Hi,
This was my own mistake refactoring some code, accidentally switched
the order of some lines of code. We're not benefiting much from last
hit optimization here, the ao/env/indirect rays need the closest hit.
Maybe I should try using it to shorten the rays before doing the bvh
traversal, though
Hey Daniel,
Just to clarify: "Maybe you can expand this concept to include Group Sets? This
would be bags of data groups that could classifyvertes/edges/groups for their
usage". Here you're essentially suggesting groups of groups? So that all of the
vert groups used in rigging are kept separate
Also I want to mention this would help on the tasks of deleting all vgroups
used on an armature without deleting the ones used on hair or similar stuff.
Currently I use a simple py script with an exclusion list for this
repetitive task. Would be nice if we could do this kind of operations for
the r
In current ( 2.49b) to make a distinction between modifier and rigging vert
groups, I just prefix names with RIG or VERT. Does this help?
On Tue, Jun 22, 2010 at 2:03 PM, Daniel Salazar - 3Developer.com <
zan...@gmail.com> wrote:
> Also I want to mention this would help on the tasks of deleting
Yah I mentioned this is a visual separation I'm proposing
and completely optional. A group belonging to one set or another woudn't
have any effect on the group's usage all over blender.
Daniel Salazar
On Tue, Jun 22, 2010 at 8:49 AM, Brandon Phoenix wrote:
> Hey Daniel,
> Just to clarify: "May
That proves my point, there is a need for a distinction, and its not that
simple. You would need to also name all your bones starting with RIG because
vgroups are linked to bones by the names
Daniel Salazar
www.3developer.com
On Tue, Jun 22, 2010 at 1:42 PM, Mike Belanger
wrote:
> In current (
I filed this as a bug report and found out it was a feature, so I am
bringing it up here.
In 2.4 when you add a video clip it pops back from the file screen to
the strip screen with the clip attached to the mouse and then you move
the mouse to the right place with a popup massage telling you your
I agree. Eventually if chaining add and move operators cause problem
using the cursor position (current frame) is still a a better solution
than the mouse position.
2010/6/23 Knapp :
> I filed this as a bug report and found out it was a feature, so I am
> bringing it up here.
>
> In 2.4 when you a