- Jun 17, 2012
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Brendon Murphy authored
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Campbell Barton authored
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- Jun 13, 2012
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Thomas Larsson authored
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- Jun 09, 2012
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Bastien Montagne authored
Code generating frame range was buggy...
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- Jun 05, 2012
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Pablo Vazquez authored
Elapsed Time off by default, and little fix in positioning.
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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.
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Campbell Barton authored
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- Jun 04, 2012
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Daniel Salazar authored
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Pablo Vazquez authored
- Noticed in some tests[1] that when speeding up even just 2x the maximum fade time felt small, increased max to 10 (but kept softmax as 5)
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Pablo Vazquez authored
===================== - Use Shift + Alt + C to start display - Panel was getting big, now only show options if it is actually displaying something - Updated Wiki link and bumped version to 1.7 - Little changes here and there
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Daniel Salazar authored
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- Jun 03, 2012
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Thomas Larsson authored
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Pablo Vazquez authored
===================== Some improvements and fixes: - Fade Out Time - option to specify (in seconds) how long until the key event disappears - Mouse icon can be on left or right, regardless if Display Box is On or not - Display Last Operator doesn't rely on whether in box mode or not
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Campbell Barton authored
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Campbell Barton authored
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Campbell Barton authored
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Thomas Larsson authored
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- Jun 02, 2012
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Thomas Larsson authored
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- Jun 01, 2012
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Pablo Vazquez authored
==================== Updated some parts and added some new options: - Individual color (and alpha support) for text/icon and background box - Shadows on text for better readability - Display Last Operator option when box is active - Background Box is now always drawn (less noise) - Option to hide the box when no key is pressed and change its width - Text is drawn on top of the box (used to be below) - Reshuffled the UI a bit This is my first commit on this addon, so any feedback is very welcome. A lot more work is needed in this area we know, but I think in the meantime the changes so far make this addon much more flexible.
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Campbell Barton authored
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Campbell Barton authored
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Thomas Larsson authored
Mhx importer. Rigs other than the mhx rig can now access the MHX Drivers panel. Drivers for facial shapes are located there.
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Brendon Murphy authored
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Brendon Murphy authored
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- May 30, 2012
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Clemens Barth authored
1. There was a bug when separating a single ball from a dupliverts structure upon pushing the button "Separate atom" in the Atomic Blender panel. 2. Thanks to an inspirations from <CoDEmanX> I changed the code such that all selected atoms (vertices) in the "Edit Mode" are seperated at once. (new feature) Blendphys.
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Florian Meyer authored
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Florian Meyer authored
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- May 29, 2012
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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.
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- May 27, 2012
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Clemens Barth authored
Some cosmetics ... Blendphys.
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Eclectiel L authored
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Bastien Montagne authored
Also, only calc_tessface() when needed, and use ExportHelper for RAW!
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Bastien Montagne authored
Note: there are other exporters with the same problem, will fix them as well.
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- May 26, 2012
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Thomas Dinges authored
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Campbell Barton authored
from Sebastian Nell (codemanx)
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Campbell Barton authored
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Campbell Barton authored
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- May 24, 2012
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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.
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- May 22, 2012
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Bart Crouch authored
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Campbell Barton authored
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- May 21, 2012
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Bart Crouch authored
[[Split portion of a mixed commit.]]
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