bf-Blender / Windows (10/10/03) + Jahka patch

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

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lguillaume
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Joined: Tue Jan 04, 2005 10:25 pm

bf-Blender / Windows (10/10/03) + Jahka patch

Post by lguillaume » Mon Oct 10, 2005 10:29 pm

Hello, new build some commit and new patch by jahka explode modifier!!!

- particle patch updated : check http://users.utu.fi/jhkarh/prog/bs_part1.html
- explode modifier : check http://users.utu.fi/jhkarh/prog/bs_explode.html look to the video sample

In CVS too many commit since the last compilation.
There is modification in fluid two new object inflow, outflow.
ton wrote:Stage two of the giant animation recode project; Ipo/Action/NLA cleanup

-> Note; added 2 new c files (split editipo.c). MSVC needs upgrade.

Impatient people can check the goodies in CMS:
http://www.blender3d.org/cms/Action_and ... 706.0.html

Most work was on trying to unwind the spaghetti for editing ipos. Too much
history and bad design got added here. Most evident changes:
- made generic 'context' for detecting which Ipo is being edited, or to
assign ipos or to retrieve ipo curves.
- made generic insertkey() for all ipo types, including actions
- shuffled a lot of code around to make things more logical. Also made
sure local functions are not exported

It is far from ready... when action/nla was added in Blender, a lot of
duplicate code was generated. That's for another time.

Now the goodies;
- made Actions to allow any Ipo type
- made NLA to define active actions, for Action window too
- corrected timing for active action, so it shows the 'real time', as
defined in NLA editor.

I did update python code, but that would require testing. Testing is
needed for this commit in general, too many changes happened on all
levels of the animation system. :)
Will keep track of all reports this evening, hopefully it doesnt break
the pre-release schedule!
For all other things check http://projects.blender.org/pipermail/b ... /date.html

Download
7zip(1912KB)
zip(2522KB)
Last edited by lguillaume on Thu Oct 20, 2005 2:05 pm, edited 1 time in total.

kencanvey
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Joined: Mon Jun 02, 2003 7:54 am
Location: Smethwick West Midlands UK

Post by kencanvey » Mon Oct 10, 2005 10:49 pm

Thanks for the build, he he more goodies to play with.

Ken

djfuego
Posts: 16
Joined: Wed Oct 16, 2002 11:30 am
Contact:

OH MY GOSH!!

Post by djfuego » Mon Oct 10, 2005 11:20 pm

:shock: Could it be..
*looks at animation for another minute*
If there was ever a reason for giving up your day job.. Blender would be it right now.
:twisted:
That's amazing. That's better than IMAGINE.

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

Post by Bellorum » Mon Oct 10, 2005 11:27 pm

Is there a nomination for newcomer of the year at the Blender con? I vote Janne Karhu! :)
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

lguillaume
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Joined: Tue Jan 04, 2005 10:25 pm

Post by lguillaume » Mon Oct 10, 2005 11:37 pm

Bellorum wrote:Is there a nomination for newcomer of the year at the Blender con? I vote Janne Karhu! :)
Me too, he makes some great things and I wait to this next modifier 8)

Caronte
Posts: 76
Joined: Wed Oct 16, 2002 12:53 am
Location: Valencia-Spain-Europe

Post by Caronte » Mon Oct 10, 2005 11:46 pm

Bellorum wrote:Is there a nomination for newcomer of the year at the Blender con? I vote Janne Karhu! :)
Yeah me too!! :D
Caronte.
"Some Day, All Will Be Digital"
http://www.nicodigital.com

lguillaume
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Joined: Tue Jan 04, 2005 10:25 pm

Post by lguillaume » Tue Oct 11, 2005 12:02 am

I want your help to try a bug, it's depend perhaps of graphic cards, so try and says if the bugs happens and your graphics card, the bug was found by poutsa :

Follow this Steps to see it:
Select the Cube from Starting Scene!
Enter Edit Mode and Select all Vertices
Then Go to Editing Buttons F9 and add a New Vetex Group (group) and press Assign!
Then Exit from Edit Mode and go to Weight Paint mode
Then go back to Object mode and you see the Cube is Rosa Colour in Open GL Draw mode!!
After this go to File Menue and and choose NEW ...erase All so you see the New Sarting Scene the Cube is Rosa Colour again in Open GL mode!

I have a Nvidia Geforce 5800 and I have the bug.

In advance, thanks for your help and if you can post in the bugtracker the bug is at http://projects.blender.org/tracker/?fu ... group_id=9

fligh
Posts: 31
Joined: Mon Dec 30, 2002 11:28 pm
Location: US

Post by fligh » Tue Oct 11, 2005 4:21 am

I have a Trident Blade3D video card and I can't produce the bug. I tried with your 1003 build when pousta posted too.

%<

loken
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Joined: Tue Oct 11, 2005 4:21 am
Location: Washington State

Post by loken » Tue Oct 11, 2005 4:27 am

I encountered that a couple of builds ago. Running Win2k, with a GeForce2 MX.

Just tried to reproduce it following your directions, and it definately happens. Wierd..

yeonil
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Joined: Thu May 20, 2004 12:07 am
Location: Krakow, Poland

Post by yeonil » Tue Oct 11, 2005 6:02 am

Nice patches!
Is there a way to hide the particles when dealing with explode modifier?
It needs a "recalc" button somewhere, or bind it with particle recalc, because it don't do so on particle parameters change.

Yeonil

lguillaume
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Joined: Tue Jan 04, 2005 10:25 pm

Post by lguillaume » Tue Oct 11, 2005 10:10 am

yeonil wrote:Nice patches!
Is there a way to hide the particles when dealing with explode modifier?
It needs a "recalc" button somewhere, or bind it with particle recalc, because it don't do so on particle parameters change.

Yeonil
You have to add a new material and make it totally transparent, in the particle panel you can choose what material you want for the particle system, just put material 2.

Koba
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Joined: Thu Apr 15, 2004 9:48 am

Post by Koba » Tue Oct 11, 2005 10:11 am

Hi

I've been thinking about exploding an object with multiple components (which don't dissolve) - think of a car exploding and you get whole bolts and brake disks and other random objects flying outwards.

I think it would be possible if you could use a vertex parenting to assign a mesh to duplivert at a single vertex only. Then your object could be a particle system applied to a hidden mesh where each vertex represents the object centers of the components that make it up.

Is this making any sense?

Essentially, I would love to be able to select a random group of different objects in blender, click a button and turn them into a particle system where the vertices are the original object centers and each vertex is assigned to duplivert the respective mesh.

Thanks!

Koba

lguillaume
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Joined: Tue Jan 04, 2005 10:25 pm

Post by lguillaume » Tue Oct 11, 2005 1:44 pm

Koba wrote:Hi

I've been thinking about exploding an object with multiple components (which don't dissolve) - think of a car exploding and you get whole bolts and brake disks and other random objects flying outwards.

I think it would be possible if you could use a vertex parenting to assign a mesh to duplivert at a single vertex only. Then your object could be a particle system applied to a hidden mesh where each vertex represents the object centers of the components that make it up.

Is this making any sense?

Essentially, I would love to be able to select a random group of different objects in blender, click a button and turn them into a particle system where the vertices are the original object centers and each vertex is assigned to duplivert the respective mesh.

Thanks!

Koba
Hi, I post your comments in the patch tracker : https://projects.blender.org/tracker/in ... 9&atid=127

lucky3
Posts: 12
Joined: Thu Oct 17, 2002 6:08 pm

Post by lucky3 » Tue Oct 11, 2005 4:30 pm

Hey, things are improving a lot!
I've been dreaming of that 'Inflow' fluid object for weeks ;) now we can do more and more eye candy fluids!
The new particles system fit very well with the new hair render. I'm gonna test the new NLA editor!

kitsu
Posts: 0
Joined: Sun Jun 06, 2004 8:08 am

Post by kitsu » Tue Oct 11, 2005 6:39 pm

In response to the 'rosa color': with the recent builds my models have been changing colors alot. While doing some experiments with the new particle weighting my model would change color depending on the overall weight paint value, from 'rosa' to orange, green, and blue.

Also on the model I working on now, when I exported it (as nendo) it imported into Wings with an orange tint. The coloring came from vertex colors though I never added any vert colors...

Non of these effected rendering or shaded preview though, only solid views.

WinXP sp2, dual ATI Radeon x300 at work.
WinXP, Intel integrated video (830 or something) at home

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