NOT, we want to hide, hide, hide, unhide.. hence the two hotkeys
I meant that ;)
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Then h on unhidden to hide single, h on hidden to unhide single, and
Alt+h to unhide all (or hide all?). No doubt that
using a character as a toggle is convenient whenever there is an on-off choice.
On Sat, Jul 23, 2011 at 11:42 AM, Jonathan Williamson
jonat...@montagestudio.org wrote:
I have
Hi devs,
Blender Foundation has signed up an agreement with The Software
Freedom Law Center, so they can officially help or advice us for any
future cases when legalities might arise.
This is also related to my investigation of developer agreements. I'm
reviewing the Harmony Agreements
Hi Benoit, yep v*=m too.
Thinking about this and Id rather quaternions be changed too, mainly
because I'd rather not have them work differently to matrices.
Consider both a 3x3 matrix and a quaternion often represent rotation
which may be applied to a vector -
If we keep quat's as-is you'd need
Hi,
On Sat, Jul 23, 2011 at 11:42 AM, Jonathan Williamson
jonat...@montagestudio.org wrote:
I have to agree with Daniel. I constantly hide parts of a mesh bit by
bit.
On Saturday, July 23, 2011 at 10:40 AM, Daniel Salazar -
3Developer.com wrote:
NOT, we want to hide, hide, hide, unhide..
Hi,
mindrones wrote:
- quick h-h acts as a toggle *just on the selection*
- h - N sec pause - h adds to hidden selection (after all you have to
select stuff before hitting h again to add to hidden objects)
- alt-h unhide all
now that I think of it, would it be possible that:
- if we have
- Don't mention (nor do) investigation of public patent databases
ever, unless you already evidently knew it had to be done.
Thanks!
-Ton-
Why? What is wrong with looking at public info?
Thanks!
--
Douglas E Knapp
Creative Commons Film Group, Helping people make open source movies
with
Hi All,
Bastien Montagne (mont29) has been given commit rights to work on his
vertex group patch before merging into trunk.
Wiki Page
http://wiki.blender.org/index.php/User:Mont29/WeightVGroup/Man
This modifier has been split into 3 since too much different
functionality was being included in
Hi,
I'm not talking about looking at info, but mentioning it implies you
take responsibility for that.
-Ton-
Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org
Blender Institute Entrepotdok 57A
Hi all,
Here's the summary of today's topics:
1) Blender 2.58 and next release
- As usual, bug tracker remains high in count... several obscure
issues or from inexperienced users though. It's half a support system
now too. Still, module owners should check on what's assigned!
- Daniel
Hi Douglas,
Ehh, let me rephrase -- tricky bizz this :) -- simply said:
Although law demands you to know the law (you cannot claim ignorance
of it), the law doesn't demand you to know all patents or all
registrations of IP. Unless you evidently investigated it, or should
have known by
Hi,
On 07/24/2011 06:05 PM, Ton Roosendaal wrote:
- Daniel Salazar proposes a small default key switch: to keep Shift
+Ctrl+S for Save-as, and make Alt+Ctrl+S for transform option Push/
Pull. Both were in use for save as, which is unneeded.
Alt+Ctrl+S is save a copy, which is save with
You can always remap it in your user defined keymap.
Good defaults might not be optimal for one individual's workflow, that's why
you can customize them.
Martin
- Original Message -
From: mindrones mindro...@gmail.com
To: bf-blender developers bf-committers@blender.org
Cc:
Sent:
Ton Roosendaal wrote:
2) Other projects branches
- New seamless texture bake in svn, Sergey Sharybin reviewed Morten
Mikkelsen's code. Proposal is to add a short doc online about it, for
example on Blender code blog.
istinfo/bf-committers
Here's link to description of what exactly was
For what it's worth, I think that if ctrl+s and ctrl+shift+s both are saving
operations, then it makes more sense for ctrl+alt+s to be related to saving the
file as well rather than transforming selection. So if there are any other
vacant combinations which would even remotely make sense to
Hi,
Not sure who here read the Harmony website. Here's an interesting
critic of it:
http://ebb.org/bkuhn/blog/2011/07/07/harmony-harmful.html
In short - my impression too - the agreement has a very high and
complex rate of statements to solely protect and serve the
organization. It's quite
Mike I managed to get it working! but it's unusable. seems that all
axis are inverted
cheers
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 9:57 PM, Stephen M. McQuay step...@mcquay.me wrote:
On Fri, Jul 22, 2011 at 10:32:08PM -0500, Mike Erwin wrote:
Either check out the
Hi.
I have recently made a tutorial (not exactly about Blender, but using
Blender to demonstrate some methods).
After reviewing the video i found some parts where i think that Blender
could be changed
for improved user experience and quicker workflow.
I created a rather longish report on my
S and Alt-S are transform operations already, so it makes as much sense from
that angle.
Martin
- Original Message -
From: Richard Olsson r...@richardolsson.se
To: bf-blender developers bf-committers@blender.org
Cc:
Sent: Sunday, July 24, 2011 2:20:52 PM
Subject: Re: [Bf-committers]
And
Ctrl Alt Shift S = Shear
Shift Alt S = To Sphere
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 1:14 PM, Martin Poirier the...@yahoo.com wrote:
S and Alt-S are transform operations already, so it makes as much sense from
that angle.
Martin
- Original Message -
This commit broke netrender (error on import, missing re module in master.py
that was imported from utils.py).
I wouldn't be surprised if it broke other things too.
I shouldn't have to say this, but please test thoroughly before removing code,
especially with extensions that are disabled by
Daniel Salazar:
Mike I managed to get it working! but it's unusable. seems that all
axis are inverted
Testers seem to be split on this issue, so let me explain and offer a
workaround.The orbit modes are implemented as target camera rather
than object mode. In other words, you're controlling the
Hi,
- h always hides selection
- alt h reveals last hidden
- alt h again reveals all
Just an idea. I am not too sure about conditional hotkeys based on the
selection. That might get confusing.
Then h on unhidden to hide single, h on hidden to unhide single, and
Alt+h to unhide all (or hide
I don't know what are they smoking to expect this behavior, it's
impossible! in fly mode it works fine tough, I really hope this isn't
the default. I expect it to work like the old test program (cube) in
the drivers
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 4:38 PM, Mike Erwin
Double reading the comments you posted it seems they are talking about
*fly mode*, which as I said works as expected
Daniel Salazar
3Developer.com
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Gah sorry for triple posting :)
When you navigate your normal view (not fly mode) you do it in object
space and not in camera space, ie: drag mouse to the left and camera
orbits to the right, that is why this mode should really work inverted
as it is right now. It's really what feels natural
And
Daniel Salazar wrote:
Double reading the comments you posted it seems they are talking about
*fly mode*, which as I said works as expected
Those comments were about orbit navigation, with some fly-mode
sprinkles on top. For the one that mentioned fly mode, I was standing
right beside him, so
Well be sure to share some of that, maybe I'll suddenly get it :D
Thanks for the option, will test and report back ASAP. Also the open
source driver seems much nicer, no need for that annoying window open
all the time. happy
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 5:12 PM, Mike
This is probably a bit of a useless comment, but I remember the 2.4x
implementation of orbiting the space navigator always seemed terribly
awkward. That old way was inverted compared to the 3ds max plugin that came
with the 3dconnexion driver, and the 3ds max version always felt much easier
to
There's a new option in the 3D mouse popup menu. It works in turntable
mode, and will work in trackball also after dinner.
Setting this option makes orbit unusable for me, but hopefully usable
for those of you who have your brains wired differently!
Mike Erwin
musician, naturalist, pixel pusher,
Hi mike, the zoom is still inverted! when I pull the knot to me i
expect the object to get closer. remember: brain wires crossed! :)
cheers
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 6:25 PM, Mike Erwin significant@gmail.com wrote:
There's a new option in the 3D mouse popup
Would be killer if 2D space zoom got inverted too with this option so
pull closer means zoom in, pull towards the screen means zoomout
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 6:37 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
Hi mike, the zoom is still inverted!
Knowingly violating IP is a worse then doing so by accident (if you're
getting sued for IP infringement), given the state of US software
patents, blender probably violates loads of patents - which themselves
are probably invalid or could be shown to have proof of prior art.
So the worst thing you
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