Time for another build to play around with. Developers are starting to pick up speed again after the Blender conference, and there is some new stuff to play around with.
This build is patched with Janne Karhu's particles and explode modifier.
UPDATE 2005/10/25 : Matt Ebb's Render buttons layout patch. This is a small preview of the upcoming UI reorganization.
Note: for those that are not familiar with my builds, I always activate fullscreen and tweak mode. So those of you who do not like these features need not bother. Furthermore, ATI users beware! Fullscreen doesn't work well with ATI cards. Built with Cygwin.
Noteworthy additions since last build follows below:
Log:
New Mesh tool: "Rip".
http://www.blender3d.org/cms/Mesh_Ripping.712.0.html
This tool allows to insert gaps/seams in a Mesh, based on the selection
(1 vertex or a row of edges) and the position of the mouse (to indicate
the part that gets grabbed). Shortcut: Vkey.
Special Orange request!
Log:
New option; "Lock Time to Other Windows" for Ipo, Action, NLA and Time
windows. If set (in View pulldown), it synchronizes the horizontal scale of
the current window with the other Windows with this option set. That way
you always have these windows showing an identical part of the time you
work on.
Also added because Action Window now displays its content relative to
NLA strips.
Log:
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
Log:
Long on the wishlist!
- CTRL+click in EditMesh now extrudes selection. If no selection, it adds
a new vertex. Try it on a full selected monkey. Fun!

- CTRL+click now also adds the new stuff aligned with the view, as if you
had translated it to the mouse cursor. Only new vertices are added with
respect to 3D cursor location.
Log:
The ctrl+click extrude now calculates a rotation, so you can do wild quick
modeling!
It detects the rotation based on the average of all half-selected edges and
the extrude vector. The first rotation might go wrong on extruding parts
of very irregular shapes, but in general it does it fine. Of course, single
vertex clicking or entire shape clicking doesn't rotate.
Log:
Autohandles in Ipo Window still could overshoot. Added a new clamping to
ensure the handles never result in a curve that goes beyond the neighbour
control points.
http://www.blender.org/cms/Animation_Cu ... 717.0.html
Download here:
http://www.graphicall.org/builds/builds ... show&id=38