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  1. Jun 17, 2012
  2. Jun 13, 2012
  3. Jun 09, 2012
  4. Jun 05, 2012
    • Pablo Vazquez's avatar
      Screencast Keys Addon: · 1e81c6e7
      Pablo Vazquez authored
      Elapsed Time off by default, and little fix in positioning.
      1e81c6e7
    • Pablo Vazquez's avatar
      Screencast Keys Addon · 1fa78760
      Pablo Vazquez authored
      =====================
      
      While doing some tutorials, realized that when working fullscreen you often lose perception in how much time passed, resulting in unnecessarily long videos.
      
      To tackle this, today I implemented a 'Elapsed Time' feature, with options for color/alpha, size, and reset (to restart the timer without restarting the script).
      
      
      Thanks to Campbell Barton for guidance, ideas, and just being awesome.
      1fa78760
    • Campbell Barton's avatar
      added catchall for rendering operators · 80e6ad82
      Campbell Barton authored
      80e6ad82
  5. Jun 04, 2012
  6. Jun 03, 2012
  7. Jun 02, 2012
  8. Jun 01, 2012
  9. May 30, 2012
  10. May 29, 2012
    • Daniel Salazar's avatar
      AnimAll Addon: · 6daaf5e6
      Daniel Salazar authored
      IMPORTANT: I plan on deleting Rotobezier script as soon as we got the new masking tools in Trunk. However since animating curves is still useful for non masking tasks I've:
      
      - Ported Curve animation features from Rotobezier addon to Animall. Rotobezier animated files should be compatible with AnimAll. Left the masking specific features out though.
      - Fixed Vertex Color animation for new API
      - Updated UVs to new API, however this still doesn't work because of bug #31631
      - Vertex Groups also don't work because of bug #31632, however code still looked alright.
      6daaf5e6
  11. May 27, 2012
  12. May 26, 2012
  13. May 24, 2012
    • Campbell Barton's avatar
      patch from Doug Perkowski · f9e21740
      Campbell Barton authored
      from Doug:
      
      Most applications aren't very strict with the bind pose because they support different bind poses for different meshes.  Ogre requires a single bind pose for all meshes, which makes things a lot more difficult. 
      
      The changes are where the BindPose is defined (which is pretty much ignored by most applications, but you seemed to have added it for XNA), and the skin deformer.  In both cases, global transforms for bones were not correctly being exported.  I set global transforms for the bones equal to (my_bone.fbxArm.matrixWorld * my_bone.restMatrix) * mtx4_z90.  That  appears to do the trick for me, though I can't say I fully understand how the terms are derived.
      
      I've tested kngcalvn_fbx_test_new.fbx and our sample file in Maya & our FBX importer, and both work with the changes.
      f9e21740
  14. May 22, 2012
  15. May 21, 2012
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