bf-Blender / Windows (2005/08/23) Bullet + Ashikhmin shader

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

bf-Blender / Windows (2005/08/23) Bullet + Ashikhmin shader

Post by lguillaume »

New compilation with the Ashikhmin shader patch by lordloki.

This compilation is for testing and reporting bug

Log (Ton) :
Control over Armature deform. Three new options are added for it;

Armature Panel
- "Vertex Groups"
- "Envelope"

Bones Panel
- "Mult"

The logic works as follows;
- Set "Vertex Groups" will enable vertex group based deform (default)
- Set "Envelope" will enable Bone Envelopes to deform
- Set both will apply Envelope deform on vertices without VertexGroups

- Set the per-Bone "Mult" option to have Envelopes work on top of a
VertexGroup
- The per-Bone "Deform" option (was called "Skinnable") will dis/enable
the Bone to deform for all situations.

The old convention was that, without any vertex groups, the Bones deformed
with bone-distances. I can't patch that... so you have to enable it by
hand in older files. Not too bad, since this option was unusable before
anyway. :)
Made weight-painting more bearable :)

- Hotkey CTRL+TAB toggles weightpaint on/off
- If Mesh has no vertex groups yet, it still accepts Weight Paint mode.
Then, on a first painting stroke it creates a default group.
- When combining WeightPaint mode with Bone selecting, if you select a
Bone without vertex group it draws Mesh dark blue. On a first painting
stroke it then also creates a new group, with the Bone name.
Much wanted; Constraint "move up" and "move down" buttons, in the Panel!
Three little feats;

- Vpaint and Wpaint now use our own custom cursor, this was a very old
plan anyway. It uses the 'knife' now, we need a good brush icon for it!
- On scaling bones in editmode, the deform distance info gets scaled now
too when no "Envelope" draw mode was set.
- Disabled front buffer drawing of objects with CTRL+select in Edit Mode.
Uses a regular redraw now (like for select in Object Mode btw)
Log (guitargeek) :
This commit introduces 2 new filling methods for subdividing quads which have only 2 adjacent edges selected. Path, Fan and Innerverts. ATM whenever a call is made to any subdivide calling tool, you will be asked for the type by a pupmenu. This will be replaced (perhaps) by a panel setting...
Log (Ton):
Another painful editing issue solved!

Adding Ipos on a Constraint just was working totally insane. Here's how
it works now in the constraint Panel:

- Button "Show" will make the IpoWindow show the Constraint Ipo
(it didn't before, when IpoWindow was not set to correct mode)

- Button "Key" will insert a key point on current frame (and show it in
IpoWindow)

Note that both options will create an Action too, if not existed yet.
So, without opening an IpoWindow you can already animate Constraints.
(Todo: use the auto key option to always insert on changing slider)

And; selecting a Bone will update the Constraint IpoWindow too. Note
however, that when theres multiple Constraint Ipos on a Bone, it only
shows the first... will solve that later.
And certainly other thing : http://projects.blender.org/pipermail/b ... /date.html

Download : in 7zip (1773 kB), or in zip (2314 kB)
Last edited by lguillaume on Sun Aug 28, 2005 5:30 pm, edited 1 time in total.

kidb
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Re: bf-Blender / Windows (2005/08/23) Bullet + Ashikhmin sha

Post by kidb »

lguillaume wrote:in zip (2314 kB)
As you can see by the link, there is a website (?) blendertestbuilds.de. It would be nice, if the people who already have a login would use this url to upload their testbuilds. Please keep the directoy structure or tell me how to make it better.
Testbuilders, who do regular testbuilds can contact me by mail for a login.
Last edited by kidb on Wed Aug 24, 2005 6:46 am, edited 1 time in total.

gaiamuse
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Joined: Thu Nov 06, 2003 2:25 am

Post by gaiamuse »

I'm sorry lguilaume, but I really can't get any of your builds past 13.08.05 to do a simple armature/mesh parent using create from closest bone. It is this option I use to do armatures.

Gabio's last windows build of 02.08.05 had all the xtra files with it. I use those files to test as your builds only include the Blender exe. Is there anyway to include the most updated extra files as I am unsure if this is a bug or if the extra files are needed.

Please help as I really would like to test and have a play.

Anyone else having this problem?

Thanks,

gaiamuse

gaiamuse
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Joined: Thu Nov 06, 2003 2:25 am

Post by gaiamuse »

lguilaume,

Ok, I see you put this in the bug tracker. Will just have to wait to get that one fix.

Thanks,

gaiamuse

crsrma
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Joined: Tue Mar 30, 2004 3:47 pm

Post by crsrma »

You can sort of get it to work right now by turning on the envelope options in the edit panels for your armature. I had to scale the influence areas of the envelopes quite large for it to work with that "closest bones" parenting scheme.

gaiamuse
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Joined: Thu Nov 06, 2003 2:25 am

Post by gaiamuse »

Ok I did more testing. Thanks crsrma for the tip on envelope options. That really helped!

My test results are that when parenting a mesh to armature and using create closest to bones, it is creating the vertex groups names for the mesh, ie bone, bone.001, bone.002, etc., but it is not creating and assigning the vertex groups to the bones. I have to manually select the vertex groups and assign the vertex groups to the bones in the mesh for each vertex group name. Once I do this, then it will deform in pose mode.

gaiamuse

thoro
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Location: Berlin, Germany
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Post by thoro »

Strange, when I load my current WIP scene, this is the result:

Image

The part of the boot connected to the leg deforms properly, but the vertex groups connected to foot.heel and foot.toes are not working. The names of the vertex groups match the bones' names and they deform properly if I connect them to other bones of the armature.

The scene file works with all older CVS versions posted here, this is the first one that produces this weird result.

Any ideas?

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

Post by lguillaume »

In this release there is some new option for bones.
Look at the panel Armature, there is 4 new options :
- Vertex Group
- Envelopes
- Rest position
- Delay Deform

I can't help you more.

thoro
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Joined: Thu Oct 17, 2002 10:20 am
Location: Berlin, Germany
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Post by thoro »

I know. The armature is set to Vertex Groups and it works on the rest of the connected meshes.

I think it has to do with the data source of the bones. I tested it - if I rebuild them with exactly the same parameters (in the user interface), they work again.

I tried it with another file (a completely different character) and got the same result... everything is working but the feet... strange.

bmud
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Location: Raleigh, NC, USA
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Post by bmud »

I just want to note that I think the wisest cursor for vertex paint is still a circle as it has always been except it could just show up all the time and not just during the button press. Secondly, maybe a dual circle would be good since the current inverted color doesn't show up on the default grey color. A paintbrush icon would be cute, and I'm pretty sure one is already made from one of the fellows that hangs out in the GUI section... It's just not nearly as informative.

The modifiers are amazing. This was my first time trying them out. Bullet is of course also making me giggle with joy. 2.4 is going to rock some socks.

Ton's my hero. 8)

gabio
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Post by gabio »

LG: You server is awefully slow. Make sure to use kidb website instead, or the website of Zanqdo:
http://www.graphicall.org/builds/index.php

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

Post by lguillaume »

gabio wrote:LG: You server is awefully slow. Make sure to use kidb website instead, or the website of Zanqdo:
http://www.graphicall.org/builds/index.php
The zip file is on the kidb website.

gabio
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Location: Canada - Québec - Sherbrooke
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Post by gabio »

Yes but all other aren't ;)
Like this build for IK on windows. I can't acces it since this morning.

Falgor
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Joined: Tue Sep 07, 2004 7:19 pm
Location: Israel

Post by Falgor »

thanks :P :P :P :P :P :P :P

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

Post by cekuhnen »

ah what is bullet?
is it part of the game engine?


claas

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