bf-blender / Mac OS X 10.4 (2005/08/01)

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bf-blender / Mac OS X 10.4 (2005/08/01)

Post by matt_e »

Get it here:

Note: May not work on OSes < 10.4! No game engine either!

I've missed out a whole heap, but some interesting things from the last few days include:

ton (Ton Roosendaal) 2005/07/27 12:37:20 CEST
Cleanup & goodies for rigging geeks! :)

- PoseMode: Wkey menu, "Flip Left/Right Names". On selected bones, it flips
the L/R tags in names, and calls the proper code to rename everything
that's related (constraint targets, bone-childs, etc).
- PoseMode: Shift+S snapmenu: snap cursor to selected now works
- Outliner: select bones now correctly sets 'active' flag for bones,
updating the UI as well.
Also made sure you cannot select hidden bones in outliner.
- 3DWindow: in PoseMode/EditMode draws name of active Bone too (with user
option "Draw active object name" set.
- Added the new Armature/PoseMode options in View3D pulldowns.

guitargeek (Johnny Matthews ) 2005/07/27 20:48:08 CEST
Added Name flip for

Also added if suffix == 001, do not re-add suffix. So allows the following procedure

bone named Bone_R is copied, becomes Bone_R.001
Bone_R.001 is Flipped, becomes Bone_L

Currently only works for 001, could be extended later

ton (Ton Roosendaal) 2005/07/27 21:46:06 CEST
Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:

Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.

The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.

Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.

guitargeek (Johnny Matthews ) 2005/07/30 21:50:51 CEST
For edgeslide control rail there are 2 options:

Scroll Up/Down and Left/Right arrow key will cycle through the control edges in either direction.

I got rid of SHIFT for the time being.

bjornmose (Jens Ole Wund(bjornmose)) 2005/07/31 22:01:15 CEST
yo bassam, here it is
Action editor UI tweaking:
PageUpKey moves action up one row ( shift == move to top )
PageDownKey moves action down one row ( shift == move to bottom )
multiple selections allowed

theeth (Martin Poirier) 2005/08/01 08:01:24 CEST
This patches adds support for Font, Curve, Surface and Meta Objects in
Blender.NMesh.GetRawFromObject through a displist conversion method as used by
Blender when converting them in the UI.

Notes: Objects with only edges (3D curves/polyline without bevel) do not have
normals, so they are all initialised to (1, 0, 0) on conversion

Converting from meta objects only work on the "mother ball". That is,
the object with the lower base name.
Example: "meta" for all the "meta.*" objects.

Meshes extracted from curve based objects (Font/2D filled curves)
contain both the filled surfaces and the outlines of the shapes.

Materials are taken from the object's material list. Material handling
in NMesh is incorrect anyway, as it always uses the materials from the
mesh, ignoring the setting in ob->colbits.

This patch also makes the include order a little clearer.
A couple of warnings have been fixed by using better types:
- Using char instead of short when parsing color values.
The "constructor" expects and uses char anyway.

- Explicit casting to short when storing normals back in mvert.

- Changing constant doubles to floats with "f" to make compiler happy.

The only warning left regards NMFace.flag which is stored as a short but is
used to fill in TFace.flag which is a char. I didn't want to change the
object's structure so I left it like that. I didn't add an explicit cast when
putting it back in TFace so that the warning can remind us that there might be
something to change there.
Last edited by matt_e on Sun Sep 04, 2005 8:00 pm, edited 1 time in total.

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Post by harkyman »

You are the MAN! Thanks for the build. Seems to work great in 10.3.8.

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