Re: [Bf-committers] A way to apply transformation to all key frames?

2013-03-19 Thread Mr Rasmus Lerchedahl Petersen
 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

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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-25 Thread Mr Rasmus Lerchedahl Petersen
 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?

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Re: [Bf-committers] collisions detection without gameengine

2012-04-18 Thread Mr Rasmus Lerchedahl Petersen
 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?

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[Bf-committers] [#21127] Vertex group mirrors not working

2010-07-30 Thread Mr Rasmus Lerchedahl Petersen (QMUL)
 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...


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