Hi,
I recently programmed an extension of an octree. It has 27 nodes instead of
8 and can easily be walked through
by changing the depth in the tree. This is a very small modification for
treewalking.
27 nodes suggests that the tree is a 3D octree, 3 time 8 to 9 nodes.
The code is written in
Hi,
We have been talking about creating a usable node API, to allow
external engines and plugins make use of the node editor. I have been
working on a basic implementation of dynamically registered node types
for the particle nodes system. This can be used as a basis for further
work, by
Hi all,
I've put in patch [#29726] Enable looping with Follow Path constraint
and cyclic curves:
http://projects.blender.org/tracker/index.php?func=detailaid=29726group_id=9atid=127
This is a really small and hopefully uncontroversial change, but it
would make my life a lot easier so I wanted
Sounds excellent, Lukas.
On Thu, Dec 29, 2011 at 9:09 PM, Lukas Tönne lukas.toe...@googlemail.comwrote:
The Cycles render engine already uses C++ node class definitions,
generated from the internal RNA information, to convert node data from
the editor into the internal shader graph. At this
maybe bmesh is an opportunity to kill vertex group mirroring in vgroup
modifier or at least have it off by default. I still can't imagine any real
use for this
cheers
Daniel Salazar
3Developer.com
On Thu, Dec 29, 2011 at 3:15 AM, Campbell Barton ideasma...@gmail.comwrote:
Revision: 42970
Off by default is fine, but removal all together i will not allow, it
has helped me and many other users immensely modelling a symmetrical
object but having each side independently animated, all this does is
mirror weights in vgroup .L to vgroup .R
On 30/12/11 09:24, Daniel Salazar -
Currently I see it as very hacky, there arent tools to create the needed
mirrored vgroups, the mirror direction is hardcoded and no where to be seen
on the UI. Maybe this functionality should better go to a vgroup modifier
instead
cheers
Daniel Salazar
3Developer.com
On Thu, Dec 29, 2011 at
FYI, you can use a 27-node or 21-node tree using node.depth changes for
traversal and Player Character in-tree movement.
The depth alterations are some of the smallest modifications possible in
such a tree
(e.g. an octree) and should be useful anyhow.
Greets,
Johan
2011/12/29 Lukas Tönne
NO and is not hacky at all as it does dose Front and back aswell and it
uses the same function for flipping as anything else, does, and truth
be told im not a fan of the vgroup mods as they seem to be too hackish
On 30/12/11 09:39, Daniel Salazar - 3Developer.com wrote:
Currently I see it as
Can anything be done so you dont have to create the empty vgroups by hand
or at all?
Daniel Salazar
3Developer.com
On Thu, Dec 29, 2011 at 4:52 PM, Michael Fox mfoxd...@gmail.com wrote:
NO and is not hacky at all as it does dose Front and back aswell and it
uses the same function for
when you do the ctrl-p-armature thing it makes them automatically, but
a nice script wouldn't go amiss
On 30/12/11 10:02, Daniel Salazar - 3Developer.com wrote:
Can anything be done so you dont have to create the empty vgroups by hand
or at all?
Daniel Salazar
3Developer.com
when you do the ctrl-p-armature thing it makes them automatically, but
a nice script wouldn't go amiss
There is one :-)
http://projects.blender.org/tracker/?func=detailaid=23096group_id=9atid=127
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The RNA already has a defined set of types for input/outputs on the DAG
nodes, and using it would make extending Blender easier and more
consistent, think about it: if it's mapped in the RNA it will work in the
depsgraph, no more special cases ever again!
That's a very good point.
I'm
what i'm saying is current use of this feature is a corner case since you
can't possibly develop a full character retaining mirror modifier. However
the modifier stack is getting more and more corner case features this days..
Daniel Salazar
3Developer.com
On Thu, Dec 29, 2011 at 5:30 PM, Rasmus
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