In the case of the rigid body simulation we actually already simplify
things.
We cannot really avoid having active and passive objects, since knowing
that an object won't be simulated dynamically allows for optimizations
that improve performance and stability.
As for "Collisions", in many ways rig
Hi,
It's true that there is some confusing functionality here. One issue
we have is that we have different physics systems for rigid body,
particles, cloth, etc, and this means that there is some duplication.
Integrating those physics systems more would simplify things for users
but it's also a di
Hi all,
As Ton announced a few days ago, we plan to migrate the developer
infrastructure to Git and Phabricator. Details on that plan are here
now:
http://wiki.blender.org/index.php/Dev:Ref/Migration_to_Git_Phabricator
I hope that we can have the Git and Phabricator servers running for
developers
Hi Brecht,
Thanks for breaking my dream of using CDDM and EDBM the same way! :D
Seriously, yes, now I realize EDBM needs a specific handling in most
cases... Didn't noticed that modifiers never actually get such one, it
is always converted first into a CDDM.
So as I'd rather avoid adding any l
Ctrl+LMB draw-selects in Object mode. It click-duplicates/adds (selections)
in edit mode (and likely does other things in other modes). That's several
'critical' (subjectively) functions carried out by the same key-comb which
is to be replaced by just placing the cursor? Would that be the only