Tuhopuu3 / Windows (2005/01/30)

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gabio
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Tuhopuu3 / Windows (2005/01/30)

Post by gabio »

After some time, we need fresh build. Here is an other one. Some nice addition.
--------------------------------
relevant feature:
-All about 2d painting in 'image editor'
-more work in transform.
-In face select mode, select faces by triangle/quad/other.
-bugfixes

Commit:
-bjornmose
Log:
OK another big one
All about 2d painting in 'image editor'

most of the work was done in tuhopuu2 and i don't want to loose it
see http://home.t-online.de/home/wund.five/ ... evel/news/

finally i took my heart in the hands and made the move:
ripping 2d drawing control out of space.c SIC!

so code in space.c reduces to :
if (sima->flag & SI_DRAWTOOL) { /* Draw tool is active */
UVTexturePaintMsg(spacedata,event,val);
}
else {
/* Draw tool is inactive */
texturepaintoff();

most of the "#ifdef NAN_TPT" stuff should be gone then

moving it to the new file imagepaint.c
humm.. i did care for SCONS and MSVC6 projects ( the ones avialable for me right now )
so MAKEFILES + MSVC7 projects need to add imagepaint.c to SRC

ole

Log:
explicit cast .. hope to remove some warnings :)
ole

-theeth
Log:
- RMB Drag now repeats the last transformation (as suggested on the blender.org forum). Defaults to grab if there was no previous.
- Proportionnal Editing works in meshes
- Prop edit modes are now written in the header when transforming
- Added Constant as a new prop edit mode
- Removed drawing of old transform prop circle in edit modes (bug fix)

Log:
Bug Fixes
- Fixed refresh bug (other 3D views not being redrawn as they should)
- Fixed edge/face selection mode bug (didn't transform according to selection correctly)

Recoded Axis selection with MMB. Axis nearest to the mouse (on screen, not in the 3D space) is highlited. When releasing, it constrains to the highlited axis.
Highlition code is hackish, but that's more of a quick test.

Redid Single Axis projection math. It's correct whatever the orientation now.
Both projection are still slightly off for perspective mode though.

-phase
Log:
Fixed Toolbox popup for Shift-A keystroke.
Thanks to Zsolt for reporting.

-hos
Log Message:
Merge of Blender/cvs 2005/01/25

Log:
Post merge conflict resolution.

Log:
Copied the windows icons from bf-blender and told cvs that
these should be treated as binary files, i.e.:

cvs admin -kb source/icons/winblender.ico
cvs admin -kb source/icons/winblenderfile.ico

I think Windows cvs would treat a linefeed character in a binary file
the same way it would treat it in a text file, and replace it
with carriage return+line feed. Anyways, that's my guess as to
the source of the problems ... test!

Log:
In face select mode, select faces by triangle/quad/other.

Hot keys are:

ctrl-shift-alt-3: Select all triangles
ctrl-shift-alt-4: Select all quads
ctrl-shift-alt-5: Select all non-triangles/quads
(maybe a bit sore for the wrist)

And also available through the menu/toolbox.

I've never used f-gons so I don't know if the 'select other'
function works there (or works at all, for that matter).

-bjornmose
Log:
Add joystick files to SCA_gamelogic.dsp
Help SCA_gamelogic.dsp to find SDL includes
Care for Warings
drawimage.c: In function `setcloneimage':
drawimage.c:165: warning: implicit declaration of function `okee'
drawimage.c: In function `draw_image_view_tool':
drawimage.c:636: warning: unused variable `Gvp'
drawimage.c: In function `image_panel_paint':
drawimage.c:901: warning: implicit declaration of function `std_libbuttons'

Kester, can you look at that namespace thing in SCA_Joystick.h ?
I see no reason for it to be there .. /me shrugs

Log:
Added tool: Vertex group names left right flip

-theeth
Log:
Trying Hos' idea to draw the axis when selecting a constraint under the mouse pointer.

Frankly, I find it a bit confusing since the final constraint is always relative to the center. It is faster, but I'm not sure if the potential confusion is worth it (open for debate).

Also, I'd like if people could evaluate the projection feature when using constraint with randomly oriented viewport. Please compare with the old transform to see what it really does. The projection effect really shines if the axis you're constraining to is not aligned on the view plane.

-hos
Log:
Correcting some logic with respect to hotkey modifiers, in particular
the ones used for select non-manifold, select tri's, select quad's,
and select non-tri/quad. If you want it so all three modifiers are
needed (e.g. ctrl-alt-shift-MKEY) use:

if ( !(~G.qual & (LR_SHIFTKEY | LR_ALTKEY | LR_CTRLKEY)) )

instead of

if ( G.qual & (LR_SHIFTKEY | LR_ALTKEY | LR_CTRLKEY) )

(which really allows any modifier, alone or in combination, to work).

Also, it now checks for mesh in editmode before doing select Tri's, etc.
(would crash on objects not in editmode).

-theeth
Log:
Rolling back the axis selection with MMB code to how it worked before (popuping at the transformation center).
Unless people have better solutions, this is the best one I can think of.

--------------------------------
a new build is available
Last edited by gabio on Mon Feb 07, 2005 7:06 am, edited 1 time in total.

Bellorum
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Joined: Wed Jan 21, 2004 3:27 pm

Post by Bellorum »

Ok. I've been playing around with the new axis selection, and while an interesting approach, I have my doubts. Particularly when moving in small steps the method shows it's weakness, since you have to move a certain distance to detect intended axis. It gets quite awkward. I have no better solutions, of course. None that I dare too mention, that is :roll:
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

-efbie-
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Joined: Wed Oct 27, 2004 9:47 pm

Post by -efbie- »

I have the same problem. I admit that it is better than before in 3D view it has still many drawbacks. The main thing that disturbs me is that it uses the mouse cursor. It is not practical because :
-the cursor isn't easy to spot.
-you usually look at the mesh being transformed, not at the cursor.

I would suggest using the selection center as the axis selector.

snail
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Joined: Sun Apr 25, 2004 11:11 pm

Post by snail »

hey the namespace can be removed in SCA_Joystick.h, it uses a #define echo(x) std::cout << x; for output

halibut
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Post by halibut »

RMB Drag now repeats the last transformation (as suggested on the blender.org forum). Defaults to grab if there was no previous.
I suggested that :D Very nice one Theeth

It is certainly not a very standared approach at all (shame you can't right click to cancel!), but I do like it.

How about scaling a lamp adjusts its energy?

JoOngle
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Post by JoOngle »

WOW! :shock:

I just tried the new "in-image" editor in This tuhopuu Blend
and I have to comment on it:

---> AWESOME!!!!!!!!

I can't belive this feature hasn't been added to the standard BF
Blender yet.

I've been playing around with it all morning over here at work
and it's incredible. Just click any face in uv-edit mode and add
a new image....and paint on! WOW!! I absolutely LOVE THIS!

Thanks a billion! This feature will change the way texturing is done
forever - at least on the Blender platform.

JoOngle
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Post by JoOngle »

Questions:

1) Is there a way to quickly save my new textures and automatically
assign them to the face's I've manually assigned by clicking on them in UV mode?

2) Will this feature be able to automatically update the material slots with the additional "textures" that I paint "On-the-go" and "add" textures/materials automatically? When I paint this in "UV-select mode" ("F") button...everything seems fine and dandy in the viewport...but doesn't render....(of course I could assign the new images manually)..but wouldnt it be more practical if it just had a button for this?

Or does it have this feature already?

/JoOngle

crsrma
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Joined: Tue Mar 30, 2004 3:47 pm

Post by crsrma »

JoOngle wrote:Or does it have this feature already?
Isn't that what the TexFace toggle does?

Image

I don't think that gives as much control as controlling this texturing through the slots tho. You might want to just use that toggle for preview renders then save your work to image & add it as a texture channel later.

Mind you, I haven't played around with this feature yet.

theeth
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Location: Montreal
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Post by theeth »

-efbie- wrote:I have the same problem. I admit that it is better than before in 3D view it has still many drawbacks. The main thing that disturbs me is that it uses the mouse cursor. It is not practical because :
-the cursor isn't easy to spot.
-you usually look at the mesh being transformed, not at the cursor.

I would suggest using the selection center as the axis selector.
That would only be illogical for transformations that doesn't move the center of the selection (size, rotate, shear can all do that in certain case).

Martin
Life is what happens to you when you're busy making other plans.
- John Lennon

JoOngle
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Post by JoOngle »

crsrma wrote:
JoOngle wrote:Or does it have this feature already?
Isn't that what the TexFace toggle does?
I don't think that gives as much control as controlling this texturing through the slots tho. You might want to just use that toggle for preview renders then save your work to image & add it as a texture channel later.

Mind you, I haven't played around with this feature yet.
Yes, but as you say...it doesn't transfer anything to the material slots.

Another thing...
It'd be real useful if one could select what the painted image would
affect. Affect Normal, Col, etc...oh well..that's what such a "material-autotransfer" would do anyway :)

Zsolt
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Joined: Thu Oct 17, 2002 9:39 pm

Post by Zsolt »

Thanks for the new build!

Its great that some things I reported were fixed! Don't worry, I have new ones for ya :)

- I mentioned this in the last thread as well. The "Move object centers only" button in the 3DView header *doesn't work*.

- I just noticed it now, but the previous builds also have this problem. Basically, Armatures are broken! For example, I can't rotate individual bones in Pose Mode, since the whole thing rotates with it.
Also: when an armature, as well as it's child object(s) are selected, and moved, or scaled, or rotated, the transformation matrix seems to be applied to the child TWICE. So it moves a 'dx' distance since it's selected and transformed, plus it moves another 'dx' distance since its parent armature is also transformed. Very weird and frustrating.

- The other 3D Views still don't get updated for me.

- The new axis select transform thingie: looks great! However, I would make the axis highlights thicker. The current 1 pixel is too thin, and tends to disappear in a dense wireframe view. Making it 2 or pixels wide would help.

Once again, thanks to all the work you coders put into this!

theeth
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Joined: Wed Oct 16, 2002 5:47 am
Location: Montreal
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Post by theeth »

Zsolt wrote:- I mentioned this in the last thread as well. The "Move object centers only" button in the 3DView header *doesn't work*.
I know. Should be easy to fix.
Zsolt wrote:- I just noticed it now, but the previous builds also have this problem. Basically, Armatures are broken! For example, I can't rotate individual bones in Pose Mode, since the whole thing rotates with it.
Pose mode is still on the todo.
Zsolt wrote:Also: when an armature, as well as it's child object(s) are selected, and moved, or scaled, or rotated, the transformation matrix seems to be applied to the child TWICE. So it moves a 'dx' distance since it's selected and transformed, plus it moves another 'dx' distance since its parent armature is also transformed. Very weird and frustrating.
Noticed that too, it's at the top of the list.
Zsolt wrote:- The other 3D Views still don't get updated for me.
Weird, I thought I fixed that.
Zsolt wrote:- The new axis select transform thingie: looks great! However, I would make the axis highlights thicker. The current 1 pixel is too thin, and tends to disappear in a dense wireframe view. Making it 2 or pixels wide would help.
Yup, that's what I was thinking of doing too. Minor thing though so it's not top priority.

Thanks for the comments.

Martin
Life is what happens to you when you're busy making other plans.
- John Lennon

SamAdam
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Post by SamAdam »

thanks a lot theeth!

i have another .blend for you.

try pressing G and moving the mouse. I think it happens when I track something to something else and then change the view with the numpad, then try grabbing the first object.
grab2.blend

i also have a problem with the camera view updating after I move the camera in another view, i am sure you know what I am talking about.

theeth
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Location: Montreal
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Post by theeth »

SamAdam wrote:try pressing G and moving the mouse. I think it happens when I track something to something else and then change the view with the numpad, then try grabbing the first object.
grab2.blend
Weird. I actually did tests for that before, but it seems to affect everything except cameras and I did the tracking test with a camera, so...

Looking for a fix.
SamAdam wrote:i also have a problem with the camera view updating after I move the camera in another view, i am sure you know what I am talking about.
Already have the fix for that.

Martin
Life is what happens to you when you're busy making other plans.
- John Lennon

SamAdam
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Post by SamAdam »

well, it also happens when the camera is tracked to something that something else is tracked to, and then even if you remove the tracking of the other object, the camera is still behaving incorrectly.

try deleting the object tranlation of the lamp.

http://www.toxicx.toxicengine.org/perso ... mera.blend

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