bf-blender / Windows 2.40 RC1 (2005/11/28) RC BUILD

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

Moderators: jesterKing, stiv

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modifier stack: Mirror for vertex group

Post by toomuchcookies »

Hi everyone,

a big thank you for all the developers who are bringing us this fine 3d-app.

I have one question: Would it be possible to integrate a vertex group field in the mirror modifier, so that only those verteces in that group would be mirrored?? That way one could create half of a car and select the verteces around the exhaust to not be mirrored.

I think you often have the problem, that an object is to a great extent symmetrical, but not exactly in that it has small differences between the two halves. I think this small change shouldn't be much of a problem, is it??

thnx any,

Omar Abo-Namous

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Joined: Wed Nov 30, 2005 3:11 am

Post by Elcrapocrew_2 »

bone rotation limmits works fine in Tuhopuu why not in BF Blender? For those not in the know, when I go to click on the buttons to define rotation limits for a bone they disappear! Tuhopuu does not have the button for automatic IK though.. PLEASE FIX :cry: :cry: :cry: :cry: :cry:

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Post by LetterRip »

Please post the bug to the tracker,


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Joined: Mon Dec 12, 2005 4:45 pm

Post by Micool »

Not possible anymore to add a volume IPO to sound strips in the sequencer !?


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Joined: Thu May 12, 2005 7:51 pm

Post by strangeland »

Bullet Physics does not affect objects added with the "add object" actuator.

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Joined: Fri Dec 09, 2005 1:08 am

When is the expected release date for 2.40?

Post by wrbcreations »

Just a little info on when the 2.40 release is to be made? Really looking forward to this..

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Joined: Tue Nov 18, 2003 3:37 am

Post by macouno »

Hmm just got a new error in python saying: "invalid bit(s) set in mask"

This when I execute a simple and previously working: "NewMaterial.mode |= Material.Modes.ZTRANSP"

Also just noticed... setting layer for a sun lamp still makes it render trashadows cast by objects on other layers.

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Joined: Sat Jul 17, 2004 7:48 pm

Post by kisolre »

probably a bug or wrong implementation?

Add icosphere level 1, subdivide multy level 2 - n.p.

Add icosphere level 1, subdivide multy level 3 or more - some overlaping faces occur.

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Location: Nantes ;) France

Post by CaptainJeje »


start with a plane, merge 2 dots and subdivide multy lvl 2,3,4,5


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Possible bugs!

Post by madcello »

I think there's some inconsistency and possible some bugs in this.

Didn't put in bugtracker yet to "ear" your opinion first. Have looked at the bugtracker and didn't find nothing to do with this.

When we're in editmode there's some options in the "Select" 3dwindow menu that are suposed to work only in face mode (Non Triangles/quads ; Quads ; Triangles). If i change to face mode this options are not in the menu, wich doesn't seems right.

The bugs "i think" are, when i change to facemode and apply the keyboard shortcuts that are in that menus, nothing happens.

Am i seeing something wrong here?

Thank you!

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Joined: Sun Nov 27, 2005 11:04 am

No "Around Active" in Edit Mode

Post by alarionfirn »

I did not notice this before, but if you Set "Turnable" and "Around Active" in Blenders Preferences, there is no "Around Active" in Edit Mode.

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