I have to say that I agree with this. It also keeps the functionality more
consistent among similar UI-things.
Davis
On Tue, Jun 14, 2011 at 12:41 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
There is some annoying behavior in layer UI. Normally as *everything
else* in
Hi,
In the early 2.50 period I coded miniature tabs, then simply draw as
triangles.
Such small tabs, woldithout text, a bit nicer styled drawn, on a
consistent useful location it's still better than the (+) icons imho.
-Ton-
Hi,
The logic is simple: this is not a layer setting itself, but a mask.
For such buttons the default is to have all on. Same is for proxy,
render layer mask, the group 'do not show' mask etc.
-Ton-
Ton Roosendaal
It's perfect that they are all on by default, my problem is with the
behavior of a click on such layers.
Daniel Salazar
3Developer.com
On Tue, Jun 14, 2011 at 3:24 AM, Ton Roosendaal t...@blender.org wrote:
Hi,
The logic is simple: this is not a layer setting itself, but a mask.
For such
Hola,
I have updated the patch to rev. 37468
I have also made some simple example .blend files to those of you who
want to see how it works:
http://dl.dropbox.com/u/11299813/cam_match_examples.zip
@Lars
Hi again!
Yes, it does: The sensor size that is currently fixed at 32 units. Otherwise
@Lars
Hi again!
Yes, it does: The sensor size that is currently fixed at 32 units.
Otherwise we already have all the data:
- image size (nx,ny) are required for the size of the output image
- focal length (f) is a property of the camera
This patch only adds a variable sensor size,
Hi all,
Seems to be an error for ages :)
The 'digest' option default was to (also) send out digests when total
reached a threshold of 30k. Made it 20 times larger. That should
suffice to have svn/bf-committers digests only sent out daily.
-Ton-
Hi guys, sorry to have not been keeping track of this stuff, I've been busy.
I'll try to make time to look at the updated patch on the weekend
(hopefully). As far as I can see right now from a cursory glance, all that's
needed is to make blender's internal camera respect the vertical/horizontal