by hooks ^_^

Kenden
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Joined: Fri Apr 16, 2004 4:11 pm

Post by Kenden »

About the new 'Load UI' option, in the file menu, do you think it would be a good idea to do an extra option for the new 'Global Undo' system? We would then have the 2 options:

- File > Load UI
- 'Global Undo load UI' (would better be in the User Preferences).

Reason:
At the moment, if we don't want to Global Undo the UI settings, we can just uncheck the option File > Load UI. But then, the next time we load a file (with File > Open), the UI will not be loaded with it, which might not be what we want.
We would then have to uncheck the 'File > Load UI' option, re-load the file, and re-enable the 'Load UI' afterwards... not very convenient.

Any opinions?

thoro
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Location: Berlin, Germany
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Post by thoro »

Uh, just discovered this thread half an hour ago and I must say: these are very valuable new features.

- The Object Hooks already look quite useful and after reading the article on blender3d.org, I think that they'll become a mighty tool.

- The Curve Deform also looks good and it is exactly what I need for a small animation I'll have to to next week - great! :D

Thanks for the build.

trogdor
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Joined: Mon Aug 02, 2004 2:30 am

Post by trogdor »

a big, fat A+ for that curve deform....thank you!

thoro
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Location: Berlin, Germany
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Post by thoro »

...while working with this build at home I got a huge slowdown in Edit Mode - in the viewports, no matter if I select wireframe or shaded mode.

It seems to happen only with subdiv objects - I just take a cube, subdivide it 5 times and turn SubSurf on. If I try to select/move vertices everything is delayed :(.

gabio
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Post by gabio »

thoro wrote:...while working with this build at home I got a huge slowdown in Edit Mode - in the viewports, no matter if I select wireframe or shaded mode.

It seems to happen only with subdiv objects - I just take a cube, subdivide it 5 times and turn SubSurf on. If I try to select/move vertices everything is delayed :(.
just fixed by ton some minute ago...
rest in peace now :wink:

from cvs:
Log:
Bug fix in code committed for hooks; mesh check for displist was on
wrong location... causing tremendous slowdowns!

thoro
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Location: Berlin, Germany
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Post by thoro »

gabio wrote:rest in peace now :wink:
Oki doki, just wanted to let you know :lol:.

By the way, I did my first own Blender build last night (always wanted to do this :wink:) - I used TheAppleMan's tutorial.

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