This mail is mostly for Nicholas Bishop but others may have input,
The other day I noticed the default cube had a mask vertex layer -
this isnt so bad - only storing one extra float per vertex - but seems
unnecessary.
There are some other data layers that the user had no way to remove
(skin and
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
Maybe some way to display/tweak the local transform would solve this?
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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
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.
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.
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
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
New panel shows only in Blender Render and Blender Game, missed for
Cycles.
PS
Also Double Sided shading option missed in Cycles.
Regards
Mikee Rice
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I don't have any strong objections, but a couple of things to look at:
1) Should check how big of a delay this introduces for the first use
of the mask brush on a dense mesh. Don't want there to be a big delay
that makes masking a second-class citizen among brushes :)
2) Implementation issue:
Hi,
a quick reminder for some people here, BCon 4 means essential bug fixes
only! ;-)
So please no big code cleanups, removals and stuff...you never can be
sure that it does not break anything.
Thomas
--
Thomas Dinges
Blender Developer, Artist and Musician
www.dingto.org
I think one more thing:
3) GPU_draw_buffers seems to be also assuming sculpt mask always exists.
We could switch to lazy initialization, but i wouldn't want this to happen
at this point -- think this could wait for after release.
On Fri, Sep 21, 2012 at 7:29 PM, Nicholas Bishop
Fixed the issue with the Geometry Data panel not showing up for Cycles.
In regard to the Normal panel, I think this is correct, as these are
Shading options related to Blender Internal only.
Regards,
Thomas
Am 21.09.2012 14:58, schrieb Mikee Rice:
New panel shows only in Blender Render and
Nope, Double Sided working in Cycles too. I beleive that maybe we need global
switch for this option, as Brecht proposed earlier.
Regards
Mikee Rice
21.09.2012, 17:58, Thomas Dinges blen...@dingto.org:
Fixed the issue with the Geometry Data panel not showing up for Cycles.
In regard to
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
+1 to Bassam Kurdali's proposal :-)
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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
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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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
Why sticky coordinates were removed from blender? The original comment
says that this feature was unavailable from blender UI, but in reality
the only part of blender without support of sticky coordinates was
cycles. This feature was quite popular since Andrew Price created a
tutorial about camera
Unless I'm missing out on something, using project from view uvs is a
better solution and works with cycles.
On Sep 21, 2012 12:56 PM, Lockal S lockals...@gmail.com wrote:
Why sticky coordinates were removed from blender? The original comment
says that this feature was unavailable from blender
Update: things are more complete now, but we're still missing game
engine and tiled compositing release notes.
Incomplete:
Compositing nodes: empty still.
Game Engine: is just dump of commit logs, needs to be turned into user
docs, add images, needs front page image.
Small Features: feature
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
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?
___
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
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
Project from view ignores the scale and aspect of camera. Additional
uv tweaking is needed to match the scale of original image.
The other potential replacement could be adding and applying UvProject
modifier on the special uv layer, however it distorts uvs in
perspective mode. Also it doesn't
@Nicholas, this happens when entering sculpt mode so there would be
some slowdown there - I assume, this would just move the delay to the
first time someone uses the mask brush, it would only be once - since
this is a very light data layer I doubt it would be noticeable
slowdown. - compared to
On Fri, Sep 21, 2012 at 3:12 PM, Lockal S lockals...@gmail.com wrote:
Project from view ignores the scale and aspect of camera. Additional
uv tweaking is needed to match the scale of original image.
2 easy work arounds for this:
1) Match the image to the aspect ratio of the camera by cropping
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
On Wed, Sep 19, 2012 at 9:22 AM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
Hi,
If anyone is interested in helping with the release notes, here's the
current status. Even if pages are complete they can always use better
images, example .blend files or more detailed explanations.
@Lockal,
Cameras really shouldn't be scaled - when you scale a camera it won't
render scaled, so UV project is correct in this case.
On Sat, Sep 22, 2012 at 5:12 AM, Lockal S lockals...@gmail.com wrote:
Project from view ignores the scale and aspect of camera. Additional
uv tweaking is needed
My vote is for putting them back, since its clear they are being used,
so as long as BI is still being used sticky should remain, just not on
bugs associated with it that the feature is no longer developed and will
not be fixed. Not to mention its very late in the cycle to be doing this
On
I would vote for that we remove it.In my opinion using the UV Project modifier
is a better workflow.As for the more click argument, you can use the copy
attribute menu addon to copy selected modifier. So it actually require fewer
click.
As for compatibility, people can always download an
On Sat, Sep 22, 2012 at 2:34 AM, Campbell Barton ideasma...@gmail.com wrote:
Can you expand on this? - not sure what you mean.
Ok, Project From View has an option to correct aspect, so it's not so
bad. However, UV projection produces distorted maps, see
Yes, it would only move the delay. I figured entering sculpt mode
would be a better place for that delay, but if the risks of making a
change close to release are not deemed too great I don't mind it being
changed.
-Nicholas
On Fri, Sep 21, 2012 at 5:27 PM, Campbell Barton ideasma...@gmail.com
@Sergey, I wouldn't want to wait until after release with this -
mainly because it adds data to peoples meshes they probably won't use
its not horrible but not good practice IMHO - unless the change looks
like its error-prone, Id like to change the behavior before release.
Ah wait, misread
Hi Keir,
Yep, think it'll be really helpful to link to this video. You would need to
provide link to source of the footage, otherwise it'll fine.
On Sat, Sep 22, 2012 at 4:25 AM, Keir Mierle mie...@gmail.com wrote:
On Wed, Sep 19, 2012 at 9:22 AM, Brecht Van Lommel
brechtvanlom...@pandora.be
Committed a material option so UV interpolation is calculated using
the same method that sticky used, r50806. - see UV Project material
option.
This fixes the nasty errors you pointed out.
On Sat, Sep 22, 2012 at 10:52 AM, Lockal S lockals...@gmail.com wrote:
On Sat, Sep 22, 2012 at 2:34 AM,
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