User-contributed CVS development builds. Please test and give feedback!
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kakapo
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- Joined: Sat Sep 04, 2004 2:32 pm
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by kakapo » Fri Oct 07, 2005 2:42 pm
sorry, double post...
Last edited by
kakapo on Fri Oct 07, 2005 2:47 pm, edited 1 time in total.
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kakapo
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- Joined: Sat Sep 04, 2004 2:32 pm
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by kakapo » Fri Oct 07, 2005 2:44 pm
the getVertexInfluences python function seems to be broken.
Code: Select all
from Blender import NMesh, Object
o = Object.GetSelected()[0]
m = o.getData()
for i in range(1000):
print m.getVertexInfluences(i),
this always just returns lots of empty [] even if my mesh has vertex groups with influences.
and another small thing: if you are in weight paint mode and you switch to edit mode to do a vertex group assignment (in some cases this is just more convenient than painting), then the weight setting from paint gets used instead of the weight setting of the vertex groups panel. don't know if this is meant to be that way?

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Howitzer
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- Joined: Fri Jan 14, 2005 4:47 am
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by Howitzer » Fri Oct 07, 2005 8:19 pm
Also... where is the Select - Vertex Loop and Faceloop commands? It is totally missing. Their key combinations don't work either. Forgive me if you changed this on purpose or if you already know.

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Bellorum
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- Joined: Wed Jan 21, 2004 3:27 pm
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by Bellorum » Fri Oct 07, 2005 9:16 pm
Howitzer wrote:Also... where is the Select - Vertex Loop and Faceloop commands? It is totally missing. Their key combinations don't work either. Forgive me if you changed this on purpose or if you already know.

Alt+click on edge in face/edge mode.
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.
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bmud
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- Location: Raleigh, NC, USA
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Contact:
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by bmud » Fri Oct 07, 2005 9:21 pm
You could always [ALT]-select any line on a face or line to loop select. That's quite an old feature. I remember there being lots of talk about ading a "move to next loop" command, which might have to do with those commands being tampered with in the first place...?
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Howitzer
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- Joined: Fri Jan 14, 2005 4:47 am
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by Howitzer » Fri Oct 07, 2005 9:42 pm
Ok got it. Thanks

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Bogey
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- Joined: Fri Oct 24, 2003 6:07 pm
- Location: UK
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by Bogey » Sat Oct 08, 2005 12:10 pm
Well I managed to get here again at last. Does anyone working on the game engine know what the correct orientation of "xyz" is. If they do they should probably go back to work for autodesk.
Bogey.
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Bogey
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- Joined: Fri Oct 24, 2003 6:07 pm
- Location: UK
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by Bogey » Sat Oct 08, 2005 12:58 pm
ps, you should have heard some of the things I have said about it in the past.
Anyway. as far as I remember. Forces are not active. dLoc is 90deg out,
+X is now +Y. Parenting is screwed. By that I mean, rotation centres on child objects have shifted. The only bounding type that seems to know which way is up, is "Concave Mesh". Colision Detection has gone to crap, and if I had any money I would probable go to the pub.
Rock and Roll.
Bogey.
pps, even after 15 pints, Ive got a better idea of where the floor is.
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poutsa
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- Joined: Sat Jan 03, 2004 4:49 pm
- Location: Munich (Germany)
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by poutsa » Sun Oct 09, 2005 6:48 pm
Possible BUG:Download this example blend file from here to see:
http://www.savefile.com/files.php?fid=8484653
Open the Blend file in 2.37a you see the Object in 3D Window in Shaded Draw mode!!Thats OK
Open the same example blend file in this Test Build
you canot see the Object in 3D Window in Shaded Draw mode (you can see it only if you click in the middle of the 3d Window!!!!
Thats a possible Bug i think!!!
seeYa
Vassilios Boucer