From Jahka particle and explode modifier
From Vidar Madsen (vidarino) Fix for static particle animation, this is a great patch, it enables recalculate on render for static particle, so if you have a static particle, with around a vortex field, wind, ... it recalculate the particle for the render, looks his sample : http://vidar.gimp.org/tmp/0001_0041.avi
And a tiny patch I made for a french user who wants to have boundbox drawtype, when he rotates the view, move an object, ... because he has many many vertices. There is a new button in View&controls parameters.
This patch will never be in blender but I want to show the works I made for this.
Log in CVS
ton wrote:Bugfix (based on user mailing me): In editmode, "remove doubles" crashes
when it uses subsurf display. Was missing a DAG update.
broken wrote:The handy Shift Space for maximise a window space
wasn't being too handy in the text editor, so I've disabled
it here now.
guitargeek wrote:Fix for Bug #3217
Just needed to mark a few more edges.
ton wrote:Bugix #3200
DAG_object_flush_update() always used scene layers, causing updates to go
wrong with 3d windows with "Lock" off (allowing local layer and camera).
This fixes a larger amount of potential issues.
Also: fixed menu title for adding IK constraint to Bone (CTRL+I).
ton wrote:Bugfix #3210
Included a patch by Pablo Marrol! selecting with ALT+CTRL combos
didnt check if there was actually a Mesh in editmode.
ton wrote:Bugfix #3238
ALT+C on mesh without modifier crashed.
ton wrote:Bugfix #3242
Ipo WIndow, "Make single user" button crashed. Forgot to recode 2 weeks ago
elubie wrote:Fix for correct handling of relative filenames.
Now relative filenames that are not below the .blend file
in the directory hierarchy can be used.
The relative filenames are not updated if the blend file
is moved to another dir or saved into another dir (save as)
We will rely on the smartness of the users for this.
my first official commit - thanks Ton!
bjornmose wrote:cleaning up
- removed euler branch in favor for a 'better solver to come'
- removed some debug vars from lattices
- removed some garbage related to 'borrowing' collision from particles
note SB collision is completly decoupled from particle stuff to allow
: 1. SB collision targets can be 'anything evaluated by modifier stack' but won't be subsurfed (for performace reasons / possible though / see comment in code)
: 2. SB <-> SB collisions
: 3. ( 1. implies that SB collision targets may be animated, hooked, curve deformed , .. ! )
blendix wrote:More bugfixing related to #3149:
Drawing of rotation limits and IK solving was wrong with pose mode
Also added proper modifier stack update after uv unwrap and lscm.
khughes wrote:-Bugfix #3254: Ipo.addCurve() didn't check if curve already existed before
creating (reported by Toni)
eeshlo wrote:fix for bug #3193, winmat was not calculated properly because of
some previously uninitialized parameters.
ton wrote:Subdivide recode assistance!
- Added subdivide sck upport for vertex groups
- Brought back subdivide-smooth, but it doesn't work as good as before yet,
it used to catch an exception for subdividing the middle vertex of a quad,
with edge-based subdivide it's not that simple. Will check later.
- made "number of cuts" a static variable, so it doesn't jump back to 2
all the time
Coder level notes:
- removed the old subdivide code (yay, over 30k code less!)
- did some minor layout cleanups in the new code (just consistant syntax)
- removed redundant code parts, to enable smooth & vgroup subdiv
- subdivide smooth can do multiple cuts too, but i like to see that only
as option when our smooth formula is good!
I think Johnny really made comprehensible design and nice code here. Was a
joy to work with.
ton wrote:First commit, for test, for using Library files for synchronizing partial
data. This functionality is going to be in Outliner, for now only use
for testing while consulting me.
Usage: New option in SHIFT+F1 append window, "Sync Pose". When pressed, you
can append/load an *Object* of type Armature, this then replaces its
Armature and Pose with the selected Objects. After that it deletes the
Note: it currently appends also Objects when used in Pose Constraints...
hos wrote:Fix for when knife tool (with path setting) is terminated with ctrl-Enter.
Also, updated the little helper line on the status bar to indicate that
terminating with ctrl-Enter leaves only the verts on the cut line
ton wrote:Bugfix; appending with using relative paths made all dynamic links from
other libraries local.
Also added some securities in the temporal 'sync pose' testing code. It now
asks with a menu to confirm the object to be replaced too. Later more!
ton wrote:Bugfix #3232
When a file was loaded with curves in invisible layers, the displists
were not created.
ton wrote:New; Rotation Constraint allows to only copy X,Y,Z axis rotations.
Note this is based on eulers, so might give the common issues.
For most cases it goes fine though, especially with only 1 axis constraint.
ton wrote:Bugfix #3231
Constraint Ipos didnt work when the bone/channel had no Action Ipo...
just had to move a line of code.
elubie wrote:FIX: BLI_makestringcode called with bad pointer mainl->curlib
Moved call to before blo_join_main where pointer gets killed.
Otherwise Blender crashed when appending a file and selecting
ton wrote:New: CrazySpace [tm] correction
When Modifiers are used in Edit Mode to show the deformed result for
editing, all actual coordinates Blender works with are still the ones from
the original Cage. You can notice that with the Transform Widget or
helper lines while transforming.
Even worse, the actual transformations still happened on the original Cage
as well, making it very hard to edit. That caused the feature to be named
"CrazySpace" (baptized by Andy, afaik?).
This commit calculates the deformation transformation per vertex, and
inverse corrects it, so it's more intuitive editing this way.
Unfortunately all the deformation features of Blender don't use matrices
for defining deform, so the existing code cannot be re-used to retrieve
the correct deformation matrix per vertex. The solution I found is based
on calculating per face the transformation based on its first 3 vertices,
and store this transformation averaged in the face's vertices.
The solution can also only work on entire faces, because the full deform
can only be retrieved using 3 vertices. (using 2 vertices will miss edge-
aligned rotation, using 1 vertex can only retrieve translation).
By deriving the deformations per face, small errors will still happen,
especially on very low-poly Meshes with extreme deformations.
The only alternative I know now, is providing each vertex in
a mesh with 2 extreme small tangent vectors, which get deformed using the
existing code as well. That will mess up the existing deformation code too
much though, this solution has the benefit it works with each deform we can
up with later too.
Last note about CrazySpace: it can only be used to tweak Meshes. Do not
even try to add vertices, extrude, or duplicate. Probably we should disable
this... but preventing user errors isn't always power-user-friendly, eh.
ton wrote:Disabled CrazySpace when 'proportional edit' is on... I discovered both use
the eve->vn pointer to store temporal data. Need a better solution, do it
later. This just prevents crashing!
guitargeek wrote:Python API Additions
Ipo Drivers access in IpoCurve
key.getChannelIpo(index) returns the ipocurve of a given shape index
Docs included for usage
khughes wrote:-Bugfix #3207: ALT-C on a mesh with modifiers would cause memory corruption.
We make a copy of the mesh and perform operations on the new object using
mesh_create_derived_no_deform() for the new object instead of the
Would be really nice if Daniel would look this over to see if it's really
fixed, or if I've just moved the problem somewhere else. I'm leaving
the bug report open until the fixed is verified.
khughes wrote:- make getMeshDerivedMesh() initialize flag setting for new vertices (needed
for BPy Mesh to get derived mesh data)
ton wrote:Fix for vertex/weight paint, so it evaluates the subsurfed vertices for
applying paint. (Until now it used non-subsurfed vertices).
ton wrote:Default openGL material had a tiny ambient set, causing black to be not
ton wrote:Orange bugfixes in NLA editor;
- ALT+C "convert action into strip" didn't calculate the mouse position
correct. Also changed menu a bit to tell which action it makes a strip
- Select action strips now activates Object too
- Icons in Object 'row' (denoting NLA override or not) now draw blended
ton wrote:Orange bugfix;
Border select in Action window didn't get corrected for NLA time.
ton wrote:Orange bugreport:
The new "lock time" option for ipo/action/nla/time/sound windows did not
work proper... it could accidentally activate other windows, confusing the
ton wrote:More Orange NLA/Action fixes;
- NLA: Hotkey ALT+S resets (synchs) action start/end in selected Strips
- NLA: Panel for Strips allow setting negative "Action start"
- NLA: When transforming strips, the selected keys for that action don't
get included (caused weird errors)
- Action: cleanup of drawing horizontal bars.
- Action: Pulldown menu option "Lock time" was in different location than
for the other pulldowns
intrr wrote:I hope this commit finally fixes loading of .blend files with text objects
that had been converted to curve with ALT-C.
Should fix bugs 2973 and 3269. Thanks Ken Hughes for a pointer into the
broken wrote:Camera visualisation changes and features (from tuho)
* Made the in-camera view dashed border lines less jarring
and disturbing. We will give it some testing here, feedback
* Showing the title safe zone is now an option in the
camera edit buttons. It's not very useful if you're not
making stuff for video/broadcast so you can turn it off.
* Passepartout is now a flag per camera, rather than per
scene. It never really belonged in the render buttons or as
Scene data, though it could be up for debate whether it's
better as camera data or view data (i.e. in the view
properties panel). Old files get converted over nicely with
this so if you had passepartout on before, it stays on the
* Added an option to show the current camera's name at
the bottom of the in-camera view, to help keep track of
which one you're seeing when using multiple cameras.
* In the 3D View (non-camera view) the active camera is
drawn with a solid line as before, while non-active
cameras are drawn with a dashed line, to help visualise
which one is active.
Downloads:ton wrote:CTRL+I, pose mode, added accidentally a location constraint, when having 2