Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-22 Thread Bartek Skorupa (priv)
In one of the previous posts I explained what I do to get proper relation 
between parent and child and not to lose the position, rotation and scale of 
the child at the moment of parenting.

The script that I use does this:
1. Stores the current world matrix of the child.
2. Makes parent without inverse
3. sets world matrix of child to previously stored world matrix of the child.

a - parent
b - child
m = b.matrix_world
b.parent = a
b.matrix_world = m

Tested it, it works great, I made an operator from it, assigned keyboard 
shortcut and I use it regularly.
I can live with current behavior, especially that I don't use it :-) I have my 
own hack, but I simply think that this should be default.

Bartek Skorupa

www.bartekskorupa.com

On 22 wrz 2012, at 00:14, Bassam Kurdali bas...@urchn.org wrote:

 I don't think it should happen by default. it could be especially nasty
 for animation data, linked data, etc. Also it doesn't store as much
 information (the relationship between child and parent at the time of
 parenting) which could come in handy later. However, it is not hard to
 do!
 
 You need for that is to multiply the inverse transform matrix with the
 world transform matrix. I think - I may have gotten the order wrong.
 so, an easy way :
 1- do a normal parent operator (creates inverse transform matrix)
 2- multiply the inverse transform and the regular matrix for the object
 3- clear inverse transform
 4- put the matrix from 2 into the transform for the object.
 
 I think 4 is a bit more complicated, because I *think* that the matrices
 are read-only, so you'll have to decompose into
 translation/rotation/scale (mathutils provides all those functions
 anyway)
 bundle that up into an operator and you're home free.
 Another good option is just to calculate the inverse parent and avoid
 doing the parent-clear inverse dance. If this is done in blender
 internally the same code could be used to avoid having two code paths.
 
 one possibility for blender behavior is to have a parent menu, with a
 few choices, similar to the un-parent, and keep the current behavior the
 top/default choice.
 
 On Fri, 2012-09-21 at 21:11 +0200, Bartek Skorupa (priv) wrote:
 Thank you.
 However we are only half way there. It solves the major issue as we at least 
 don't have weird properties of the child.
 The question still remains:
 How to make a parent such that the child stays at it's current location, 
 rotation and scale, but the values of loc/rot/scale change.
 This is what should happen by default.
 
 @Bassam Kurdali:
 You wrote:
 the default behaviour should be kept, of course. Most users want this.
 
 
 I wouldn't agree with that. I'm scratching my head trying to figure out at 
 least one benefit of current default behavior and can't find anything.
 Is there any good reason for destroying the order in the scene? Having 
 objects with locations, rotations and scales set in relation to 
 who-the-hell-knows what?
 What do I miss?
 
 Bartek Skorupa
 
 www.bartekskorupa.com
 
 On 21 wrz 2012, at 20:44, Remigiusz Fiedler mig...@gmx.net wrote:
 
 no ctrl needed, it is alt p - clear inverse parent
 
 2012/9/21 Bartek Skorupa (priv) bartekskor...@bartekskorupa.com:
 Ctl-Alt-P ??
 When I hit it I get a warning: Can only make proxy for a referenced 
 object or group
 What do I miss?
 
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
Hi everyone,

I'd like to discuss the issue that I encounter every time I want to make a 
simple parenting structure of objects:
Let's parent object A to object B.
Select A, then select B, and hit Ctl-P.

Here's what happens:
A didn't change its visual transformations, it stayed exactly where it was 
before, it's visual rotation and scale didn't change as well.
However now it is a child of B, so it should use B's co-ordinates as its center 
of the world.
If A stayed where it was before - its transform properties should change to 
reflect it's position, rotation and scale in relation to B, right?
This isn't happening. A's transform properties remained untouched.
When we clear origin (alt-O) - A moves to location of B. It's transform 
properties din't change. Now they represent co-ordinates in relation to …. 
exactly …. to no-one-knows-what.

There is of-course the option to parent objects using Shift-Ctl-P. This creates 
proper relation between A's transform properties and its visual 
transformations, but it as well moves A to B's location and it's not always 
the desired result.

There is no easy way to make true parent.
It would be great if after hitting Ctl-P - child stayed where it is, but its 
transform properties would be recalculated such that they represent 
transformations in relation to parent.
Hitting Shift-Ctl-P should in my opinion make parent, leave transform 
properties of the child untouched, but move, rotate and scale the child such 
that now it's transformed properly in relation to its parent.

I find it easier to create proper parenting structure using python, than 
keyboard shortcuts. Is there anyone else who feels the same?

What do you think?


Cheers

Bartek Skorupa
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Antony Riakiotakis
Maybe some way to display/tweak the local transform would solve this?
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Martin Bürbaum
From a user perspective I agree with your assertion.

For a possible solution I'd suggest something like a [Global | Local] switch in 
the Transform dialog(s). That should be pretty universal.

I'm not sure if this is easily possible from the programming side though.

Best regards,
Martin
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Remigiusz Fiedler
Hi Bartek,

there is a non-exposed(a shame!) feature in parenting routine:
For non-inverse-mode press Shift-Ctrl-P instead. This creates an
alternative parent-child-relationship where child-objects exist
entirely in parent coordinate system. This is the better choice for
CAD purposes for example.

cheers
migius
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Remigiusz Fiedler
oops, haven't read your post to the end

There is of-course the option to parent objects using Shift-Ctl-P. This creates
 proper relation between A's transform properties and its visual 
 transformations,
 but it as well moves A to B's location and it's not always the desired 
 result.
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
In order to get proper parenting I use a little script:


active = bpy.context.active_object
selected = boy.context.selected_objects
for c in selected:
if c =! active:
m = c.matrix_world
c.parent = active
c.matrix_world = m


This gives me the behavior that I'd like to have under Ctl-P


The behavior that I'd like to have under Shift-Ctl-P would be this:


active = bpy.context.active_object
selected = boy.context.selected_objects
for c in selected:
if c =! active:
c.parent = active


Cheers
Bartek Skorupa

www.bartekskorupa.com

On 21 wrz 2012, at 11:08, Remigiusz Fiedler mig...@gmx.net wrote:

 oops, haven't read your post to the end
 
 There is of-course the option to parent objects using Shift-Ctl-P. This 
 creates
 proper relation between A's transform properties and its visual 
 transformations,
 but it as well moves A to B's location and it's not always the desired 
 result.
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
Yes, yes, I know… I made a mistake:

it should be:

if c != active:

:-)

Bartek Skorupa

www.bartekskorupa.com

On 21 wrz 2012, at 11:49, Bartek Skorupa (priv) 
bartekskor...@bartekskorupa.com wrote:

 In order to get proper parenting I use a little script:
 
 
 active = bpy.context.active_object
 selected = boy.context.selected_objects
 for c in selected:
   if c =! active:
   m = c.matrix_world
   c.parent = active
   c.matrix_world = m
 
 
 This gives me the behavior that I'd like to have under Ctl-P
 
 
 The behavior that I'd like to have under Shift-Ctl-P would be this:
 
 
 active = bpy.context.active_object
 selected = boy.context.selected_objects
 for c in selected:
   if c =! active:
   c.parent = active
 
 
 Cheers
 Bartek Skorupa
 
 www.bartekskorupa.com
 
 On 21 wrz 2012, at 11:08, Remigiusz Fiedler mig...@gmx.net wrote:
 
 oops, haven't read your post to the end
 
 There is of-course the option to parent objects using Shift-Ctl-P. This 
 creates
 proper relation between A's transform properties and its visual 
 transformations,
 but it as well moves A to B's location and it's not always the desired 
 result.
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bassam Kurdali
What i would like to see here is stack based (modo) or nodal (maya) transforms- 
that way you could:

expose inverse parent transform
get rid of hard coded dx dy dz transforms
expose constraint offset transforms, and simplify constraints
expose child of constraint
freeze transforms ala maya by popping a transform onto stack
stack as many offsets as you need for rigging
get rid of hard coded transform/constraint order of evaluation
get rid of confusion that hidden transforms cause
make all hidden transforms editable

some of the benefits I list assume of course that constraints and perhaps 
parenting are also in the stack/node tree. Most of the previous list is not 
currently possible.

As for the current behaviour, if you:
ctrl p
then
ctrl alt p - clear inverse parent
i believe you'll have what you want. Not sure if there is an operator that just 
does that (though editing the parent property in the properties editor does. 
Does it have copy to selected? )

the default behaviour should be kept, of course. Most users want this.

On Fri Sep 21 2012 05:08:08 AM EDT, Remigiusz Fiedler mig...@gmx.net wrote:

 oops, haven't read your post to the end
 
  There is of-course the option to parent objects using Shift-Ctl-P.
  This creates proper relation between A's transform properties and
  its visual transformations, but it as well moves A to B's location
  and it's not always the desired result.
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Dima Glibitsky
+1 to Bassam Kurdali's proposal :-)
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Nathan Vegdahl
A transform stack has got my vote. :-)

Realistically that's probably still a ways off, though.

 As for the current behaviour, if you:
 ctrl p
 then
 ctrl alt p - clear inverse parent
 i believe you'll have what you want. Not sure if there is an operator that
 just does that

It wouldn't be hard to script up an operator using those two operators.

--Nathan




On Fri, Sep 21, 2012 at 7:16 AM, Bassam Kurdali bas...@urchn.org wrote:
 What i would like to see here is stack based (modo) or nodal (maya) 
 transforms- that way you could:

 expose inverse parent transform
 get rid of hard coded dx dy dz transforms
 expose constraint offset transforms, and simplify constraints
 expose child of constraint
 freeze transforms ala maya by popping a transform onto stack
 stack as many offsets as you need for rigging
 get rid of hard coded transform/constraint order of evaluation
 get rid of confusion that hidden transforms cause
 make all hidden transforms editable

 some of the benefits I list assume of course that constraints and perhaps 
 parenting are also in the stack/node tree. Most of the previous list is not 
 currently possible.

 As for the current behaviour, if you:
 ctrl p
 then
 ctrl alt p - clear inverse parent
 i believe you'll have what you want. Not sure if there is an operator that 
 just does that (though editing the parent property in the properties editor 
 does. Does it have copy to selected? )

 the default behaviour should be kept, of course. Most users want this.

 On Fri Sep 21 2012 05:08:08 AM EDT, Remigiusz Fiedler mig...@gmx.net wrote:

 oops, haven't read your post to the end

  There is of-course the option to parent objects using Shift-Ctl-P.
  This creates proper relation between A's transform properties and
  its visual transformations, but it as well moves A to B's location
  and it's not always the desired result.
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Remigiusz Fiedler
2012/9/21 Bassam Kurdali bas...@urchn.org:
 As for the current behaviour, if you:
 ctrl p
 then
 ctrl alt p - clear inverse parent
 i believe you'll have what you want.

no, unfortunately not - it produces different results
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Remigiusz Fiedler
 As for the current behaviour, if you:
 ctrl p
 then
 ctrl alt p - clear inverse parent
 i believe you'll have what you want.

 no, unfortunately not - it produces different results
I roll it back
- this works!

but parenting with
shift ctrl p
produces not exactly what we (CAD people) need:
it transfers child object to parent's coordinates system inclusive
child's xyz-orientation but dropping its xyz-location vector
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
Ctl-Alt-P ??
When I hit it I get a warning: Can only make proxy for a referenced object or 
group
What do I miss?


Bartek Skorupa

www.bartekskorupa.com

On 21 wrz 2012, at 17:06, Nathan Vegdahl ces...@cessen.com wrote:

 A transform stack has got my vote. :-)
 
 Realistically that's probably still a ways off, though.
 
 As for the current behaviour, if you:
 ctrl p
 then
 ctrl alt p - clear inverse parent
 i believe you'll have what you want. Not sure if there is an operator that
 just does that
 
 It wouldn't be hard to script up an operator using those two operators.
 
 --Nathan
 
 
 
 
 On Fri, Sep 21, 2012 at 7:16 AM, Bassam Kurdali bas...@urchn.org wrote:
 What i would like to see here is stack based (modo) or nodal (maya) 
 transforms- that way you could:
 
 expose inverse parent transform
 get rid of hard coded dx dy dz transforms
 expose constraint offset transforms, and simplify constraints
 expose child of constraint
 freeze transforms ala maya by popping a transform onto stack
 stack as many offsets as you need for rigging
 get rid of hard coded transform/constraint order of evaluation
 get rid of confusion that hidden transforms cause
 make all hidden transforms editable
 
 some of the benefits I list assume of course that constraints and perhaps 
 parenting are also in the stack/node tree. Most of the previous list is not 
 currently possible.
 
 As for the current behaviour, if you:
 ctrl p
 then
 ctrl alt p - clear inverse parent
 i believe you'll have what you want. Not sure if there is an operator that 
 just does that (though editing the parent property in the properties editor 
 does. Does it have copy to selected? )
 
 the default behaviour should be kept, of course. Most users want this.
 
 On Fri Sep 21 2012 05:08:08 AM EDT, Remigiusz Fiedler mig...@gmx.net wrote:
 
 oops, haven't read your post to the end
 
 There is of-course the option to parent objects using Shift-Ctl-P.
 This creates proper relation between A's transform properties and
 its visual transformations, but it as well moves A to B's location
 and it's not always the desired result.
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Remigiusz Fiedler
no ctrl needed, it is alt p - clear inverse parent

2012/9/21 Bartek Skorupa (priv) bartekskor...@bartekskorupa.com:
 Ctl-Alt-P ??
 When I hit it I get a warning: Can only make proxy for a referenced object 
 or group
 What do I miss?

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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bassam Kurdali
many apologies
of course it's only alt-p  the same hotkey for unparenting.
On Fri, 2012-09-21 at 20:37 +0200, Bartek Skorupa (priv) wrote:
 Ctl-Alt-P ??
 When I hit it I get a warning: Can only make proxy for a referenced object 
 or group
 What do I miss?
 
 
 Bartek Skorupa
 
 www.bartekskorupa.com
 
 On 21 wrz 2012, at 17:06, Nathan Vegdahl ces...@cessen.com wrote:
 
  A transform stack has got my vote. :-)
  
  Realistically that's probably still a ways off, though.
  
  As for the current behaviour, if you:
  ctrl p
  then
  ctrl alt p - clear inverse parent
  i believe you'll have what you want. Not sure if there is an operator that
  just does that
  
  It wouldn't be hard to script up an operator using those two operators.
  
  --Nathan
  
  
  
  
  On Fri, Sep 21, 2012 at 7:16 AM, Bassam Kurdali bas...@urchn.org wrote:
  What i would like to see here is stack based (modo) or nodal (maya) 
  transforms- that way you could:
  
  expose inverse parent transform
  get rid of hard coded dx dy dz transforms
  expose constraint offset transforms, and simplify constraints
  expose child of constraint
  freeze transforms ala maya by popping a transform onto stack
  stack as many offsets as you need for rigging
  get rid of hard coded transform/constraint order of evaluation
  get rid of confusion that hidden transforms cause
  make all hidden transforms editable
  
  some of the benefits I list assume of course that constraints and perhaps 
  parenting are also in the stack/node tree. Most of the previous list is 
  not currently possible.
  
  As for the current behaviour, if you:
  ctrl p
  then
  ctrl alt p - clear inverse parent
  i believe you'll have what you want. Not sure if there is an operator that 
  just does that (though editing the parent property in the properties 
  editor does. Does it have copy to selected? )
  
  the default behaviour should be kept, of course. Most users want this.
  
  On Fri Sep 21 2012 05:08:08 AM EDT, Remigiusz Fiedler mig...@gmx.net 
  wrote:
  
  oops, haven't read your post to the end
  
  There is of-course the option to parent objects using Shift-Ctl-P.
  This creates proper relation between A's transform properties and
  its visual transformations, but it as well moves A to B's location
  and it's not always the desired result.
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
Thank you.
However we are only half way there. It solves the major issue as we at least 
don't have weird properties of the child.
The question still remains:
How to make a parent such that the child stays at it's current location, 
rotation and scale, but the values of loc/rot/scale change.
This is what should happen by default.

@Bassam Kurdali:
You wrote:
 the default behaviour should be kept, of course. Most users want this.


I wouldn't agree with that. I'm scratching my head trying to figure out at 
least one benefit of current default behavior and can't find anything.
Is there any good reason for destroying the order in the scene? Having objects 
with locations, rotations and scales set in relation to who-the-hell-knows what?
What do I miss?

Bartek Skorupa

www.bartekskorupa.com

On 21 wrz 2012, at 20:44, Remigiusz Fiedler mig...@gmx.net wrote:

 no ctrl needed, it is alt p - clear inverse parent
 
 2012/9/21 Bartek Skorupa (priv) bartekskor...@bartekskorupa.com:
 Ctl-Alt-P ??
 When I hit it I get a warning: Can only make proxy for a referenced object 
 or group
 What do I miss?
 
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bassam Kurdali
I don't think it should happen by default. it could be especially nasty
for animation data, linked data, etc. Also it doesn't store as much
information (the relationship between child and parent at the time of
parenting) which could come in handy later. However, it is not hard to
do!

You need for that is to multiply the inverse transform matrix with the
world transform matrix. I think - I may have gotten the order wrong.
so, an easy way :
1- do a normal parent operator (creates inverse transform matrix)
2- multiply the inverse transform and the regular matrix for the object
3- clear inverse transform
4- put the matrix from 2 into the transform for the object.

I think 4 is a bit more complicated, because I *think* that the matrices
are read-only, so you'll have to decompose into
translation/rotation/scale (mathutils provides all those functions
anyway)
bundle that up into an operator and you're home free.
Another good option is just to calculate the inverse parent and avoid
doing the parent-clear inverse dance. If this is done in blender
internally the same code could be used to avoid having two code paths.

one possibility for blender behavior is to have a parent menu, with a
few choices, similar to the un-parent, and keep the current behavior the
top/default choice.

On Fri, 2012-09-21 at 21:11 +0200, Bartek Skorupa (priv) wrote:
 Thank you.
 However we are only half way there. It solves the major issue as we at least 
 don't have weird properties of the child.
 The question still remains:
 How to make a parent such that the child stays at it's current location, 
 rotation and scale, but the values of loc/rot/scale change.
 This is what should happen by default.
 
 @Bassam Kurdali:
 You wrote:
  the default behaviour should be kept, of course. Most users want this.
 
 
 I wouldn't agree with that. I'm scratching my head trying to figure out at 
 least one benefit of current default behavior and can't find anything.
 Is there any good reason for destroying the order in the scene? Having 
 objects with locations, rotations and scales set in relation to 
 who-the-hell-knows what?
 What do I miss?
 
 Bartek Skorupa
 
 www.bartekskorupa.com
 
 On 21 wrz 2012, at 20:44, Remigiusz Fiedler mig...@gmx.net wrote:
 
  no ctrl needed, it is alt p - clear inverse parent
  
  2012/9/21 Bartek Skorupa (priv) bartekskor...@bartekskorupa.com:
  Ctl-Alt-P ??
  When I hit it I get a warning: Can only make proxy for a referenced 
  object or group
  What do I miss?
  
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