bf-Blender / Windows (2005/11/10) Tweak/Fullscreen/Merge

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Bellorum
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bf-Blender / Windows (2005/11/10) Tweak/Fullscreen/Merge

Post by Bellorum » Wed Nov 09, 2005 11:57 pm

UPDATED 2005-11-10

Hi, guys!

Fullscreen and Tweak mode enabled.
Patched with Geoffrey Bantle's merge tools:
http://www.umsl.edu/~gcbq44/MergeTools/mergetools.html

Update:
Particle patch now merged with blender by Ton. Also, particle panels has been given a facelift. Look here for more info:
http://www.blender3d.org/cms/New_Partic ... 721.0.html

That's all you need to know :) Now, go download here:
http://www.graphicall.org/builds/builds ... show&id=44
Last edited by Bellorum on Fri Nov 11, 2005 8:17 am, edited 6 times in total.
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

mataii
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Location: México

Re: bf-Blender / Windows (2005/10/25) Tweak/Fullscreen/Merge

Post by mataii » Thu Nov 10, 2005 5:26 pm

Nice tools ! :wink: , they are very usefull I like it :D

Caronte
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Location: Valencia-Spain-Europe

Post by Caronte » Thu Nov 10, 2005 5:43 pm

Yeah! Nice tools! ;)

BTW, (2005/10/25) ??? :?
Caronte.
"Some Day, All Will Be Digital"
http://www.nicodigital.com

Bellorum
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Post by Bellorum » Thu Nov 10, 2005 9:33 pm

Caronte wrote:Yeah! Nice tools! ;)

BTW, (2005/10/25) ??? :?
Oops :oops: 8)
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

zupermonkey
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Post by zupermonkey » Fri Nov 11, 2005 2:26 am

Cool, shaded particles in the viewport!

pildanovak
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Contact:

Post by pildanovak » Fri Nov 11, 2005 12:44 pm

great work...

pat
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Location: germany

Post by pat » Fri Nov 11, 2005 8:11 pm

i know it's a test build but try this: zoom in a good amount, then try to select (rmb) a vert (my testobject: a suze, subdiv multi: 2)

this should select a vert that's probably out of view, if not then you've not zoomed enough. i can provide a blend if needed

this does not work when in solid mode and view is clipped to front verts

if i don't answer (i'm not here very often) send pn or mail if you're interested in the blend

raygun11
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Location: Poland

Post by raygun11 » Fri Nov 11, 2005 10:00 pm

I was testing new particles system ( i was modelling hairs )and I have one problem: how to control speed (lenght of strands) by vertex groups? ( I know how to define distibution by vertex groups).
on this site:http://www.blender3d.org/cms/New_Partic ... 721.0.html
Ton wrote: "To control speed of particles, or the length of a static particle strand, you can indicate to use a Vertex Group. The Vertex Group value will multiply with the existing starting speed.
The option is in the "Velocity" section of the Particle buttons. "
does it work in this build?

btw. new features are great :)

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

Post by Bellorum » Fri Nov 11, 2005 11:58 pm

raygun11 wrote:The option is in the "Velocity" section of the Particle buttons. "
does it work in this build?

btw. new features are great :)
I believe Ton committed that a couple of minutes after this build was compiled:roll: I wasn't bout to make a new build just for that. I'm hoping for some new UI stuff before the next build.
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

cekuhnen
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Joined: Mon Jan 13, 2003 11:04 pm

Post by cekuhnen » Wed Nov 16, 2005 8:46 pm

hey

the particle system develops great! the shaded function with guides are great for making hair. i dont know how far animation will be a task, but for stills it seems to work amazingly fine.

different approach but still great result.

claas

Falgor
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Location: Israel

Post by Falgor » Thu Nov 17, 2005 8:34 pm

Cool to see it going and going forward. I wonder if we see all these features in the actual release.


------------- EDITED & UPDATED, READ THIS-----------------


IF YOU ZOOM CLOSE TO THE OBJECT SO THAT ITS NOT COMPLETELY VISIBLE, YOU WILL GET SELECTION ERRORS IN EDIT MODE WITH VERTICES[
Last edited by Falgor on Sun Nov 27, 2005 12:52 am, edited 3 times in total.

LetterRip
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Post by LetterRip » Thu Nov 17, 2005 9:08 pm

Falgor,

fullscreen, tweak, and merge - probably not. Everything else is already included in the code that will become the release.

LetterRip

tv
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Post by tv » Thu Nov 17, 2005 9:29 pm

but merge is so cool.

will at least the final released source be patchable by the merge patch?

Scott Wilkinson
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Post by Scott Wilkinson » Mon Nov 21, 2005 1:53 pm

The merge tools are excellent. What is the reason for not including them in an official release?

Bellorum
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Post by Bellorum » Mon Nov 21, 2005 5:35 pm

Scott Wilkinson wrote:The merge tools are excellent. What is the reason for not including them in an official release?
The patch is fairly new, and probably too close to official release for a proper review by Ton.

As for the other features -

Fullscreen - not going to be enabled in official builds in the state the code is now. Doesn't go well with ATI cards. Needs to be rewritten.

Tweak - Ton doesn't like it :roll:
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

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