- Jun 20, 2011
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Martin Poirier authored
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Campbell Barton authored
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- Jun 19, 2011
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Nathan Vegdahl authored
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- Jun 18, 2011
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Nathan Vegdahl authored
The layer names are then used in creating the custom rig layer UI. This is useful for users that do not want to--or do not have the knowledge to--edit the generated python script by hand. It is also handy even for more advanced users when regerating the rig over and over (which over-writes the script and any hand-made edits). Also misc bug fixes in some of the rig types.
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Nathan Vegdahl authored
This allows IK arms and legs to still function properly even when they start with an entirely straight chain.
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- Jun 15, 2011
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Nathan Vegdahl authored
This rig replaces the old spine rig, and has a super-set of the old spine's features. The main new features are: 1. A separate over-all control for translation. Due to the pivot slide feature of the spine, it didn't really make sense to have one of the spine bones be the control for translation, so I broke that out into a separate control. This control also acts as a root of the spine in general, including for scaling and rotation. If you want to grab the entire spine as one unit, this is how to do it. 2. The spine can now have more than two control bones. The rigger can specify an arbitrary number of the spine bones to be turned into controls upon rig generation. Controls that are not at the end points of the spine are optionally (via an animatable switch) auto-rotated by the the end point controls, so animators can ignore them when they do not require that level of control.
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- Jun 10, 2011
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Campbell Barton authored
- h3d: replace unfinvviewmat with gl_ModelViewMatrixInverse
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Campbell Barton authored
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- Jun 09, 2011
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Kalle-Samuli Riihikoski authored
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Campbell Barton authored
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Kalle-Samuli Riihikoski authored
-Fixed Blender_export issue. Thanks to Perfection Cat providing the fix.
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Martin Buerbaum authored
* Modified the "Add X,Y,Z Function Surface" part: * Changed how wrapping is done to avoid generating unnecessary vertices and make the result more intuitive. * Added helper functions the results of which can be used in x(u,v), y(u,v), z(u,v). * The script can now close the ends of an U-wrapped surface. * It's now possible to create multiple objects with one set of formulae.
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Kalle-Samuli Riihikoski authored
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Campbell Barton authored
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Kalle-Samuli Riihikoski authored
-fixed the bug when two or more objects dosen't have materials.
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- Jun 08, 2011
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Kalle-Samuli Riihikoski authored
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Campbell Barton authored
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Campbell Barton authored
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Kalle-Samuli Riihikoski authored
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Kalle-Samuli Riihikoski authored
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Kalle-Samuli Riihikoski authored
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- Jun 07, 2011
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Kalle-Samuli Riihikoski authored
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Kalle-Samuli Riihikoski authored
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Kalle-Samuli Riihikoski authored
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Kalle-Samuli Riihikoski authored
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Campbell Barton authored
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Campbell Barton authored
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- Jun 06, 2011
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Kalle-Samuli Riihikoski authored
Update the script to work with latest trunk. Still some bugs when "remember position" = On, but much better than before.
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Campbell Barton authored
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- Jun 05, 2011
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Maurice Raybaud authored
Added export of only renderable objects via outliner hide_render property and active layers. Also thanks to all those who helped bringing instances through their designs or advice: Conz, mont29, Campbell.
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Bastien Montagne authored
Render POVRay addon: Now using instances for objects’ data, to avoid having exported hundred times the same mesh/material… Coded in collaboration with MauriciusRay.
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- Jun 04, 2011
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Campbell Barton authored
object hierarchy (parent/child) support for X3D export, tested with dupli-groups, scaling, rotations. keep this optional so exporting without hierarchy is still supported.
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- Jun 03, 2011
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Campbell Barton authored
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Campbell Barton authored
- use XML escaping rather then cleaning to for strings
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Jonathan Smith authored
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- Jun 02, 2011
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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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Campbell Barton authored
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Campbell Barton authored
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