bf-blender / Windows (2005/04/04)

User-contributed CVS development builds. Please test and give feedback!

Moderators: jesterKing, stiv

Posts: 0
Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke

bf-blender / Windows (2005/04/04)

Post by gabio »

-This build is realy softbody oriented. Take note you don't need to name the object soft anymore now. New effect for particle and SB, wind.
-There is also a lot of subsurf change. Wave bye-bye to HyperMesh... mean the old system is now deleted.
-And still some transform work. like the use of the PET tool while creasing... From what theeth said, the old transform is now almost matter of the past...

-Made with MSVC 7 and scons

(edit) For now on, The archive will be broken in two, so it's more easy on the server and bandwidth, but also more fast for you. I will notify when the xtra archive will be updated with new file. If you already have a blender installation, the xtra files is not needed
Relevant feature:
-Added Softbody effect for Lattices
-More softbody tweaking.
-added vertex normal calculation functionality to CCG subsurf
-CKey during transform now clears the constraint.
-Made SoftBody work with Particle Force Fields.
-Added new (Particle) Deflector; type Wind.
-Added Crease transformation.

Jacked up max resolu and resolv for Surface and Curve to 1024

More softbody goodness;

- Added Softbody effect for Lattices (not too useful yet without
vertexgroups though)
- Added default vertex "goal" value + button, to be assigned when no
vertexgroup exists (or vertex isn't in the group)
- Made softmin and softmax work as documented (defining min and max range)
- made changes in buttons send 'update' signal to softbody


- added Nkey Properties to show lattice coordinates

Hidden verts using mesh connected PET caused segfaults.
Was caused by the scratch array offsets counting hidden verts when, obviously, it shouldn't.

Also simplified the check for non connected when setting dist. This *might* have caused some errors.

New minimal & 2D drawing type for Manipulators; try F10 "rt" on 5 (or 6 for
same style in trackball arcs)

Full collection can be found temporally here;

- hidden edges were being drawn when DRAWEDGES was off

Added more dependencies to softbody, for correct recalc
For example; subsurfed softbody after play anim (ALT+A) didn't get
cleared correctly. Darn where_is_object stuff!


- on add new SoftBody, it creates automatically edges in Mesh now, gives
too confusing results otherwise
- if no edges exist in mesh, it also doesnt add diagonals for faces in


- fixed stupid 'used unitialized' gcc warning (sorry theeth!)
- made dualAxisConstraint() accept string too
- little cleanup of prints in using Manipulators

Error in Softbody goal-min and goal-max correction. It was giving
not as result the range as indicated!

- added vertex normal calculation functionality to CCG subsurf (CCGSS
is fast, but can be rather tedious to work with...)
- vertex normals for smooth faces draw correctly now... this code also
switched to drawing with GL_QUAD_STRIP which can be quite a bit faster
(depends how fast graphics card calcs lighting, I get 50% faster here)

Removes global variable access from TransData conversion fonctions.

Added a NULL check on TransInfo->data before sorting. At that point, the conversion could have been cancel if there's no selected elements (caused segfaults with PET).
Another NULL check on TransInfo->data in postTrans fonction, since that is called on cancel on no selection too.

Was missing a matrix multiplication when setting TransData->dist on meshes which caused PET on scaled meshes to be bad. (bug report 2395: ... group_id=9 )

Added a NO_NOR_RECALC context flag. With Individual extrude, the normals are already set by the extrude code, recalculating breaks them.

Cosmetic changes, renamed CTX_NOPET to CTX_NO_PET

CKey during transform now clears the constraint.

- kinda crazy, but replaced old ME_SIMPLE_SUBDIV method with just
using regular ccgsubsurf but with crease set to full.

- work-in-progress: subsurf level 0 now just acts like a regular mesh,
before it would follow subsurf code path by creating fake displistmesh,
etc... kinda fun for testing but just annoying now.
- change to creasing behavior, to make sure that with full creasing effect
is just simple subdivision.

- moved subsurf_calculate_limit_positions to using ccgsubsurf
- removed ME_CCG_SUBSURF define
- dropped CCGSubSurf from editing menu... subsurf is always
CCG now.

NOTE: If you saved a file with CCGSubSurf set on the button
will show up blank (will still work as a subsurf). Just change
type back to Catmull-Clark.

Wave bye-bye to HyperMesh...

- change make_orco_displist_mesh to use current editmesh as source
if needed.
- don't return cached subsurf during editmode, order is messed up (fixes
orco rendering).

- Made SoftBody work with Particle Force Fields.

- Added new (Particle) Deflector; type Wind.
Wind gives constant directional force. It is animatable (Ipos) and reacts
to Object scaling. Also uses FallOff. Works for particles and SoftBody
quick movie check;
test file is in

- Added MaxDist option for forcefields, to control its influence better.
Is drawn as circle in 3d window.

Forcefields are a bit weak still... should react to scaling, or not; in
that case drawing should indicate it (done for spherical field now).

Crease transformation

Behavior is a bit different. Instead of showing the weird two value thing like the old transform did, it always show the weight variation in +/- that is applied to every edge. Works a bit like scale. Move away from center to increase, move closer to decrease (between -1.0 and 1.0).
Works with PET (not using connection yet).

Also removed some missed global Trans variable abuse.
A new build is available
Last edited by gabio on Thu Apr 14, 2005 2:48 am, edited 4 times in total.

Posts: 0
Joined: Sun Sep 26, 2004 5:16 pm

Post by Rahu »

I like the new widgets.

Small bug - With trackball you can see more of the axis-constraint-circle thingy the farter you zoom out, and at a close zoom barely any is showing. THis also causes a constraint not to be shown when the camera is close to parallel with it.

Posts: 0
Joined: Wed Jan 21, 2004 3:27 pm

Post by Bellorum »

New 2d style widgets are kewl, except for the rotate one:/ I do realise it's hard to visualize that one in 2d though. Gonna have to start trying out the softbodies:)

edit: Missed the 2nd alternative:) rt.6 is much better! More - is the rotate ghosting always going to flip at 180? Because it's annoying as hell:/
Last edited by Bellorum on Tue Apr 05, 2005 2:41 pm, edited 4 times in total.
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

Posts: 0
Joined: Sat Sep 04, 2004 2:32 pm

Post by kakapo »

i like the 2d widgets too (i prefer rt6) but there are some problems:

- the 2d arrows of the move widget sometimes rotate a bit strange and their plane can get perpendicular to the camera.

- the center square (or box if you use the 3d widgets) of the scale widget isn't useable for me most of the time. moving the mouse 1 pixel does scale way too much and in a very weird way. it looks like there is something broken because if i remeber correctly it worked better before.

a suggestion:

i prefer using the global coordinate system for the move widget and the local one for the rotate and scale widget. so it would be more convenient if the widget coordinate system were stored per widget to avoid the need for too much switching.

i also like this suggestion of 3d widgets without lighting:

btw. this is a bit offtopic but why do the blender viewports have such a bad z-buffer precision? is the z-buffer only 16bit? adjusting the near and far clip planes doesn't help much.

Posts: 11
Joined: Wed Oct 16, 2002 9:53 am

Post by lusque »

Found a bug with Simple SubDiv level 2 and above

An image describing the problem: ... l2_bug.png

here is a blendfile (right-click and "save link target as"): ... _bug.blend

AMD AthlonXP 1600+
nVidia GeForce 3 Ti200

hope it helps, keep up the good work :D

Posts: 0
Joined: Mon Jan 05, 2004 9:25 pm

Post by bullx »

minimalism is the way, i like this style!!

softbodies are impressive.
thank you

Posts: 0
Joined: Thu Feb 19, 2004 8:32 pm

Post by Yfkar »

The improved softbodies are great :D
Can't wait to get on my Ubuntu and compile this :shock:

Posts: 0
Joined: Tue Jun 17, 2003 7:57 am
Location: Indianapolis, IN

Post by gendou »

The new 2D widgets are cool, I like them better than the shaded ones. Perhaps making the default (rt = 0) shaded widget 2D would be best?
Softbodies are much easier to use! They work wonderfully!
I have a softbodies question though: Do they have collision? It doesn't seem like it. As awesome as they are, without some kind of collision won't they be hard to control?


Posts: 12
Joined: Thu Oct 17, 2002 6:08 pm

Post by lucky3 »

softbody rock! The wind effect is great!
However, the Strength value is a bit hard to control with ipo. High valuesl are used (~500). It's just a decimal problem.

Posts: 0
Joined: Tue Apr 05, 2005 5:08 pm

Post by articx »

Wow, SoftBodies with Wind are great. Thank you developers.
But the people need collision support... I will continue dreaming :)

Sorry for my bad english.


Posts: 11
Joined: Wed Oct 16, 2002 9:53 am

Post by lusque »

I think I found another bug. I made a flag (awesome softbodies :twisted: ), it is a quad mesh subsurfed at level 1 (Catmull-Clark). When rendering it becomes a triangle mesh (if you don't see the image copy and paste the link in a new browser window): ... era_04.png

blend file: ... a_04.blend

Posts: 29
Joined: Wed Jan 29, 2003 2:03 am

Post by TorQ »

OOOoooo. OUCH! Limiting the effects of the PET to connected should only be an option!! Please leave the old implementation as well!

Posts: 12
Joined: Thu Oct 17, 2002 6:08 pm

Post by lucky3 »

Bugs found:
- Bad drawing of softbodies meshes without subsurf (full grey colored, no dynamic shading)
-When separating (P) faces from a soft mesh blender crashes.

Posts: 500
Joined: Wed Oct 16, 2002 5:47 am
Location: Montreal

Post by theeth »

TorQ wrote:OOOoooo. OUCH! Limiting the effects of the PET to connected should only be an option!! Please leave the old implementation as well!
No worries. Easier to make it always on and first and then toggleable (on the fly, unlike the Modo implementation).

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

Posts: 0
Joined: Fri Jun 11, 2004 3:24 pm
Location: Berlin

Post by ElBarto »

Hey cool! Like the 2D-Widgets (RT 6) and creasing subsurf works now really fine!!!
Softbody-Tuning is awesome!

Blender Feature Proposal:

Post Reply