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    Blender 2.5 + BMesh svn - r20974 - 32 bit
    Builderoogsnoepje
    OS
    DateJun-18-09
    TypeOthers

    Description


    Experimental build of the BMesh branch. Built with CMake and Visual C++.

     

    This branch is based on the Blender 2.5 branch. However, it does not contain the latest updates of 2.5 as it is only synchronized every once in a while. If you would like to see the latest developments on 2.5 stuff, use a corresponding build instead (without additional and experimental new features), like this one:
    http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1027


    If you would like to know what BMesh exactly is, you can read the following url:
    http://bmeshblender.wordpress.com/2009/05/26/bmesh-status/

     

    Basically, BMesh will make it much easier for the developers to make new mesh editing tools. Another huge improvement is support for n-gons. The use of BMesh will make it possible to close the gap between the current mesh tools in Blender and the tools available in programs like Silo.

    BMesh will allow Blender to enter the 21st century, with top notch mesh modelling tools.

    Would you like these tools to be developed even faster? Consider making a donation to Joseph Eagar, currently one of the main developers on the BMesh integration (have a look at his blog for more information about him and the project).

     

    Note: To run this build, you might have to download and install this runtime package from Microsoft first. Please install this software when you get unexplainable error messages.

     

     

    Svn log:


    Ported over the delete key and fkey fully over
    to bmesh. Yay! Creating faces from edge nets
    is sill missing, I'm leaving that for later.

    I added two new bmop functions, BMO_HeaderFlag_Buffer
    and BMO_UnHeaderFlag_Buffer, which are header flag
    version of BMO_Flag_Buffer and BMO_Unflag_Buffer.
    The new functions properly handle setting/clearing
    BM_SELECT via the selection API.

    ---

    click-extrude works again

    ---

    ctrl-click to make an isolated vert works again

    ---

    Turned delkey->Dissolve Verts into delkey->Dissolve,
    and made it sensitive to the selection mode. Also
    coded dissolve edges, since that was missing.
    Removed the old "Delete Edge Loop", since dissolve
    edges pretty much replaces that :)

    ---

    extrude handles active face, and operators now properly restore unmodified mesh on failure

    ---

    ok, switch selection modes are now qwe, with extrude moved to tkey and wkey moved to spacebar. after discussion on IRC, it's clear that for a true selection mode-aware system to work, we need hotkeys to very quickly switch between modes. so this was the result.

    ---

     

    An example of what's possible with BMesh (depicting ngons):


    BMesh ngons


    DownloadBuild!!



    Blender Foundation's Chaos and Evolution Training DVD by David Revoy

    Comments
    Sienio
    Thank youy so much!
    RNS
    I think you should made a 2.49 build for test and learning to use the feature. the hype of 2.50 is just too unreal,it won't be out in 13 months.make a 2.49 Bmech that we all can have some fun.
    *comment from the builder
    oogsnoepje
    RNS: sorry, development is completely being done for 2.5 only. It's not possible to make a 2.49 build because the integration depends on 2.5-specific code.
    Axon D
    This is great work and i cant wait to use it. But i'm not quite sure about the qwe shortcuts to switch selection modes. I agree that hotkeys for that would be a great speedup, but the Ekey is one of the frequently used initial shortkuts which make feels like you are creating sentences and thinking as a human, and this is one beautiful thing about blender. Maybe other shortcuts could be used, for example
    ; ` <
    - = BACKSPACE (the - and = are duplicates of ALT+1,2)
    CTRL+SHIFT+1,2,3
    CTRL+Qkey, SHIFT+Qkey, ALT+Qkey (the quit operation is always used once and is not dramatic to do with the file menu or other weird shortcut)
    CTRL+#, SHIFT+#, ALT+#

    This is only to feed the thinking, anyway thanks to all what is done.
    Agus
    I can't extrude the faces, tab for editing mode, then i am using T key right? i tried with all keys and menu, but it doesn't extrude any face.
    *comment from the builder
    oogsnoepje
    Axon D:

    Ton says there will be a keymap editor before Siggraph. You can make your own key assignments when that happens.

    From personal experience I can say that shortcuts like "qwe" or "asd" are very useful, because you can quickly and easily tap them with all your fingers, without too much keypresses and without looking at the keyboard. It's a huge timesaver compared to shortcuts like V for Vertex, E for Edge and so on, or stuff like Ctrl+Key (but that's just my opinion, I don't program for Blender, I'm just providing the build here :).

    Anyway, with the keymap editor, we will all get what we want ;)


    Agus:

    Yes, you should tab into editing mode before you can use the tools :)

    The current keymap is not quite optimal (remember: this build is a big work in progress), but you can find the key assignments in the following post at BlenderArtists:

    http://blenderartists.org/forum/showpost.php?p=1405008&postcount=102

    HTH!

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