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bf-Blender / Windows (2005/09/10) Bullet

Posted: Sat Sep 10, 2005 11:39 am
by lguillaume
Hello, new compilation, the game engine is Bullet, no additionnal patch.

This compilation is for testing and reporting bugs

Three armature fixes (yes, i'm in studio orange!)

- on adding armatures, the "use vertexgroup" and "use envelope" options
are now on.
- fixed ancient bug; on duplicate bone in editmode, it popped to the
origin of armature, if parent bone was not selected and current bone not
- subdivide bones now follows the Mirror edit option too
Roland Hess' Floor Constraint patch: ... 9&atid=127

Minor modifications to simplify the code in evaluate_constraint.

The "Stick" feature will need more work as it gives bad results when skipping frames, jumping around on the timeline and when going backward in time.

Suggestion: Would be nice if it could use the local space too, not just global space planes.
Add Intersect Modifier
Add Union Modifier
Add Difference Modifier

to the W key menu

Select 2 mesh object and press W. Then select a modifier entry. The active mesh selection will get a boolean modifier of the type selected with the inactive selection as target.
Fix for weight painting errors, as reported by Bassam.

- Undo/Redo didn't work
- Crash on using weightpaint with Armature-modifier (instead of parent).

Note: checking if an object is being deformed cannot be simply done with
checking for a parent anymore... for this a call in modifier.c has been
added; modifiers_isDeformedByArmature(Object *). It even returns the
Armature object pointer.
Added icons for outliner display of Modifiers. Used ones as provided by Eckhard Jaeger on forums.


- made new Armature icon, based on looks of Action icon. Using a Bone icon
for everything was too confusing
- made softbody icon softer... it looked like a water drop, something that
would be better for Fluid stuff later :)
- the Modifier icon itself (wrench) looks a bit too much like a tool... but
its a clear icon that stands out.

- Pontus Lidman contributed a new module: Blender.Key + access to key objects from NMesh, Lattice and Curve + docs (thanks and sorry for taking so long to check/commit the patch!)

- Allowing EVENT spacehandlers to call the file selector (scriptlinks in general are not allowed, but this special case should be able to). Requested by Paolo Colombo (thanks!)

- tiny doc update (Ken Hughes pointed an error in the space handlers example)

I didn't have time to update the Key module to follow the current bpython design, will do that later and also test it better than I did.
Fix for armature deform: if there's a vertexgroup on a vertex, but not with
bone assigned to the group (like for softbody) the envelope-deform was not
Fix: when using in WeightPaint the Wkey option for the first time (no
vertex groups yet on Mesh), the undobuffer for Wpaint got corrupt.
New feature for edgeslide: Holding SHIFT now slows down movement by factor
10 (like transform()) and allows for fine-tuning the loop with hairy
reference edges.
having a "mini gimp" in image editor
{ hope it does not break builds .. mscv6 .. scons works fine here }
7zip version (1.73MB)
zip version (2.27MB)

Posted: Sat Sep 10, 2005 1:48 pm
by Bellorum
I keep trying to add modifiers in the Outliner :) Would be kewl if it was possible.

Posted: Sat Sep 10, 2005 5:18 pm
by pixelTroll2005
Thanks for the build!

Noticed that 3d view goes black when pup Menus are active, when antialising is turned on the graphics card.

5900XT (77.77 drivers)

I think this is an issue with previous releases also. Are there any plans to fix this?


Posted: Sat Sep 10, 2005 5:48 pm
by Caronte
The new mini-gimp is very usefull :shock: is very nice to use rmb to move the clone texture, but we need a rotate feature too.
Whould be nice if we could have several clone textures at once :wink:

Posted: Sat Sep 10, 2005 6:24 pm
by Pinucset
And for Linux? :roll: :cry:

I'll wait :)

Posted: Sat Sep 10, 2005 6:52 pm
by kidb
Pinucset wrote:And for Linux? :roll: :cry:

I'll wait :)
If this build is from the cvs without special patches you could try: ... CVSBuilds/
These builds are "scons --release" builds.

Posted: Sat Sep 10, 2005 9:53 pm
by OTO
Hello kidb

thank you for the Linux build
The bullet game engine is not working?!

The mini gimp is nice and useful. Great!!
Go to more testing

Posted: Sat Sep 10, 2005 9:55 pm
by kidb
OTO wrote: The bullet game engine is not working?!
The mini gimp is nice and useful. Great!!
Go to more testing
As I said, its an automatic build from cvs.

Posted: Sun Sep 11, 2005 7:17 am
by Doogs
bullet's working alright so far for me... not sure why you're having issues..?


Posted: Sun Sep 11, 2005 10:17 am
by OTO
Well, the engine is enabled and "working"..but when I load Erwin's test files
nothing happens?!

Posted: Sun Sep 11, 2005 12:31 pm
by poutsa
Where is the "Apply Deform First Button" in the Softbody Panel in this Test Builds?
Where is the Optimal for Editing?
Dubliverts for Metaballs (if you Parent a metaball to a Mesh and press Dubliverts... (sorry i wrote Dubliframes bevor!)
Is this all gone for ever ....or only disabled for this Test Builds only?
Can we see this in 2.40 new Blender again?
Also if i load some old Blend files for this Build ....some Parent Armature to Path not works! and the eyes for Character not loaded ! (eyes parent to Armature or some Bone).

If a Particle Emitor Mesh Object is Parent to a Bone (Armature) and the Bone is Animated the Particle Emitor not Follows the movements of the Bone in this Test Builds (in 2.37a Works).
here you can Download a example Blend file for this to see what i mean:

if you open the blend file in 2.37a Blender it works (you see the Particle follows the animated Bone)

If you open this Blend file in this Test Build not Works (the Particle not follows the Animated Bone!)

Vassilios Boucer

Posted: Sun Sep 11, 2005 12:46 pm
by kidb
As these are testbuilds, i think you should not care too much about missing features and functions, until the developers announce a testing release for users.
Following this discussion I am not sure if it is a good idea to publish my automated nightly builds.
Maybe one of the developers or the Blender Chief Software Architect could give me a hint.

Posted: Sun Sep 11, 2005 1:25 pm
by tv
yes, your position seems quite "right".

personally, I tried to "catch" some inbetween builds befor there are too much new stuff and which would still work with some of my most used python tools.

btw.: minigimp was already in tuhopuu.

related question: there was a *integrated texture baker* tuhopuu build (15.08.2005)

are there plans to integrate this in official blender? (NOT the script, scripts miss some of obvious stuff which integrated tool did)

Posted: Sun Sep 11, 2005 2:35 pm
by lguillaume
poutsa wrote: Where is the Optimal for Editing?
There is some buttons on the Subsurf Panel, the button you want is : Image

For the other problems post in the bugtracker.

Posted: Sun Sep 11, 2005 3:07 pm
by poutsa
THANKS Iguillaume about Optimal and also for this BUILD !

So many new Buttons and so Many NEW Builds around here.... and Fast Development!!!! i not see this Optimal Button...sorry! :oops:

Vassilios Boucer