Re: [Bf-committers] A way to apply transformation to all key frames?
Hello, I would like to move an animated object. There does not appear to be a way to do so without applying the transformation to every relevant key. Is there a script or a way to apply a transformation to all relevant keys? Is parenting your object to an armature and do the transformation that way not an option for you? best Rasmus ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] PVS-Studio Static Analysis
Running a second time gives you only the false positives again. If some new bug is added to the source you still needed to read over the false positives (unless your memory is really good). long term we need to have a way to notify us when new errors are added. Sounds like a job for diff? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] collisions detection without gameengine
Now I need is to make a check between really complex objects. I did tried it to detect it in the game engine and it works really great, it's fast and accurate. But I need to start the game engine, which is not needed. I understand that you do not need to start the game engine. But are you sure that you need to not start the game engine? If not, that would seem to simplify your task? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] [#21127] Vertex group mirrors not working
Post by non-member to a members-only list Right, sorry, found more instructions to read now :-) Pending mail below. I should also note that the patch is for 2.53 beta and that it is only for the file /scripts/ui/properties_data_modifier.py Since the user interface has been so awesomely customizable, it was not necessary for me to checkout the code in order to make the modification, so it is not a source tree diff. hope it all makes more sense now Rasmus ---pending mail, because i did not subscribe before emailing--- It is perhaps a little unfair to call this a user error. After all, the vertices for the mirror groups do not exist before the modifier, so why should the vertex groups? It seems that the modifier should generate those vertex groups, and that it is a data structure limitation if this cannot be done easily (in a way that the mirrored vertex groups only exist after the modifier). I have created a small patch, that adds a button that will generate empty mirrored vertex groups. It is perhaps not the nicest ui, but could eliminate some unnecessary confusion... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers